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1.3.3 GUNS AND GUNNER SKILL BALANCE

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Crafeksterty:
The thing is Khain, that there are many other options. And as soon as you get an orginized crew, you will quickly see more options.

I usualy fly the spire, like alot. But it is not always i bring my most effective loadout because my most effective loadout requiers teamwork from the rest of the crew that are specific to their roles on my ship.

I also consider my ship and loadout acording to my teamates ship and loadout.

This is some very high skill level thinking that changes loadouts based on yourself, your crew and your team. With extensive knowledge and skill, we can make effective builds everytime differently. Heavy Flak or not.

Once you get to meet people, and does not have to be high level, you can still orginize and try out builds that work out with Heavy flak. And you will quickly notice how it yields a completely different play style than if you had some other heavy gun. I assume that you use a heavy gun on either a spire or Galleon as on a Goldfish is dooable, one goldfish with heavy flak ALONE almost cannot make it effecient. A goldfish with a heavy flak should team up with a ship that plans to open up an opportunity for a goldfish with heavy flak to land those hits.

Because the heavy flak is that important. As soon as you have a heavy flak on your team, you want those shots to hit, mostly and MOSTLY when their armor is down. And when they do hit, youve just taken 50%-100% of hull health.

I understand your concern. That it is not a friendly weapon. How the weapon works is a very different gun to bare from the others, as much as the others are from the rest. Like my comment was before, i only wish that it had an ironsight for easier shots. And ofcourse encouraging then the use of Range finder with the heavy flak.

Captain Smollett:
I've often found shooting the heavy flak has little to do with level and a lot to do with the player.  Some people are just naturals with it.

I had a level 1 1 1 player on my ship in his tenth game last week hitting 80% accuracy with heavy flak off my galleon broadside with impeccable timing while enemy armor was down.  I wish I remembered his name since he communicated and happened to be quite good but suffice to say it's not out of the ordinary to find a player like that (one of our ducks was found way back when after we saw him shoot the flak as a brand new player).

If you run one enough on your ship your bound to find someone who can handle that gun, whether vet or new player; once you find them, friend them and destroy enemies happily ever after.

Moriarty:
80% is crazy, especially after the lesmok nerf.

I mean these days long range shots are kinda a cooperative exercise, where the gunner engineer guesses where the enemy ship will be in or about 8 seconds and the enemy ship does its best to catch the round with its hull.

 

Wundsalz:
I generally like the current weapon balance. It allows a lot of viable builds. After having played the game with this patch for quite a while here's a rating of the current weapons ranging from 0 (absolutely useless) to 10 (absolutely overpowered) based on my guts. I won'm mention nor discuss weapons I think to be in the well balanced 4-6 area and elaborate the issues I've got with the other ones.

Harpoon ( 1 ):
broken mechanics - a pretty much useless weapon as it has always been since I've picked up the game. I can see some utility usage for it on a support Galleon but that's about it. Fix the physics for it already to unfold the potential this gun concept has got!

Flamethrower( 2-3 ):
Currently flames provide decent balloon damage, okayish hull damage (with max stacks), almost neglectable damage to engines and weapons and they can kick people off their guns, which can be useful. Flame intensive builds can be rendered useless with organized chemspray usage - that's a big and unique disadvantage. In general I consider the damage output of the flamer too low to compete with gatlings, mines or even carronades.
I think it might be a good idea to shift the role of the flamer a bit towards the disabling. Smollets idea might be a good approach to step into this direction. Also it might be worth to consider increasing the flamers damage to engines and weapons while reducing the damage inflicted to the hull armor.

Light Carronade ( 3 ):
They are decent balloon poppers, okaish disablers (with heavy) and okaish hull strippers. I personally like carronades - they can do a lot of jobs, but unfortunatly barely any proper. When I think about which close range light weapon to use I'll much rather end up with the hull ripping gat or the mine-launcher as a serious disable weapon. I'd like to see this weapon outright buffed. A bit more flanchette damage to make it more useful for balloon popping ( as well as disabling and hull stripping to a lesser degree) should do the trick.

Light Flak( 3 ):
Arming time and a rather limited max. range significantly constrain the usefulness of this weapon significantly and in my opinion the damage output of this weapon rarely justifies these limitations. A spread reduction and increase of the max range (by 25-50%) would probably make this one more attractive in comparison to mortar, artemis and banshee.

Heavy Flak ( 3-4 ): I just consider it a bit underpowered since the lesmok nerf. It's a highly specialized weapon which requires a relatively high amount of teamwork to be useful in the first place. Imo It should be better at the job it's supposed to do.

Banshee ( 3-4 ):
Another one of these 'stuck in the middle' weapons. decent explosive damage + some fires for mid-close range. I use banshees occasionally but think artemises or mortars to be better replacements for it in most builds.

Artemis ( 8 ): powerful, pin point accurate disable power combined with okayish hull damage with an insanely wide field of operation and long range while not even having an arming time. We see them way to often these days. There are probably many approaches for a fix elaborated in one of the threads dedicated to this weapon already. Here are three ideas anyway: reduce the hull damage inflicted by this weapon or cut it entirely. This would force players to bring a true longrange explosive weapon (which should be the flak, imo). Also consider an arming time for it (600m-ish). This would make close range disablers (like carronades) more attractive. Last but not least drastically reducing the projectiles speed could make aiming with the artemis significantly harder - justifying the devastating effect their impact have.

Captain Smollett:
I pretty much agree with all the number rankings here other than the heavy flak.  Heavy flak gets a solid 5 for me.  When it works, it's amazing, though generally not suited for low level or even mid level play since it requires a good bit of coordination and a gunner that almost never misses.

As for the light Carronade you totally beat me to the punch.  Artemis is currently being looked at by awkm and then I think he's going to take a look at the light flak and fire weapons.  After those, the light Carronade definitely needs a bit of loving, probably just a 20-25% dps boost either with an additional shot, more flechette or higher rate of fire to make it a great weapon again.  Once that happens squids should become much more competitive.

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