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Some interesting math about the Mercury Field Gun.

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Zenark:
PRO NO SCOPE BRO! Nah, but I do wanna try that now~

If such a change were made, what would the second damage type be? If you REALLY had to change the shatter aspect, at least make it so that it's not a one shot component killer. Make it do, like, 75% of what would be a one shot kill. That way, the gunner getting hit goes "oh crap!  Sniper! Better repair!"  So he strikes it once and the cool down begins. If the sniper is a good shot, that second shell would not destroy the gun, but take away enough health to make the gun hard to use.

If the Merc is nerfed then they would HAVE to increase the zoom of the Artemis. In fact, how about the devs do that regardless  ;D

You raise good points. I agree that something should be done, but not so drastic as to take away half of the gun's usefulness.

N-Sunderland:
Translation: buff the sniper Galleon. No, thank you.

naufrago:
I can't remember if I said this before, but I think the merc could have its Shatter damage reduced by half and still be viable. Would still be able to snipe out components, would still be able to crack armor decently, but wouldn't be able to take out heavy components quite as easily. Can't remember how much health heavy guns have off the top of my head, but making it require 2 shots to take em out seems fair.

Echoez:

--- Quote from: N-Sunderland on July 26, 2013, 02:02:37 pm ---Translation: buff the sniper Galleon. No, thank you.

--- End quote ---

On Dunes maybe (And Canyon's Red spawn), but that's a broken map anyway. Anyway I don't expect you to agree with this, but I want something done with this weapon to enable more ships into play for starters. I've found that the ridiculous shatter damage it does is the main problem any experienced pilot should be afraid of and it is the main reason it does so much permahull damage as well. Plus it renders Goldfishes and Spires pretty helpless with just one shot, which is bad IMO, not sure about you.


--- Quote from: naufrago on July 26, 2013, 02:44:53 pm ---I can't remember if I said this before, but I think the merc could have its Shatter damage reduced by half and still be viable. Would still be able to snipe out components, would still be able to crack armor decently, but wouldn't be able to take out heavy components quite as easily. Can't remember how much health heavy guns have off the top of my head, but making it require 2 shots to take em out seems fair.

--- End quote ---

Halving it doesn't realy fix the problem, Heavy guns have around 400 health, considering that the 250 from Loch takes out more than half of it.

The current Shatter damage by itself doeals at least 60 extra armor damage and 78 if you are using Charged. Halving it won't fix the issue, since it will still deal at least 300 damage to it, leaving it to around 100, if you manage to get a quick mallet hit in before the second shot gets in, you still only heal it for 250, for a total of around 350, the next shot will reduce it to 50, basically turning the gun useless for the next 9 seconds you will be waiting, funny fact is it can reload before that and still destroy it, can't see the difference of just destroying the damn gun other than maybe giving ships with a forward gun a 2 hit shield from the piercing part of it and you might be able to shoot one mroe volley, which depending on the gun, might not even land.

Removing the Piercing leaves us with no long range piercing option and having both breaks the gun, unless you guys think its okay as it is, which in my opinion is pretty ignorant or lazy on your side to get used to not having the all-in-one long range light gun that the Mercury currently is.

Anyway, I'll probably stop trying to create any more balance discussions, I seem to be doing bad at it, especially since I touch the tabboo of this game :P

If you think a new long range piercing will be introdoced and then the Merc will just be a disabler and I'm talking bullshit cause that's going to happen, well, I have no idea if it will happen at all, I mean, what else could have such a long range piercing that isn't a sniper cannon? I proposed something for the Artemis, but I didn't see many people agreeing and I know Muse doesn't agree with it either (Don't ask how, I have links~)

So I'm just left kinda on the wait here, not knowing what the hell is gonna become of this gun.

Anyway, peace.

Machiavelliest:
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.

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