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Carronades 1.3.2

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RearAdmiralZill:

--- Quote from: awkm on October 02, 2013, 10:53:30 am ---The Heavy Carronade is still OP despite its debuffs.

AND

normal carronade.

Relax relax relax.

--- End quote ---

Since I see this blooming into nice and meaningful discussion, let it begin.

HamsterIV:
I tried hard to find a single ship counter to Blenderfish/Blendersquid attack, the best I could come up with was triple artimis Junker with a gat mortar side. 3x Artemis can shut a blenderfish down before it gets in range and is useful for assisting a teammate from long range. The real counter is intership team work, but you can't always count on the other captain to do such a thing.

Gambrill:
Flak Spire with  Merc front and artemis right. Turns you into a long range disabler + kill ship. only downside is you are a spire and quite squishy :)

awkm:
I will say that targeting individual components is still quite difficult for most players.  We have ideas to make this a little more meaningful and will definitely come into play for Co-Op mode.

Yes, teamwork is the ideal solution but has HamsterIV points out.... it can be a high barrier... which is unfortunate because our game really requires that.  It's an uphill battle.

And thanks for opening this topic.

RearAdmiralZill:

--- Quote ---And thanks for opening this topic.
--- End quote ---

Certainly. I'm quite curious as to what people think is making these guns OP though, including you awkm. Range increase + spread reduction? I can see it going back to production range but leaving the spread, as heavy is still viable but not required, which I think we found to be an issue.

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