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Heavy Flak Cannon
Squidslinger Gilder:
You'd be lucky or have a skilled gunner to be hitting shots at 2500 with flak. The shells should explode before then. The old flak was able to do that. It was a fantastic long range killing weapon.
Trouble is for range killing you are better off with Lumberjack. If you have a good gunner who knows the ranges they can pummel a ship hard with jacks. Since it also has some shatter, you not only are keeping the balloon down but damaging everything.
Refer to the Sky Torpedo threads. That is basically what myself and others were thinking up for a heavy gun that can do piercing. But we modified that idea and turned it into something with Impact damage. Remember impact does everything plus knocks a ship off course.
Kinda funny that some of the community has gone so anti ranged battle but we keep getting things like arming timers or set distances for ranged guns yet no major nerfs to them. Doubt some would be happy until all ranged guns are done away with and ships just dance around hugging each other in the air. Which really isn't the problem. Want to stop the ranged battles? Change flares so they aren't godlike in seeing through everything, return certain ships to their 1.1 abilities, and give back some of the good gun functionality that have been tossed out. Bring back Flak and Flamethrowers to 1.1. Variable range killing power and gun mounts that instantly become unusable when on fire.
Crafeksterty:
Ive been playing with my clan buds, we use heavy flak quite often and... we have no issue at all.
To be honest, i have seen better use of the flak with new players because they are forced to use other than lesmok to hit.
In an orginized play Lochnagar can be a devestating thing, the only ship that can survive a hit from that is the galleon.
Twinkie D-Lite:
Well using charged or burst you can get around 1300 meters max range, thats not a long range weapon, the light flak can shoot almost that far itself. If its in the long range category then make it long range. As far as your lochnager, even a squid can take a loch round and survive. you have to deal armor damage to get to the killing zone, which we all know a heavy flak cant do by itself, unless you get 4 or 5 shots off and the enemy team has some really bad engineers. I can tell you from experience when I see a ship with a heavy flak its on the very bottom of my target list, unless it has the rare individual who can shoot it well. Main thing to remember, anyone can be a superstar at 500m.
QKO:
--- Quote from: Gilder de Unfettered on August 15, 2013, 10:47:36 pm ---You'd be lucky or have a skilled gunner to be hitting shots at 2500 with flak. The shells should explode before then. The old flak was able to do that. It was a fantastic long range killing weapon.
Trouble is for range killing you are better off with Lumberjack. If you have a good gunner who knows the ranges they can pummel a ship hard with jacks. Since it also has some shatter, you not only are keeping the balloon down but damaging everything.
Refer to the Sky Torpedo threads. That is basically what myself and others were thinking up for a heavy gun that can do piercing. But we modified that idea and turned it into something with Impact damage. Remember impact does everything plus knocks a ship off course.
Kinda funny that some of the community has gone so anti ranged battle but we keep getting things like arming timers or set distances for ranged guns yet no major nerfs to them. Doubt some would be happy until all ranged guns are done away with and ships just dance around hugging each other in the air. Which really isn't the problem. Want to stop the ranged battles? Change flares so they aren't godlike in seeing through everything, return certain ships to their 1.1 abilities, and give back some of the good gun functionality that have been tossed out. Bring back Flak and Flamethrowers to 1.1. Variable range killing power and gun mounts that instantly become unusable when on fire.
--- End quote ---
My perception was wrong, after 1000 meters the round simply explodes. I therefore in that thread already said they should change the range to 2000 meters.
And I'm not really picking sides in the ranged vs melee fight. Some people prefer ranged play and some prefer melee. Both of them can provide entertaining fights as long as they have the means to force a fight in their respective range. Ranged vessels have this by means of flare gun, while melee vessels have to rely on pure speed alone; which is kind of silly. I also think that long range killing power should be adequate rather than being damage nerfed. If you're going to have range fights, might as well have them quick rather than having a waiting game. At the same time, I keep saying, make it so that melee vessels at least have a way to get close without taking fire (such as smoke screens).
Squidslinger Gilder:
Same Twinkie. Only ones using it in the competitive scene are nostalgia vets who are crack shots with it. Thats where the only danger lies. Outside of that it is not a weapon to fear. The range is short and can be zoned out. The shots are slow and can be avoided. Unless you are sitting in front of the gun near arming range, there is nothing to fear. Then accounting for lag with it and such too just makes the shots miss often enough anyways.
Wouldn't be surprised if the Jack got readjusted. It's going to have to be eventually. With mercs nerfed there is nothing to hit at extreme range except for Jack. I suspect that came because of complaints about groups like us taking light gun ships and mercing down enemies at 1 kill per half hour. Which is in itself just a response to the dangers of being torn up trying to close range. I've said it many times but it still rings true. Need the flare either removed or altered so people can take risks on sneak approaches when in competitive play. Adding more clouds doesn't solve the problem. Although when the problem is solved it'll be awesome. Jack I still think is fine but if it has to be nerfed eventually then I say speed of the shot. Would make the shots even more avoidable at extreme range and force closer engagements.
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