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1.3.3 GUNS AND GUNNER SKILL BALANCE

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Imagine:
They're recorded, but afaik, never released because that sort of stuff really doesn't have anything to do with us.

zlater75@hotmail.com:
I feel obliged to give my pov of the hades as it's my favourite gun since it was released.
So i've played some matches with it and this is what i think of it atm tbh:


It shoots with very little drop now and the ammo feels faster. With greased and lesmok it's a close/medium to medium/long like range weapon. You can hit very far with it if you get the drop right. I would like if the following changes to make it feel right for me (in general something in between before and after patch) :
- slightly slower ammoflight time. The fireballs feel just slightly too fast.
- the arc on burst and heavy is so similar to lesmok i can't see the different. i don't have to adapt to a dropchange with heavy or burst. Like before the patch and that filled in the gap between close and medium.
- greased is fine as is but the incendiary i haven't tried yet but in range i'd like it to be (from short range to long range) greased, charged, lochnagar, heatsink, incendiary, burst, heavy, lesmok. All with a slightly different yet noticable drop and arc.

With this it would be a compromise in between and feel better as hades. i like how the ironsight blocks the view a bit so the gunner has to become a bit creative when he fires on a ship flying to the left. :D
It may sound crazy to like the hades and want it nerfed back a little but i wouldn't want it to be a sniping weapon either.

dragonmere:
Played as a Junker last night. Artemis Front, and both right side slots. Gat mortar left side.

Problem is, there was absolutely 0 reason for me to go in and use my close range side. Every time I tried it, I found it too 'sloppy'. There is no good way to hold yourselves within ~450m of an enemy for the  ~20-30sec it takes to strip armor now. So any time an enemy would engage, I would simply back out and snipe. Played the entire match in reverse. Actually found the Artemis to be a better weapon as we escaped from  the closer encounters.

To me that's a problem. If my ship has a mid/long range side, and a close range side, the benefit of getting in close to use the close range side should be a quicker kill, correct? It's not there. No reason whatsoever to try and use actual piloting skill to 'get in there' and get a kill. Just sit back and snipe snipe snipe.

The way the expanding hit boxes on shots appear to work, combined with new gun hit boxes, the amount of disabling was too damn high. 2-4 components per clip of greased artemis. It was nearly as effective as the time Artemis got 'buffed' for 5 days.

Finally CA THomas jumped in on the other side and gave us a good run for our money on a gat/mortar/flame (?) pyramidion. Problem is, I seriously don't think his WEAPONS took down our armor. There was not a single time where our armor dropped and I felt like it was due exclusively to his shooting. Not once.

What did? Ramming. Constant ramming. Ramming from the pyramidion, and ramming from his junker ally. The match before that, I witnessed a goldfish ramming, excessively. I've seen galleon rams being used extensively too. Without a clear way to take down the hull armor at a close range, it appears ramming randomly is now the best option. I thought constant ramming was a bad thing, bad enough to take down a huge chunk of Pyra health and mass last patch?

And as far as making engagements last longer, and giving the defeated a sense of 'deserving' to have died; nope. First few matches last night I took Sniper Spire. 1 clip of merc, 2 clips of artemis, 1 clip of heavy flak, all at the same time, the enemy is down. They don't know what happened, and they never had a chance to react. This is of course, assuming the same level of competition where players used to be able to strip armor and health with 1 pass of gat/mortar. Same problem, different range.

These are all problems with what awkm said the aim of balance is, in my opinion. There was no requirement of ship positioning, no teamwork, no defined roles of long/medium/short. Just snipe sniper snipe, get engaged close quarters-nothing happens, snipe snipe snipe, get rammed.
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--- Quote from: Imagine on October 31, 2013, 11:19:22 am ---They're recorded, but afaik, never released because that sort of stuff really doesn't have anything to do with us.

--- End quote ---

We're the QA team. It does have to do with us. We need all the information possible to help make informed decisions.

-Mad Maverick-:

--- Quote from: Imagine on October 31, 2013, 11:19:22 am ---They're recorded, but afaik, never released because that sort of stuff really doesn't have anything to do with us.

--- End quote ---

so they are "relying on us" for feedback but our feedback shouldn't be informed?  I don't know about you guys but if I am going to be lobbying for the changing of the mechanics of a game i would want all the info.  especially if the basis of the change is something being over used.  I would def want the numbers that proves that it is before I made any decisions.

Imagine:

--- Quote from: dragonmere on October 31, 2013, 11:26:45 am ---
--- Quote from: Imagine on October 31, 2013, 11:19:22 am ---They're recorded, but afaik, never released because that sort of stuff really doesn't have anything to do with us.

--- End quote ---

We're the QA team. It does have to do with us. We need all the information possible to help make informed decisions.

--- End quote ---
Current stats really has no bearing on finding out potential bugs/problems with new changes. All it would accomplish is more complaining and/or arguing about what to change.

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