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1.3.3 GUNS AND GUNNER SKILL BALANCE
dragonmere:
awkm,
I might not always agree with your decisions, but I greatly appreciate the direct response to my rather long-winded questions.
Thank you.
To anyone who doesn't understand why COx/WOLF/Duck is so extremely upset; basically every patch that has come out (i've only been here since 1.1) has nerfed our prefered and practiced playstyle. It gets to the point where it's just incredibly frustrating having to tweak and relearn the same tactics over and over because they weren't 'balanced'. I'd much rather have to learn to counter NEW guns/ships/ways to play, still using my brawling setups.
If you're just picking guns and ships to 'have fun', or intentionally picking setups outside the 'meta', you're not going to mind any of the changes. Hell, they're great for you. But if you're legitimately trying to destroy the competition EVERY MATCH, and your preferred play-style has ALWAYS been close-range brawler, its hard not to take it personally, even if it isn't meant that way.
And, to echo awkm;
SIGN UP FOR DEVAPP. Lets have our heated discussions in the DEVAPP forums, where people who aren't as invested in this game won't be there to shoot non-contributing reaction memes at us, or take jabs at our overly passionate perspective. ;)
RearAdmiralZill:
Skipping all the noise to give my initial feedback.
Carronades feel like they should. I didn't mess with the light one much but it seemed to do as it should be, so i'll revisit if it's underwhelming.
Mortar feels fine. I didn't bother with lesmok and was able to kill with it (shooting it is harder but that's the point).
Gat. With the current changes in place, I think the best way to give it a touch more bite is a RoF buff. Gives more dps, lets you empty that clip, and doesn't involve messing with damage so then maybe someone would consider charged ammo vs just buffing it's damage. Other then that, I like it. Feels good.
Hades. Didn't mess with it much. Got shot with it though, and it surely like to let you know it's there. Didn't think it needed any buffs before, besides maybe the easier shooting.
To go on to Awkm's post:
--- Quote ---- Increased piercing dmg on gatling (and therefore lower clip size to maintain dmg/clip ratio)
- Increased shatter dmg on gatling and perhaps carronade (giving close range weaponry some disabling on the distance close)
- Reduced chance of fire on Hades
- Increased arming time on Hades
- Faster rebuilds on guns and engines
--- End quote ---
-Try RoF before damage changes. Gat screams dps gun so give it the RoF to do it well.
-Maybe. I hope you only mean the light carro as the heavy already does enough.
-Sounds ok given its current state.
-Eh id rather see less fire chance vs more arming.
-An aspect of a disable fight is once you do get hit, you have to pick what to rebuild. I hope you mean a very slim cut in rebuild times else you will stamp out any indirect disable buffs that were added.
Surette:
Wait, are there actually teams that are leaving because they don't like a particular patch, like, one day after it was released? Oh, that's priceless.
Also, I'm really happy that a gunner is functionally required for a mortar. Don't see any negatives here.
NoWuffo:
Just to clarify and defend Sammy's comment here real quick, since everyone now seems quick to jump down his throat about his comment:
--- Quote from: Sammy B. T. on October 30, 2013, 07:08:06 am ---Except a gunner is now functionally mandatory for the Mortar
--- End quote ---
This was a follow up to the preceding comment by Spud Nick, talking about the possibility of having a gunner on a gat:
--- Quote from: Spud Nick on October 30, 2013, 06:42:01 am ---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.
--- End quote ---
Sammy was trying to say it'd be difficult to see a gunner on a gat when you essentially need a gunner on the mortar instead. The point was it would imply having two gunners, and I don't care how many nerfs or buffs happen, I doubt we'll ever see a day where one engi is sufficient on a ship, especially a brawler pyra! No one's saying a gunner on a mortar is a bad thing, it's exactly what awkm was striving for to make gunners have their place on even a brawler ship. We all accept this and appreciate this, if you read the comment in context you'd see he was saying you can't afford a gunner on a gat when there's already a gunner on a mortar.
C'mon, guys. Lets not be so quick to jump down each other's throats. Stop getting personal. Don't berate another squad for deciding to leave, it's their choice, Dragonmere pretty much summed up their whole reasoning. No need to mock them because of it, that's just low class.
And yes Sammy. Fowl! Glad someone caught it :P
Sammy B. T.:
--- Quote from: Imagine on October 30, 2013, 11:26:46 am ---
--- Quote from: Sammy B. T. on October 30, 2013, 07:08:06 am ---Except a gunner is now functionally mandatory for the Mortar
--- End quote ---
And the problem with this is....
--- End quote ---
Because in the context of what I was replying to they were saying a gunner is now mandatory for the gatling as well. As the game stands, two gunner necessary combos will not work. I would elaborate but you can read the post above mine.
To Awkm, IMO I would say buff the DPS of the Gatling for the best fix so either that ROF or damage. I would encourage though to keep it piercing. Specializing the gun as a hull destroyer as opposed to a partial hull destroyer and disabler weapon, helps keep the gun viable but also niche as not all would want that. Leave heavy clip carronades as the close range disable.
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