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1.3.3 GUNS AND GUNNER SKILL BALANCE
dragonmere:
It has always been very hard to get in on a good sniper ship. Good gunners on long range weapons have always been extremely hard to counter. Now we need to get within 450m to do any damage whatsoever without a sniper build? That makes the approach a whole lot more difficult. It could quite literally be impossible against an extremely good enemy team. All sniper weapons now gain hitbox as they get further out? That lowers the threshold of skill on a sniper ship. A mediocre merc gunner now has the potential to be extremely successful. This means there are more 'good' sniper ships. More good sniper ships, which were hard enough to counter before patch, that are even harder to engage than they were before the patch.
I totally understand the desire to balance the game more towards the new players. I get it. There's not that many excellent sniping ships in matches with new or uncoordinated players. This patch doesn't really seem like a big deal for the pub matches. But we now have a trump card. The best counter to a good sniper has always been a better sniper, but now it looks like it's not the best counter - it's the only one.
I understand that the hades is supposed to be the new mid-range brawler setup. It's too awkward to consistently be a viable armor stripper. If you have a gunner good enough to hit more than 80% of your hades shots, you might as well be using that gunner on a lumberjack.
It just looks like with a good enough gunner setup on a sniper ship, you have a true trump card. There is no counter. It's not balanced.
Letus:
The increasing projectile size seems interesting, and viable actually. Granted you may consider a sniper ship to counter a sniper ship, but you don't need people who have been playing for a year to hit what you want over and over to keep your enemy sniper ship's main gun down.
Hades is still decent...didn't really see a boost or not, but I'm guess I'm too busy keeping my shots on one spot (the hull) than bothering to see what damage I'm doing. So far, been realizing that...it does its job.
I have noticed that the Lumberjack's sight has been flipped...again. Instead of the red line being at top, and with the 1 below it, there is no mark at top, and the 2 is the first number on the drop. Was that intentional? (It doesn't change anything to balance or anything else, it was just...a rather confusing thing to see for a moment.)
As for argument on the sake of all these changes with guns that have been buffed and nerfed repeatedly: We're in a dynamic world were innovation is a necessity and factions are trying to out power each other, let alone pirates flying about. Things will get buffed, pirates steal the plans, and distribute it across the world, but to keep such guns at such a level takes resources, and once the resources get depleted...well then the gun can't be the same as it was....
Doc Jones:
I must be missing something.
I haven't played nearly as long as others, but I find myself quite a competent gunner. My experience boils down to:
First started playing before the 1.3.2 patch and found I could hammer away at very long range, completely concealed targets, and the mortar allowed me to do so with impunity requiring no spotting to keep the target 'marked' with hits. This felt too easy.
Come 1.3.2 long range wasn't as viable but close range became a no brainer against anything other than a Pyra head on, and if it was a Pyra, it was a matter of who saw who first. I never lost a match on mortar...kinda took any tension away. I started jumping on in-progress games to help crew-less ships...often the receiving end of a mortar Pyra.
So I have no real sympathy for mortar nerfs, I've found the risk/skill -> reward to be very skewed.
A little bit in 1.3.3. I find I have to think a little more with the mortar. However, I have been at the receiving end of a sniper team, and can sympathize a bit... but here's my problem.
I feel I have a respectable record, and they have been with pilot ranks all over the map. And I have to say my record is far better with 1-3 ranked pilots that worked to keep targets in the cone of fire and coordinated with their teammate(s) than with lvl 10+ that have strict loadouts and try to duke it out in a slow furball.
The last straw for me was a pilot who wanted me to bring Inc ammo instead of my loadout and had me keep it loaded... meanwhile he charged in and with the ramming and over shooting I got maybe 5 or 6 shots before the target was either out of range or out of arc. When I could have loaded exp and caught them running, or greased to at least get far more shot off and be reloading. And no more engi only for me, every single one I've been on I've seen opportunities to end the match far sooner if I had the right ammo.
My experience isn't extensive but it has been very consistent. I liken it to Heavy + Medic in TF2. It is a core synergy that when used in PUBs tears teams up (and it's supposed to) CG and mortar is very much like this. Thing is the skill requirement for using CG and mortar together has been way too easy to use. I'm not convinced that this patch has been 'tested' by the right pilots enough to warrant an up-cry yet.
And if we are concerned about new players...then everything needs to be nerfed. Nothing puts off new players than quick kills. And to me I find that a moot concern, I've seen how experienced players treat random pubs.
Salous:
--- Quote from: Doc Jones on October 28, 2013, 11:06:57 pm ---I I'm not convinced that this patch has been 'tested' by the right pilots enough to warrant an up-cry yet.
--- End quote ---
And who would these "right pilots" be?
Doc Jones:
--- Quote from: Salous on October 28, 2013, 11:15:57 pm ---
--- Quote from: Doc Jones on October 28, 2013, 11:06:57 pm ---I I'm not convinced that this patch has been 'tested' by the right pilots enough to warrant an up-cry yet.
--- End quote ---
And who would these "right pilots" be?
--- End quote ---
Ehh, dangerous and strange question. What would one hope to do with the answer to it. This is an opening to asking for people to be put on the spot for no reason.
The idea was that it is pretty obvious that it is not the ones who say it can't be done, within 6 hours of a patch release, where it's too soon to "call the game." As it were.
The answer may in fact be, no-one. I have my own ideas, but don't have the feel (or desire) for it...they will be tried by those who do...and we'll see what happens.
Edit: I don't want to sound like I'm on the side of sniping. As far I know it's always been there, to me it just seems brawling has been nerfed and it was the more popular tactic since...well it's easier to do. But now that it's not as easy, maybe people are going to the next easier fast-kill, being sniping. Which may need to be toned down as well.
Or maybe an unthought of new mechanic to defend against it.
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