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GUNS & GUNNER SKILLS Balance Discussion v1.3.1
Surette:
Galleon doesn't need to outrun them, if you're going against a mortar I recommend having a hwacha for those close-range disables. Then your opponent's mortar will be useless. Plus if you're in a galleon you're meant to be heavily damaging the enemy before they're able to get that close to you.
QKO:
Have you ever seriously attempted to fly a Galleon? You seem to have no notion of what Galleon crews are going through. When a pyramidion/goldfish/junker/squid/spire/etc decides to attack a Galleon, they first of all rarely charge from the Galleon's broadsides. That means that the Galleon has to turn. For the Hwacha to work, the Pyramidion needs to be in 750 meters. The Pyramidion's chaingun has a range of 750m and starts firing usually while that Galleon is turning. Now, why wouldn't a Pyramidion chaingunner not target the Hwacha's that are turning towards him?
In short, those hwacha's are more often gone than not before the Galleon has turned to fire. It gets worse from here, because the heavy guns die so easily, you need an engineer below deck to repair them and that means the hull is being sacrificed. Now you got an engineer downstairs, your hull is down and the Pyramidion starts to fire its mortar. Do you still think it's fair for a Galleon to die without firing a shot?
Don't forget that you silently agreed that the Galleon cannot outrun its pursuers. The Galleon's guns also go down to easily for the ship to make a proper stand and the only thing in between instant death right now is the hull armor that it provides. That hull armor takes very long to repair and ships that are trying to kill a Galleon will have done so before anyone on that ship has had the time to respond in the first place.
I will reiterate once more that I don't think it's fair for a ship classified as tank, where the crew is working their hardest to keep the vessel alive, to have their ship evaporate at a moment's notice. And it's only the mortar that is this bad. Flak cannon, rocket carousel, artemis and any other sources of explosive damage are much more moderate.
Sammy B. T.:
Have you tried coordinating your crew? If you're hull engineer upstairs needs help, pull your second engineer right on upstairs. Perhaps you need to work on your positioning better, don't let them get in your blind spot and if they do, have something to counter them like a flare gun or tar barrel.
N-Sunderland:
If an enemy ship manages to approach from the front of your Galleon, you're doing something wrong. That ship is all about positioning. You need to park it in a spot where the only angles of approach are from its broadsides.
(and the hwacha has a range of 1200 metres, by the way)
Surette:
Yes, I have flown a galleon countless times. I'd also like to point out that I engineer on Zill's galleon in competitive play, so I'm likely more aware than the average player of what galleon crews go through. Now, yes, the galleon has to turn. Phoenix claw on a galleon (or most ships really) is a 100% necessity. Whoever told you that you need to be within 750 meters to use the hwacha was sorely mistaken, I'm afraid. It fires up to 1.2k, and as long as you have heavy ammo loaded in, you can hit at that range with a bit of practice. A gatling gunner may target your hwacha, but it's fairly difficult to consistently hit a heavy gun with a gatling gun, especially while both ships are moving. Not to mention the galleon crew should be focused on not letting their guns get destroyed, so they'll be repairing them while this is happening.
If your hwacha is gone before the galleon has even turned to fire, something is going seriously wrong. Having an engineer downstairs absolutely does not mean the hull is being sacrificed. You should have two engineers; one upstairs on the hull and balloon, and one downstairs on the guns and engines. Again, if your galleon is dying before even firing a shot, something is going seriously wrong.
I didn't "silently agree" that the galleon cannot outrun its pursuers, I simply said that it doesn't need to. If you'd like to try outrunning your pursuers, the galleon certainly can. It has poor acceleration, but a fairly high top speed. The only reason it's generally a bad idea is because then your broadsides are no longer facing the enemy. Of course you have things like tar barrel to help mitigate this.
You keep coming back to your point of "have their ship evaporate at a moment's notice" ... I'm not sure what's happening in your galleon matches, but the galleon should never be evaporating at moment's notice, and that's almost never my experience on a galleon.
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