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1.3.3 GUNS AND GUNNER SKILL BALANCE
Kriegson:
--- Quote from: Garou on October 29, 2013, 06:45:24 am --- If it requires no skill to use, and it's as OP as everyone says, why doesn't everyone who uses one win every time?
--- End quote ---
Funny thing you should pose this as your argument, yesterday I was playing the early access of contagion (A slow, return to romero style zombie game) when a speedhacker showed up on the map. So I climbed into a room that forced him to use a ladder or window to follow me and watched both with a shotgun, waiting for him to come up. Getting the first hit as soon as he climbed, and then getting the second to finish him off as he panicked.
Moral of the story? Even with a massive advantage, you can still lose if you're outsmarted or outplayed. "If it's op, then why does it lose?" is not a good argument.
That said, can't wait to get off work and give the patch a shot. I imagine mortar/gat will still be viable in general play.
@Serenum
Scathing, but I also feel this is accurate. A great wailing and gnashing of teeth over a few degrees of inaccuracy and other elements, claiming that the devs are "removing options" when before pretty much all anyone used was gat/mortar.
Garou:
--- Quote from: Serenum on October 29, 2013, 07:00:15 am ---@ Garou
No, it never required skill, you are deluding yourself if you think that's the case. It just required crew coordination, minimal crew coordination I might add.
Charging in is difficult? Seriously? Going in a straight line towards an enemy ship is difficult? Exactly HOW desperate are you guys to keep the meta inside your comfort zone?
--- End quote ---
Oh get off your high horse. You know what, I'm fine with experimentation. I'm fine with wanting to try different things. More power to you. But complaining about 'meta' when you use bad ship builds just smacks of hurt feelings and a fundamental misunderstanding of the game's core mechanics. You know why you have trouble with 'meta' builds in Cake? It's because you go into a match with 3 banchees and 2 flame throwers and can't figure out why that doesn't work.
I love the Cake guys I play with, you know who you are, but I'm sick of hearing some of you whine so vocally about meta because your broken, self-nerfed builds don't work. Guess what, explosive damage doesn't work with explosive damage. Using a banchee/flamer might be fun, but it's not effective with how the mechanics are designed.
Try something that actually strips a hull some time. You'd be amazed at the results.
-Mad Maverick-:
--- Quote from: Serenum on October 29, 2013, 07:00:15 am ---@ Mad Maverik
The opponent had "ample opportunity" to kill you only if it had a longer range loadout, which it's not always the case. Before this patch gat-mortar was medium range after all.
The rest of your post is incoherent rambling so if you don't mind I'll just skip it.
--- End quote ---
there are two things that are clear from you serenum,
1. you are unaware that this entire debate is about close range vs short range. it is stupendously obvious that we aren't talking about how a nerf will effect the combat between two ships using the same weapon types. we have been discussing at length at this point about how this patch has made long range load outs far TOO effective and rendered the short range options crippled. the fact that you havent pick up on this ALMOST makes me dismiss you but because for the sake of other people who may be reading this i will continue.
2. that you are not a very successful competitive player. this is made obvious by 2 things:
A. you believe charging in on a team of sniping ships is easy. this makes it painfully obvious you have not faced an actually good team at sniping yet. (charge a duck or gents team, see how "easy" that is
B. (and the most obvious) you are a cake member and you guys dont win anything of note, ever
now that i have successfully established that you are ignorant about competitive play allow me to explain why this clarification is important; I am of the belief that this game should not be balanced based on what new or relatively inexperienced players find OP. for instance, when i play in a match with random players i use double caros because of how easy it is for my newer players to use those particular guns successfully. now would i say that a dub caro pyra is OP? of course not! if i tried to roll that load out i would most likely lose badly. (see sunday rumble #10 i believe it was when the MM crushed me) it is for this reason i believe that looking to the competitive scene where coordinated crews face off is a more accurate testing ground for balance. and it is in this scene that gat/mort pyras have NOT reigned supreme for quite some time now.
i also want to be clear on one other thing, just because something DOESNT work in game doesnt mean it isnt broken, it may mean that a team may just not know how reading works...
Garou:
Additionally, given your aversion to anything 'meta' in Cake, you'll forgive me if I don't take your assessment of the skill required to use one seriously. If the topic was incendiary rounds I'd be all ears. In this case, you're talking out of the part you should be sitting on.
Let me put it this way: I don't sew, so I damned sure wouldn't give my opinion on the skill required to crochet. At best I'd be a fool for trying, and at worst I'd just be full of it. Dig?
-Mad Maverick-:
--- Quote from: NoWuffo on October 29, 2013, 04:22:06 am --- that was a tribute to their players, and my hat's off to them.
--- End quote ---
o and i almost forgot thanks wuffo that was too kind man
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