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GUNS & GUNNER SKILLS Balance Discussion v1.3.1
Captain Smollett:
Ok, QKO, I've said this before and I'll say it again, you need to find better gunners.
When you're in an engagement with the Galleon, unless you've made a serious mistake. the Galleon should be getting the first shots off. A Galleon can easily drop a charging pyramidion before it reaches armtime (lemme lay some math on you)
A pyramidion has 650 armor, add on 250 armor worth of mallet repairs and the charging pyra has 900 armor.
If he's already at mid range (like you implied) then you should have some easy shots. Two charged rounds in a mercury do 448 armor damage, 6 lumberjack shots do 690 hull armor damage. With ace gunning you can single handedly drop a pyra's armor before it is in range and kill them with a well timed hwacha (trust me good gunners can hit this at 1200 meters, just watch Lambert from MM) or Flak shots. Gunnery that good doesn't often happen, even so, assuming your gunners hit at an average accuracy of 75% of their shots. You can still kill a charging pyra in two clips or with focused fire you can burst down a ship in seconds once they reach your allies range (theoretically your teammate is fighiting with you). This should leave you a 2v1.
Secondly regarding your concern with light mortars, it actually is very difficult to one clip a galleon with light mortar if your galleon is actively tanking. There should always be two people top deck on a Galleon, the engineer and the pilot. If they both are rebuilding the hull with a spanner, it will almost always go back up before the mortars kill you. Regarding getting your guns shot out, yes you should always have an engineer below deck, and your gunner should also be repairing his gun through damage being taken. Every shot that hits your gun doesn't hit your hull, and the galleon has a lot of armor to break through, so if they're shooting out your guns it leaves your ally a ton of time to kill the opponent while they try to kill you and theoretically your ally should get the kill on them long before you go down.
Honestly, I know you're speaking emotionally because you love the Galleon and think it could be better than it is, but the ship is not under powered. It squarely falls right in the middle of ship hierarchy and is probably the most balanced ship in the game, it just has the highest skill ceiling. Anyone can waltz into a beginners game and load 4 hwachas on the thing and murder everybody, but at high level play it's one of the toughest ships to use, but can become almost infinitely good and easily the best ship in the game when used to its full potential.
Currently there are two competitive teams using this ship near its max. Merry men and the Paddling. Check out the videos of their matches and you'll see just how not underpowered the Galleon is.
Find some regular people to crew with and fly alongsiede, learn the maps to find out optimal Galleon positioning and flight routes (this matters more for a Galleon than any other ship) and enjoy the steep learning curve of the ship. It can easily rule the battlefield when all of the pieces come together.
awkm:
Can we move Galleon discussion to another thread please?
This is about GUNS and GUNNER SKILLS.
Thanks.
QKO:
awkm: we're still partly on topic here and you ignored a key question: is there a way for me to record in guns of icarus?
Or for theoretical proof: what is the equation here? How many repairs does it take to fix a hull? What are the timers on shots and repairs?
awkm:
We don't offer any built in recording solutions.
Final answer regarding the Galleon having too little hull health: if your armor is down to allow someone to pump an entire clip of anything into you then what were your engineers doing, what were your teammates doing, and where were you in combat? There are a lot of factors that can ensure the Galleon's survival as well as many factors that can bring it to its knees, just like any other ship. This is the first time that any kind of Galleon balance has been brought up in recent times and there is only one voice saying that Galleon is underpowered.
Please move all Galleon related discussion out of this thread or at least into the Ships thread.
GUNS
GUNNER SKILLS
Letus:
As much as I find the incendiary rate chance nice...I feel like those clips easily outweigh the Flamethrower. Perhaps it's because I don't quite understand how the flamethrower works....(I'm a "vet" who still thinks burst rounds in a flamethrower is great...could be the ammo count and the fact that there is no damage, but I always seem to ignite more in an area with that round than others...)
But with Incendiary being 25% chance per shot, and Flamethrower being 20% per particle...which I guess means round...
Perhaps I just need more explanation on how the Flamethrower works...(also, I think it'd be cool of the flamethrower had an Eastern Dragon head on it...around where the fire comes out...just to fit the name...)
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