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GUNS & GUNNER SKILLS Balance Discussion v1.3.1

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Wundsalz:
I didn't read those numerous threads regarding weapon changes of the last patch. Still I want to word my 2 cents:

1. I don't like the lesmok change. Frankly I don't even know what your intention for the change has been (nerfing the mercury?). You've significantly nerfed an underused gun (heavy flak) and limited the ammos use for weapons where it was a balanced secondary pick (eg for the carronade) while further turning the mortar (which has been over used int 1.3.0 already) into a universial short - long range hull killer by makeing longe range shots even easier than they have been before.
With the current meta lesmok rounds are the 1st choice pick for alot of weapons - simply to allow hiting targets at ranges the guns weren't designed for (mortars and flamers in particular).
If I were to balance that ammo, I'd probably reduce their range extension to 50%, roll back their ammo reduction to the 1.3.0 value and decrease the damage dealt by it to 80-90% of the std. ammo. That way it'd still be a valid pick for alot weapons, due to the unique feature of range extension while coming along with significant drawbacks for all weapons (dmg reduction) without rendering the ammo useless for 2-shot weapons.

2. if you want to stick to your lesmok changes, the heavy flak needs a buff.

3. I want to see less mortars.

awkm:
@wundsalz

Already in the works :)

Kharthynogus:
I'm curious what you have planned :)

I'd like to see the flak cannons becoming medium-long range support weapons. A spotting ally can get in close and take down the armor, allowing the support ship to use its flack cannons to hammer away at the base hull health (not armor). Make the arming time high enough that the weapon is almost useless at close to short range, which is where mortars would be dominant.

Serenum:

--- Quote from: awkm on August 21, 2013, 10:30:01 am ---It's always been a fact, since the beginning, that the mortar could destroy any no armor ship with 1 clip.  What that indicates is a failure of positioning and teamwork.

The mortar can STILL kill any no armor ship with one clip.

The Galleon is not a ship you charge into battle with.  There are other ships that are more capable of doing that.

--- End quote ---

I haven't said anything about charging into battle with a Galleon.
But what's the point in having a tanky ship that can't tank the single most used combo in the entire game?

Meh. Whatevs.

Letus:

--- Quote from: Serenum on August 21, 2013, 07:22:48 pm ---
--- Quote from: awkm on August 21, 2013, 10:30:01 am ---It's always been a fact, since the beginning, that the mortar could destroy any no armor ship with 1 clip.  What that indicates is a failure of positioning and teamwork.

The mortar can STILL kill any no armor ship with one clip.

The Galleon is not a ship you charge into battle with.  There are other ships that are more capable of doing that.

--- End quote ---

I haven't said anything about charging into battle with a Galleon.
But what's the point in having a tanky ship that can't tank the single most used combo in the entire game?

Meh. Whatevs.

--- End quote ---

Survived many brawls against the most used combo in a galleon many times...it's a matter of what you're doing to what your teammate is doing...see a Pyramidion coming at me...gonna point my hwatcha side at him and make him utterly useless, forcing my deck engie to stay on the hull.

In which I will now go on topic...
Heavy Clip fix makes the Hwatcha's long-range capabilities...well...a bit weak...in my opinion
Perhaps...if the Hwatcha had it's old AoE back...I never really had a problem with it then...as all I did when I saw a hwatcha burst fly at me in a straight line was chute vent...

Maybe just a bit bigger of an AoE to make a hwatcha something you don't want to charge into...but that might take a little tweaking...'cause you shouldn't be able to fully disable a ship when all missiles hit one spot...

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