Main > Gameplay
Lesmok 1.3.1
Echoez:
--- Quote from: N-Sunderland on August 14, 2013, 01:44:49 pm ---
--- Quote from: Echoez on August 14, 2013, 01:14:52 pm ---
--- Quote from: RainerZuFall on August 14, 2013, 01:10:31 pm ---This would change the amount of ammo in a Lumberjack too though - I don't think this gun needs a nerf.
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I did the math, even 50% would reduce the LJ's ammo to 3.5, which then rounds up to the current 4 with Lesmok, doesn't affect it.
--- End quote ---
The lumber has 6 shots base, so you'd get three.
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It has 6 shots base?.. I remembered it had 7. My bad then.
Rainer Zu Fall:
Decreasing the mortar's range would make lesmok still necessary with particular kinds of playing, without pushing it too far in direction of being OP when using other rounds. The usage of other rounds though would be induced. Don't know if this is enough to nerf it a bit, but might be worth thinking about it. Maybe a little change might be necessary besides this one.
You may think about decreasing the damage a little bit, but only a little bit though. This would lead to more usage of burst, charged or lochnagar and balancing it with the light flak in terms of killing power (as well as other guns).
Echoez:
My thought is that the Mortar already benefits greatly from other ammo types, hence why I believe the problem stands with Lesmok and not the gun itself.
Greased rounds on the Mortar are an amazing way to dispose of everything lightling fast while burst is very good to spread out damage to components while getting some extra shots. Heck, even Incediary is pretty annoyingif used correctly. Of course I'm talking about the game in general and less about the competitive scene, because honestly, no matter what, unless you nerf Lesmok or the gun itself an awful lot, Lesmok will still be used on it for the added range and accuracy it provides.
For a suggestion:
What if Lesmok had a firing rate decrease instead of further nerfing the clip size? Something like Charged, around 15-20% firing rate penalty. That would decrease the Mortar's DPS from far away and allow ships more reaction time while still providing a good range boost, it wouldn't affect guns like the Heavy Flak Lumberjack and Mercury a lot.
Queso:
As someone who is well established as being insane, I'd say bump up both clip size of the flaks and the hull health of ships. That way you have more need to use heavy hitters when the armor is down. Of course I'm fairly often going to say more hull health when it comes to balance.
Rainer Zu Fall:
Our problem with that gun is that it's used too much, right? It's used too much because it works better than any other piercing/explosive combo at the moment.
Keeping that in mind, let's compare: The light flak deals medium damage on a high accuracy and quite medium range. The mortar currently can hit on the same range with some mediocre-high accuracy, but deals much more damage.
One could say "just decrease the damage and it's fine". Yeah, you might think so, but decreasing damage will still leave us with a gun that has a range capacity from pretty close to quite medium and mediocre-high accuracy. That means we have a flak we need to arc to hit. This would provide the only difference, making the flak the way to go since it would be easier to hit.
Instead we should think about what to use the mortar for, what to specialize it in. And this would be close quarter combat, I think. Take the flak if you want to stay a bit more on range, like a mobula with it's weak hull but more guns aiming at one target. Take the mortar if you want to get close and cuddly, like on a pyramidion where you can use it's strenght - ramming.
Thinking about that we need to change something, so the mortar would be used mainly in CQC. I think about decreasing range, since you can't change it to spread it's shots more. But since we don't want the mortar to only hit when already cuddling with the enemy, I say decrease it a bit and decrease the damage as well a tiny bit, to compensate for that.
Those are my thoughts on it.
@Queso:
First I notice is that this takes many changes on different objects.
But I'm with you about bumping up the heavy flak's clip size by one. I don't think the clip sizes (on the light flak not at all) should be increased over 9000, because that would lead to piercing/explosive combo being OP again, but a little bit on the heavy might solve that problem too.
More hull health is something I don't want to see. It's already quite good the way it is - never touch a running system!
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