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1.3.3 GUNS AND GUNNER SKILL BALANCE

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-Mad Maverick-:

--- Quote from: Thomas on November 05, 2013, 12:55:22 am ---Well the gat was too powerful and easy to use, hence the 'nerf' in the patch, reducing the range and damage, but increasing accuracy. This hot-fix basically countered that by making it hit even harder (more total damage per clip and higher dps), and made it even more accurate. If we're honest, range was never really an issue for the gat, ships would just charge in and start firing, continuing to close the distance until you could almost board the other ship. The range reduction just makes you wait a little longer before you start hitting them hard. But once you do get in that range, it's just shy of an insta-kill, especially in a high skill team.

In short; it feels too fast of a kill and made the patch more of a gatling buff than a nerf.

--- End quote ---

not true, the range on the gat is a HUGE deal.  and it isnt a "little longer" it is TWICE as long!  Now, (because of how BA my gat gunners are) i have not stripped your hull at 700m i have to wait till 350M to even start firing! (because im using greased which only makes sense now) if you havent disabled me or killed me by the time i have arrived that is my piloting being rewarded vs your shooting/piloting which is how it should be.

(and it goes without mentioning just because i am now within range does not stop your hwachas, arts, mercs, etc, from disabling me, or you from turning your brawler side on me)

-Mad Maverick-:

--- Quote from: genozide on November 05, 2013, 12:35:55 am ---Have yet to try the gat but from the sounds of it with range still limited it is now a powerful brawling gun with accuracy.
What the damage feels like will have to be tested properly in many matches.

I'm glad if the wolves are happy about this. The gat and pyra seem to be their "thing". Maybe now they have a chance to lick their wounds and enjoy their gamestyle again. I wouldn't make changes right a way. it needs more time and more feedback.  :)

--- End quote ---

thanks man i hope i can rally the troops and convince them that we arent going to get back into the game only to see them nerf "us" again...

extremely close range killing "is our thing", and since at the moment the only viable method to do this is gat/mort that is what we use.   I would love if close range was given a new weapon, since we havent received anything new since month 3 of beta. 

I used to fly a goldfish with heavy flak and flamers before they were both overhauled and the goldie was nerfed.  then i used dub caro pyra until they changed the turning arc on it, then it was gat flak, and so on.  in short, it isnt gat/mort that we love it is the play style those guns are used for.

 give me new guns to play that way with and i will use them.

Salous:
Well, this patch does feel better. I'm not going to lie, The Cohort did not play last week because of the patch. It was bad, and 2-3 hour long sniper matches are no fun for us.

This patch makes brawling fun again, the key word here is fun. Is it balanced? I don't know. I still don't think a good brawling team would be able to beat a good sniper team on most maps. Personally, I would like to see the old gat back, but I will take what I can get right now. This game is still not balanced, but if this is the way forward, lets keep on going and make sure that brawling can be a counter to sniping. Both should be viable, both should have their pros and cons.

P.S. While we're on the topic of "OP" weapons, lets start taking a look at the Lumberjack and Artemis. Lumberjack makes the carronades worthless, and Artemis...well, its makes just about every other gun worthless, at-least in the pug matches.

Thomas:
Lumberjack is pretty wicked, but it takes practice and skill to aim it properly. It does take out the balloon incredibly easy, especially after it's popped at least once. On the other hand, it's absolutely useless up close. The artemis is a great gun as well, super easy to use and has a good disable and fair amount of explosive damage. But like the lumberjack, it also has a fatal weakness, in that it can't look up well. I've played some matches where it absolutely dominated, and other matches where it got shut down hard. It really depends on the enemy pilots skill at evading, avoiding, and ultimately closing distance/getting out of the arc.

All that being said, the most 'OP' ship I've come across (on certain maps) is the spire with a lumberjack and the rest artemis. It can sink a ship and keep it pinned down and disabled until it explodes. However, if they do engage at a close range the ship will go down pretty fast. So I'm not entirely sure if it really is OP or unbalanced. Depends on the opponents I guess, as well as the ability of the gunners.

-Mad Maverick-:

--- Quote from: Salous on November 05, 2013, 02:39:41 am ---Well, this patch does feel better. I'm not going to lie, The Cohort did not play last week because of the patch. It was bad, and 2-3 hour long sniper matches are no fun for us.

This patch makes brawling fun again, the key word here is fun. Is it balanced? I don't know. I still don't think a good brawling team would be able to beat a good sniper team on most maps. Personally, I would like to see the old gat back, but I will take what I can get right now. This game is still not balanced, but if this is the way forward, lets keep on going and make sure that brawling can be a counter to sniping. Both should be viable, both should have their pros and cons.

P.S. While we're on the topic of "OP" weapons, lets start taking a look at the Lumberjack and Artemis. Lumberjack makes the carronades worthless, and Artemis...well, its makes just about every other gun worthless, at-least in the pug matches.

--- End quote ---

i havent had enough highlevel matches yet to comment on long vs short range but if the snipers are still super devastating i wouldnt mind seeing a slight buff to either the inertia of the ram or the maneuverability of the pyra

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