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Some interesting math about the Mercury Field Gun.

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Captain Smollett:
Well the gun would still do a very small amount of perma damage if the shatter modifier were removed.  Though I really don't think it's necessary to have the gun do permahull damage to encourage a team to move. 

Having all your guns, engines and armor knocked down over and over again should provide plenty of encouragement.  Should the enemy decide to stay and take the pummeling, an ally could simply approach and provide explosive damage at a relatively safe range to finish it off.

Also as Sunder stated the gun has so many other functions and abilities; losing the capability of providing across the map perma damage would still leave it tons of other uses.

RearAdmiralZill:
You guys are taking my post too literally...

Can the merc stand to do a little less perm hull damage? Sure. Can it stand to do absolutely none? No. The acceptable amount between the current damage vs 0 is obviously debatable.

You do not need to match the other team's amount of mercs to remain in a position to win a match, Sunderland. I've proven it too many times for myself for anyone to tell me you have to. Sniping matches are inherently long not only because of the lower hit % but also because of extremely cautious positioning, and the guns effective at those ranges require very particular situations to get kills.

N-Sunderland:
I never said they're a necessity. It's just the most conservative option, and so that's what a lot of people end up bringing.

awkm:
I'd like to bring everyone's attention to this quote:


--- Quote from: awkm on July 29, 2013, 12:48:23 pm ---
This is not to say that there aren't other issues like map design and skills that may mitigate line of sight problems.  These will slowly be worked into the game as we move along.


--- End quote ---

Serenum:
Echoez, most of your complaints seemed centered around the "OMG GOLDFISH IS USELESS AGAINST A MERCURY" argument and the fact that it can disable components too well.
Please tell me how is changing its ability do do permahull damage going to fix that? I can still snipe your Goldfish or Galleon or wathever and by the time you get close I'll just finish you off with something that deals explosive damage while keeping your guns disabled 100% of the times, at least this seems to be your opinion.

It seems to me that your opinion is heavly biased against this gun, meanwhile the few people that support the idea of changes to the Mercury do so because they play in the competitive scene where apparently long range spamming is an issue.
An issue with the players, in my opinion, not the guns, but I've already voiced my opinion on the matter in other threads.

I never had the impression that the Mercury can absolutely dominate a game, it's a strong weapon no doubt, but you are basically denying all its flaws and pointing at your math as your only argument, which in the complex reality of a real match I'm sorry to say but isn't as important as you make it seem.
You are also totally convinced that brawling isn't a viable solution unless the enemy captain has the piloting skills of a tomato, something which I find  simply false. Even in Dunes there are dust clouds, wreckages and uneven terrain that can be used to move undetected and to provide cover against long range fire, in addition to good old piloting skills that is.
And I know this from experience, having been on both sides of the issue and having found ways around it.
Theorycrafting can deal some serious damage to the game balance.

Finally, I don't think that every ship and every weapon loadout should be equally viable in every map and against every opponent. There should be some tactics involved in choosing your loadout and ship, if you take a Galleon in Canyons you are at an objective disasvantage because it will take you a long time to navigate and there are many narrow passages. Same thing for the weapons, brawling in an open map is doable but risky unless you pick a fast ship that can quickly close the distance. I don't see the problem with that.

Anyway, I agree that baby steps is the best way to fix any balance concern, radically changing how an entire category of damage works or taking away any kill power the Mercury has will absolutely wreck this game and make it even more frustrating for new players.
I'm happy to see the devs taking the reasonable approach.

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