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1.3.3 GUNS AND GUNNER SKILL BALANCE

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-Mad Maverick-:
one thing that i feel like hasnt been talked about yet... is it possible that the reason the usage stats are so skewed to brawlers (so im told since ive never seen the numbers) is simply because people like it better?  i mean that IS possible right?  and then it wouldnt be about OP it would simply be because people like fighting close and dirty...

Wundsalz:

--- Quote from: Dutch Vanya on November 04, 2013, 09:29:46 pm ---
--- Quote from: Wundsalz on November 04, 2013, 09:13:49 pm ---I really can't think of a build I feel comfortable with anymore when I'm in the mood for mid-close range brawls, which was the most joyful way to play GoI prior to the patch, imo.

--- End quote ---

Well isn't that a good reason to try new builds? That seems to be the whole point of these balancing chages, and i can tell you that without knowing the numbers, the gat seemed pretty useful again today.

--- End quote ---

The problem is that 1.3.3 basicly cut an entire type of play style rather than shifting balance between weapons. Those 200-300m which have been cut off from the gat/mortar combo have left a huge gap between the < 400m face hugging range and 600m+ mid-long range setups. That gap wasn't filled by any other weapon setup and hence outright muse limits my play style choices here.
Prior to the patch gat/mortar have been weapons which could be used to force ships with very close range weapons (<400m) to engage you if played defensively - very useful if you wanted to counter flamer/mine/carro intensive builds without going for a sniper build. Ultra aggressive ram tactics which the pyra has been used for are way less viable now as it's barely possible to strip the hull in time for a full-speed ram now. The patch has reduced the diversity of brawl builds.

Regarind the hotfix: It seems to have reintroduced gat/mortar as an efficient combo, but I can't help the feeling that it's now kind of dull to play compared to 1.3.2:
- >400m mortar shots with other ammo than lesmok required some skill - now aiming into the general direction of the target does the trick in most situations.
- the same goes for the gat. It was rare to see gats hitting reliably at distances >500m prior to 1.3.3 - but when they did you could really feel the difference.
- the gat/mortar combo required quite some communication between the two gunner (and the captain if you're on a ram eager pyra) in 1.3.2. the mortar needed precise timing to be utilized most efficiently - helping out with getting rid of the hull while ensuring that there are still enough rounds left to finish off the enemy once they're stripped. Cogs, Avalan and rumbles have provided a lot of video material showing that the combo actually has be quite hard to master. Now with the hot fix I think we weapons can be shot more independently - the mortar can't really help out with stripping anymore due to the reduced range and clip size and the gat does the stripping job more efficiently on its own now once you face hug your opponent. Overall I think the gat mortar combo has been dumped down quite a bit which makes in less fun to play, imo.

-Mad Maverick-:

--- Quote from: Wundsalz on November 05, 2013, 04:57:40 am ---
--- Quote from: Dutch Vanya on November 04, 2013, 09:29:46 pm ---
--- Quote from: Wundsalz on November 04, 2013, 09:13:49 pm ---I really can't think of a build I feel comfortable with anymore when I'm in the mood for mid-close range brawls, which was the most joyful way to play GoI prior to the patch, imo.

--- End quote ---

Well isn't that a good reason to try new builds? That seems to be the whole point of these balancing chages, and i can tell you that without knowing the numbers, the gat seemed pretty useful again today.

--- End quote ---

The problem is that 1.3.3 basicly cut an entire type of play style rather than shifting balance between weapons. Those 200-300m which have been cut off from the gat/mortar combo have left a huge gap between the < 400m face hugging range and 600m+ mid-long range setups. That gap wasn't filled by any other weapon setup and hence outright muse limits my play style choices here.
Prior to the patch gat/mortar have been weapons which could be used to force ships with very close range weapons (<400m) to engage you if played defensively - very useful if you wanted to counter flamer/mine/carro intensive builds without going for a sniper build. Ultra aggressive ram tactics which the pyra has been used for are way less viable now as it's barely possible to strip the hull in time for a full-speed ram now. The patch has reduced the diversity of brawl builds.

Regarind the hotfix: It seems to have reintroduced gat/mortar as an efficient combo, but I can't help the feeling that it's now kind of dull to play compared to 1.3.2:
- >400m mortar shots with other ammo than lesmok required some skill - now aiming into the general direction of the target does the trick in most situations.
- the same goes for the gat. It was rare to see gats hitting reliably at distances >500m prior to 1.3.3 - but when they did you could really feel the difference.
- the gat/mortar combo required quite some communication between the two gunner (and the captain if you're on a ram eager pyra) in 1.3.2. the mortar needed precise timing to be utilized most efficiently - helping out with getting rid of the hull while ensuring that there are still enough rounds left to finish off the enemy once they're stripped. Cogs, Avalan and rumbles have provided a lot of video material showing that the combo actually has be quite hard to master. Now with the hot fix I think we weapons can be shot more independently - the mortar can't really help out with stripping anymore due to the reduced range and clip size and the gat does the stripping job more efficiently on its own now. Overall I think the gat mortar combo has been dumped down quite a bit which makes in less fun to play, imo.

--- End quote ---

i dont completely disagree with the "dumbed" down sentiment as now i can have anyone jump on the gat and as long as they listen to me to tell them when they are in range they are as good as anyone, where prior to the range nerf i felt a huge diff between my skilled wolf crew who could hit at max range and others.

with that being said i think the nerf on range does actually make a more varied game.  with flak/art hades/merc doing midrange brawling and the same things still good at long range the gat/mort now has a very specific and non-catchall role in the game.

RearAdmiralZill:

--- Quote ---because im using greased which only makes sense now
--- End quote ---

This is my only concern with current gatling. If at any point, one ammo becomes a requirement or using any other ammo is simply not good enough to warrant its use on a gun, something needs to change.


--- Quote ---Those 200-300m which have been cut off from the gat/mortar combo have left a huge gap between the < 400m face hugging range and 600m+ mid-long range setups.
--- End quote ---

Hades/light flak.

Seriously, brawling is fine.

-Mad Maverick-:

--- Quote from: RearAdmiralZill on November 05, 2013, 09:19:02 am ---
--- Quote ---because im using greased which only makes sense now
--- End quote ---

This is my only concern with current gatling. If at any point, one ammo becomes a requirement or using any other ammo is simply not good enough to warrant its use on a gun, something needs to change.


--- Quote ---Those 200-300m which have been cut off from the gat/mortar combo have left a huge gap between the < 400m face hugging range and 600m+ mid-long range setups.
--- End quote ---

Hades/light flak.

Seriously, brawling is fine.

--- End quote ---

first off I agree brawling is fine ATM.

but to your point that there shouldn't be a single ammo that a weapon should use;  for the most part I agree but when it comes to a weapon as one dimensional as the gat is right now I think it makes sense that there would be one maybe two ammo types.  it's super short range and it is very weak per shot with a huge clips it NEEDS to unload quickly.  there really isn't wiggle room on that.  now if you think we should give it more range like 700 and increase the jitter to say 3.5 hey I'd be down!  we could even decrease it's RoF man.  then we would have to choose between heavy clip and greased

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