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1.3.3 GUNS AND GUNNER SKILL BALANCE

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RearAdmiralZill:
I feel the need to again put my disclaimer as I haven't played yet and am working off theory.


--- Quote ---Oh you mean giving up more than half your maximum damage for a meager range extention that you can't even use fully cause half your pellets will mostly miss? I mean, not to sound rude, but do enlighten me on how the hell is this even remotely useful? With the long ass reload this gun got going for it and the ammo reduction of Lesmok, you might as well bang your head against the wall, it will do more damage.
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Well since your gun would otherwise be sitting there looking pretty since no other ammo will let you shoot past its maximum range, yea, it's remotely useful. That said, I'm hopeful you know that no one is going to sit at that lesmok range and try to kill something. If so, well you have other issues.


--- Quote ---Well, I've played against it. Require more finesse, right, because it didn't already require finesse to do it right? It was hard disabling weapons of Goldfishes or something, or even hitting a Pyra with an LJ. No you just charged head on, that's definately what happened (/sarcasm)... Now we have to do it with crippled weaponry, perfect.

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Might want to think about taking that breath before posting like I suggested. Do not put words in my postings. Yes, it'll require more thought into your approach. No, it was never a 100% sure thing to just charge in and win previously. Doesn't mean it didn't happen either.


--- Quote ---Now do keep in mind, I'm not saying it's impossible, but it's just too much of a drag and not even worth my time anymore, it's not a game, it's a job every time I have to face snipers. It had a reasonable difficulty before and they STILL held the advantage, now their advantage is just that much bigger. Explain to me how is it enjoyable to play against that with the brawling guns we get now? It's not ALL about balance either, it's simply not fun anymore. My guns don't feel like guns, I hate how the game 'feels' if you want, since both you and Mr.Akwm like throwing that word around a lot.
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Yea I do like feel over numbers. I can have 10000000000 damage, but if it doesn't do anything, I'm not going to like how it feels now am I?

Beyond that, I have nothing good to say about your post so I'll just leave it. It does nothing to help anybody except let you vent.


--- Quote ---Personally, at no point am I saying 'long range OP'. I feel it has a sufficient skill/reward payoff. I'm merely referring to viable methods of countering it that don't involve using it. Let's face it, if you're going to get into the competitive scene, countering the long range galleon is a thought at the front of the collective mind of any clan.
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Unless Im fighting the Paddling, not really. Sure you seem some here and there but they are not this staple of competitive play. One does not require a long range Galleon to win games.

I'll just post after tonight's exploits. I honestly doubt brawling is dead, and only different.

-Mad Maverick-:

--- Quote from: Nidh on October 29, 2013, 02:56:10 pm ---Sorry if my theories don't include running blindly straight at a target.

--- End quote ---

apology accepted

Garou:

--- Quote from: Nidh on October 29, 2013, 02:20:11 pm ---Against a sniping team maybe, but against another brawling team I disagree.

Sniping ships have huge disadvantages that can be exploited when within 400 meters, so in that case after the "dance" you don't need to do much else but take advantage of their weakness. Though insta-killing them is still not exactly a fair fight.

That said, I don't think sniping teams should be able to insta-kill either and sniping should just be a support kinda thing. However I don't see how sniping is that much of a problem right now when all you have to do is disable them.

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Go play against the Gents or the Paddling or the Merry Men or Cohort. Then talk to me about disabling them or how dis-advantageous it is to be a sniper.

Sniping is very, very potent ATM at the upper levels. Not much else is.

Yeah, the patch will bring variety to the pubs. At the competition level, not much has changed and there are even fewer counters to the galleon/junker combo. Frankly, I'm fine with it being that potent. Again, the skill/reward ratio is fine there. However, if I can close that range by a combination of skill and luck, now what? The galleon/junker can turn close range on me, and now they're even more able to completely disable me. What options do the brawlers have really? Damage output was it. Disabling ships have always had the ability to disable, against both brawlers and snipers, and a good pilot and crew have always been able to make that work. Brawlers have frankly very few viable options, and with this nerf, even less so.

To me, it doesn't make sense. If the idea is to promote variety, why not make the other guns more viable? Consider the light weapons for a moment:

Four have any real hull stripping capability: The mercury, carronade, gat, and hades. Of those only one is mid range, and now it's been nerfed to close range. Of the others, one is extremely close range, and the others are extremely long range and extremely long range with a difficult learning curve and an arming time.

Then you have your three 'killing' weapons, the explosive high-DPS that take care of the rest after the hull is down: The flak, morter, and artemis. Again, one was mid range, but is now only effective at close range. The other two are long range and long range with an arming time.

The rest I'd consider 'disablers', though I'll grant that a banchee -can- kill (in fact, I have a junker that proves it). My point is, there's very little middle ground any more. You're either long range or very close, and those who choose the latter are going to have a rough time of it with these nerfs.

The point is, while I'm all for options the close range player hasn't exactly had a ton of variety to choose from, and for the new players, a lot of the weapons either aren't that effective (disable builds take a long time to kill), or are difficult to use (ever watch a newbie ship try to pull off a flak/hades build?). If the complaint is that too many close range builds use gat/morter, then why hasn't the answer been to give them somthing else that works instead of taking away the few things that do?

Garou:

--- Quote from: RearAdmiralZill on October 29, 2013, 03:11:49 pm ---Unless Im fighting the Paddling, not really. Sure you seem some here and there but they are not this staple of competitive play.

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I respectfully disagree. I've seen them from COx, Gent, your own clan, and the Ducks of course. Though COx isn't as involved in the competitive scene, that's more or less a who's who of the current competitive circuit. I can't help but feel I'm also leaving someone out (apologies if I am), but frankly you're going to face one, if not all of those clans in any given competition, and they're likely to have a galleon in tow.

Salous:

--- Quote from: Garou on October 29, 2013, 03:15:53 pm ---
--- Quote from: Nidh on October 29, 2013, 02:20:11 pm ---


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 If the complaint is that too many close range builds use gat/morter, then why hasn't the answer been to give them somthing else that works instead of taking away the few things that do?

--- End quote ---

Get out of my head already!

 The answer is not to nerf the weapons that work well, the answer is buffing up the useless weapons so they can come into play. You saw this when they first buffed the art a few months back. We in The Cohort had a week worth of fun with the Art, then it was overly nerfed. It was fun, and made us try new builds that worked well, but after the nerf, it was back to the Gat/flak.

You're spot on Garou.

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