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Some interesting math about the Mercury Field Gun.

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Echoez:

--- Quote from: Machiavelliest on July 26, 2013, 10:00:51 pm ---I wholeheartedly agree that removing shatter would cause imbalance due to other guns, and would take most of the fun out of the weapon. I'd suggest a modest reduction in piercing. Yes, the gun still does a chunk of hull damage, but the reduced armor damage means repairing the armor is easier.

--- End quote ---

The only one that has 'fun' with this weapon is the guy shooting it, the defenders have no chance to repair due to instant destructions and it has no downside for close range other than the shallow firing arc. you can easily point blank an enemy's heavy gun with it and it will take them way more time to repair it than it takes you to turn and face them with something else.

The piercing this gun does is fine, that's you people don't get, the Shatter damage is the actually scary part if you realy think about it and especially for ships like the Goldfish and the Spire, their guns act as shields as well and it can take em out in one shot. If it only does piercing you will have to avoid any components and go the hull directly.

Anyway, I'm done discussing this, it's already been discussed to death, I don't feel like re-stating everything.

Machiavelliest:
As a pilot, I'd blame the pilot if you're close range with a Merc in your face.

Echoez:

--- Quote from: Machiavelliest on July 26, 2013, 10:10:39 pm ---As a pilot, I'd blame the pilot if you're close range with a Merc in your face.

--- End quote ---

Enemies can turn too, no engagement is perfect.

Machiavelliest:

--- Quote from: Echoez on July 26, 2013, 10:41:03 pm ---Enemies can turn too, no engagement is perfect.

--- End quote ---
True.  However, suffering sustained Mercury fire at close range should not be a thing a crew has to deal with.  One or two shots makes sense, but the firing cone is so narrow that it's easy to avoid more than just lucky shots.

Echoez:

--- Quote from: Machiavelliest on July 27, 2013, 05:35:28 am ---
--- Quote from: Echoez on July 26, 2013, 10:41:03 pm ---Enemies can turn too, no engagement is perfect.

--- End quote ---
True.  However, suffering sustained Mercury fire at close range should not be a thing a crew has to deal with.  One or two shots makes sense, but the firing cone is so narrow that it's easy to avoid more than just lucky shots.

--- End quote ---

  Who's talking about 'sustained fire'? I'm talking about ships like the Goldfish and the Spire, if they get even one lucky shot on your main gun, even at point blank, on a Goldfish you lose 100% of your firepower source and on a Spire a good 75% of it, depending on the gun, this shouldn't be a thing. In an engagement that is under 800-1000 meters ( I consider that mid range cause it close to the Gatling's range and within Artemis range), that spells either instand death or a disengage cause you can't return respectable fire for the next 10 seconds or so due to repairs, now if they do it point blank, you are practicaly dead, there is no time to disengage and you can't fire back anymore cause your weapon went kaputt.

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