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Typhon, Heavy Flak Discussion.

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awkm:
Floats, good granularity but very confusing to communicate.

Echoez:

--- Quote from: RainerZuFall on August 14, 2013, 01:22:44 pm ---Well, then we disagree on the extra shell life as it currently looks. Why do you think adding extra shell life would help? Maybe there's something I'm missing.

--- End quote ---

Well, it depents on what you consider 'Long Range', for example I don't believe that 1000 meters as a vanilla range is considered long range, it's medium range, hence why the Heavy Flak was always crippled at long range without Lesmok (which boosted its total range to 1600).

Increased shell life, while not messing with much other than the projectile will just drop more over range (since it lives longer), still increases how far it can reach, hence rewarding skillfull long range shots with it if you can make them while right now the projectile will just 'pop' after 1000 meters (or 1800 if you are using the new Lesmok)

Rainer Zu Fall:
The post I asked you if you agreed with is talking about just that: It would put the heavy flak more into it's niche, however, you may create a new merc with that - and I don't think we want that. I don't see the range as a problem, to be honest.

Also summing up my thoughts about mortar adjustements:
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 want to 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 balance with the light flak in terms of killing power (as well as other guns).

Zenark:
I think yall need to lose your dependency on lesmok >.<

With the merc changes, it seems like the default "long range" has decreased and what used to be long range is now very long range. At >1000m it's SUPPOSED to be hard to hit a target. If you want to hit at such extreme ranges you have to have a drawback, the drawback is one less shot.

Echoez:
Well for the ships this gun has to be used on, having such low range isn't beneficial at all.

The Spire and the Galleon are incurably slow moving and can't bring the gun into the fight easily, while the Goldfish, despite being fast moving, is rendered completely reliant on its ally to use the Flak. Hence why you need the extra range, else the weapon isn't realy all the effective. Usable? Maybe. Effective? Not realy.

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