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Ships with the power to kill
James T. Kirk:
Oh yes, removing disablers would also remove most of the fun from the game, but that's probably not a surprise coming from me.
I just want to see disablers get themselves a nice little niche in the competitive field. Preferably flamers, but at this point, I'd be happy for anything other than merc/LJ.
N-Sunderland:
There is one downside to buffing disablers. The moment that happens, a lot of the same people who complain about gat/mortar (I don't mean anybody in this thread, I'm referring rather to the type of person who plays one match and decides "HWACHA OP") will start complaining that they can't do anything against disablers, they're OP, they take the fun out of the game, they should get nerfed, etc. Anybody who was around for old fire (or more recently, the old carronades) will know what I'm talking about. Fire was never OP, carronades weren't either. It's just that once you got caught in them and didn't know how to deal with them, you were stuck. Sorta like the current double hwacha Galleon, which isn't actually that hard to deal with.
So yes, I would like to see disablers brought back. I do think it would help balance the game. However, Muse always has to cater to everybody, and sadly I can say from experience that powerful disablers make the learning curve steeper for newcomers.
treseritops:
--- Quote from: N-Sunderland on August 30, 2013, 05:30:06 pm --- Anybody who was around for old fire (or more recently, the old carronades) will know what I'm talking about. Fire was never OP, carronades weren't either.
--- End quote ---
Which fire are you talking about? I think I started two patches before Mobula. Didn't they get buffed during the last patch? Plus having extinguishers respect cool-downs helped fire become very powerful.
I just remember basically ignoring fire when I first started playing because it didn't seem to do much damage and was so easily dispatched. I was cranky when fire got harder to put out but then I realized it had actually made the flamethrower and incendiary rounds work now and was pleased with the expansion and development.
N-Sunderland:
Fire used to disable guns with a single charge. It was that way from release until February.
Eukari:
It's a zero-sum game. If brawlers are strong, people want stronger disablers. If disablers are strong, people will want stronger snipers. When snipers are strong...you get the picture.
I certainly agree that, as things are, it's far more efficient to simply roll Gatling/Mortar or Flak and just blow things up than it is to try and disable first. But I think others are right when they say that if we buff disabling, it'll just make things harder on newer players who don't know how to counter it. How do you break the cycle? I don't think you can. When one thing gets stronger, everything else gets relatively weaker.
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