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GUNS & GUNNER SKILLS Balance Discussion v1.3.1
Nidh:
The Gatling gun and the Banshee have turning arcs that can allow a trifecta so the Artemis isn't the only weapon that can add a little extra dps to a ship. Just depends on what you want out of the third gun.
Captain McFaceSmashy:
@Thaago
Good to hear there's people that are extensively using the artemis in combat, that's useful for feedback to be sure. Indeed part of the weakness of the Artemis is that it's maximum range potential is rarely used, especially with the added cloud coverage on most maps now(which hurts all long-range guns, to be fair), leaving the shorter range guns to out-class it damagewise in more common situations.
The case you present on the mobula's side-most guns is somewhat similar to what I said about the spire's top-side gun, where it's essentially the only gun you can put there to allow you to keep firing in the same direction as the rest of your guns (though to be fair, on the mobula you have 5 possibly guns and only 3 people to shoot them, so some running around or turning is going to be required regardless).
In any case I have to agree with you that the artemis is far from useless as a gun in and of itself, and nowhere near as much in need of some love as the banshee is. Still, it's worth discussing whether or not it performs well enough in it's given role to warrant a slot over other guns. I've heard from multiple people now that, yes, it is, because it's more forgiving with it's high turning angle and range, thus giving it versatility in where and how you engage compared to the more specialized guns. Quite frankly this is a perfectly valid use of a gun-slot, and I rest my case in regards to that.
@ Nidh
Considering you're mentioning some specific guns I'm going to have to asume you're talking about either the junker or the mobula, and yes they do have some choice in that regard, you can even fit a flamer on the junker if you're up for some close-range tri-gunning (though maintaining the right distance AND angle on that can be a bit tricky).
Some other questions for all of you then.
If you have the choice between a heavy mortar and a heavy flak (asuming your gunner is competent with either) for a long-range build, would any of you go for the heavy flak? Personally I quite like the heavy flak, but objectively speaking the heavy mortar seems superior. It takes out the balloon and armour at the same time (possibly damaging quite a few components along the way) and can keep a ship permanently grounded(and eventually dying as a result of damage from the gun and being run into the ground) by itself, where-as the heavy flak only deals damage worth mentioning when the armour is down (granted it's a ton when it is down) thus making it entirely reliant on using mercuries or allies to take down the armour first. (Goldfish with only a heavy flak is pretty bad for this reason tbh).
My first instinct would be that a slight nerf to the mortar, and a slight buff to the flak are in order, but I'd like to hear other people's counter-arguments. Are there situations or load-outs that simply require the heavy flak over the mortar? So far I haven't been able to think of any where you'd be better off (unless your enemy closes in on you, but with a long-range build that somewhat indicates you've allready failed)
Nidh:
If you're going for a long range build, and intend to fly a Goldfish, then the Heavy Mortar far surpasses the Heavy Flak, simply because the Heavy Mortar is much less reliant on a supporting gun. If however, you are on a Galleon or Spire, which has easier access to supporting weaponry at longer ranges, then the Heavy Flak can be a dangerous finishing weapon, if you can get the timing correct. Do either need a buff or nerf? I think the Heavy Mortar is at a good place right now, it's very powerful, but can be countered. The Heavy Flak however, I'm not as familiar with so I couldn't say if it needs a nerf or buff.
Nidh:
I think a good question to ask would be, what is the role of a Sniper in terms of GoIO? Or, what is the Developer's vision for sniping? Should you be able to annihilate a ship at extreme ranges? Or should sniping be more of a supporting role, that only aids with disables and counters? Not sure if this is the right place to post these questions, but I suppose it pertains to the role of weapons and balance. If the goal is to make sniping more of a supporting role, then I think the Flak should be changed to a close-mid range weapon since the role of finisher doesn't fit the support style.
Ccrack:
i think sniping should be more about chipping away at the enemy before they close in, so you have a slight upper hand when the battle starts
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