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1.3.3 GUNS AND GUNNER SKILL BALANCE

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-Mad Maverick-:

--- Quote from: Thomas on October 30, 2013, 03:18:14 am ---We all know the gat/mortar was overused, especially on the pyra. Both of these guns have gone up and down over the course of GoIO, and this latest patch feels really good for me. It might just be because it's still fresh and people are experimenting, but I've been seeing a lot of underused ships and weapons being utilized more. Going into a match is a little more exciting.

If you're entire gameplay experience was ruined by changing how two guns in particular function... well, I'm not sure what to say. Although I would have to advise players against getting married to a particular set of game mechanics. Things will change. Sometimes you'll like it, sometimes you won't; usually it's a bit of both. We just have to put on our big kid pants and roll with it.


--- End quote ---

dude i dont think you quite get where where the wolves(and others!) are coming from and you may have forgotten the history of "balance" that this game has gone through since beta.  i am tempted to pull up quotes from the old forums of me voicing my frustration(as cpt janeway) that close combat killing did not seem to be intended by the devs evidenced by their nerfs.  now awkm has come out and said as much which i appreciate.   

you see thomas it isnt the nerfing of two guns and a ship that bothers us.  it's the long standing pattern of nerfing MULTIPLE guns and MULTIPLE ships that proves to us that our style of play is not appreciated.  now that awkm confirmed that we are all able to peaceably depart the game knowing that the type of game we wanted to play is not wanted here 

Thomas:
I don't believe he mentioned anywhere that close combat was never intended. In fact by reducing the effective range on the guns, you have to be closer, encouraging close combat, instead of the mid to short range it was before.

From my understanding, Muse wants lots of viable options for players, not having them just resort to a single playstyle and loadout choice. Then you have to remember that just about all guns have been buffed and nerfed over time. Back in beta the sniping weapons were far too powerful (a good example is that link in my previous post) and underwent a lot of changes, mortars used to be butt awful to aim, the missile launcher even  used to heat seek to the engines. Things change all around, they don't want one style of gameplay emphasized over another. Do they want to kill close range combat? Definitely not. But they don't want it being the 'absolute dominant' style of gameplay.

-Mad Maverick-:

--- Quote from: Thomas on October 30, 2013, 04:05:00 am --- Back in beta the sniping weapons were far too powerful (a good example is that link in my previous post)

--- End quote ---

the clear truth is this: if you started playing this game as a long range player this game has always been kind to you.  new guns have been added to your arsenal (see LJ) and you have seen your ships buffed like crazy (see junker).  you have been given new boats (see spire and mob). 

as a close combat player we have seen our boats nerfed (see goldie squid and pyra) our guns over hauled (see heavy flak, light flak, flamer), our guns nerfed (see gat, caro, even from beta!) and have not been given any new toys since what? month 3 of beta?

the only new thing the close combat players get to do is find the next set up that works (be called a noob meta exploiter),have it get nerfed into oblivion(see heavy flak, gat/flak, flamer) and then try again. 

it honestly isnt fun for us thomas.  the reality is, running up that close, taking all that damage on the way in, and some how surviving, doesnt seem like to be "rewarded" to trying to tank for 2 entire clips is fair.  it seems clear to me from awkm's response that he wants me to get close and disable, which makes sense because if i have to get that close and have half hull by the time i get there, if my choices are to wait for two clips of gat to strip the hull, or caronade him and hopefully get him out of arc, i dont actually have a choice.  THAT is why im saying this patch worked exactly how it was intended and i cant be mad about it but lets be ok as a community to call it what it is; a long running and consistent nerfing of short range strategies.

nerfing range was cool i actually liked that idea, but nerfing dmg out put makes no sense unless you dont want close combat kills...

which sucks because i think we can ALL agree what we really want to get out of the game is "cold cloudy combat climbs"

Spud Nick:
I can see gunners being more useful on gatling guns now. Because of the damage nerf and how important it is to strip armor, having two other ammo types could give you the advantage.

Sammy B. T.:
Except a gunner is now functionally mandatory for the Mortar

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