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Some interesting math about the Mercury Field Gun.
Zenark:
I went up against some level 5+ pilots yesterday on dunes using a Blender fish, ally using a Squid, and the enemy having a gat/flak junker and a merc/mortar Pyramidion. My ship has two level twos and one level three, and we still won. It was a close battle, but me and the Squid found it stupid easy to fly around the clouds to get to the Pyra. He's be able to shoot at us all but ten seconds before we were on top of him, hammering him into a pulp. He'd take out our main gun, but we'd repair it back up easily enough and get those two shots to take out his balloon, easy kill from then on. It only got tough when they started working together at close range at the edge of the clouds.
He was screwed out in the open, even with his sniper. There's just not enough time for him to get enough shots out to disable us. If he would have brought dual mercs, we would have rolled them. After that match and a few more against the same guy using the same ship, and us trying different ships, including a flamer/banshee pyra, I'm no longer intimidated by a merc. Teamwork and soft cover is the counter.
Captain Smollett:
That was 1 merc on dunes on a ship that needs to be close to get a kill. I'm not sure that's what this thread is discussing.
Chrinus:
I think that's where the issue lies Zenark. It's not the single Merc but the multi-merc loadouts, especially over two ships, that cause these issues with the gun. A single merc on you is quite manageable though you may take some hull damage here and there, it's often negligible. However, due to there being no mainstream alternatives due to competitive viability, this gun usually appears in pairs and sometimes across two ships.
You'll see some people here and there run Merc/Arty but usually realize they benefit more by bringing their 2nd merc, and that should not be the case - where a piercing weapon outclasses a weapon with explosive on the hull.. even if it's the secondary damage. If we want to balance this gun up, I would suggest looking more towards finding a way to make this gun need a complimenting pair the same as brawling needs a gat/flak or gat/mortar. Merc/Merc should be classified the same as Gat/Gat, etc. Knocking its permahull damage down a notch is absolutely a step in the right direction to help push explosive compliments on the merc side of a ship.
Echoez:
--- Quote from: Serenum on July 31, 2013, 09:46:37 am ---Fine Echoez, you win an Internet argument. Mercury will doom us all. Run for the hills!
I'm done with this thread, you are not even trying to be objective and you are willingly misinterpreting anything that can jeopardize your argument.
--- End quote ---
I never said the Mercury will doom us all, I am saying the pressure it puts on many vessels is not justified. Aleviating the permahull damage it does will not harm what the weapon is designed to do, which is disable and armor pierce, meaning you will actually have to pair it with an (Here it comes!) explosive to have killing power over range as well just like in a close range loadout, the Mercury is the only gun that can get away with it by just spamming it twice.
I made a post for the sake of argument, my original post is clearly not correct and an over reaction, but it did spark a discussion and we did reach a point of slight agreement which I want tested, not sure how that will hurt the game. I am trying to make it more fun, a thread just sparked up as well on how this gun is probably the most detrimental to gameplay exprience, so it's not just about competative play.
Zenark:
If more than one merc is so overpowered, make it so you can't have two mercs on one ship.
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