Author Topic: 1.3.3 GUNS AND GUNNER SKILL BALANCE  (Read 236534 times)

Offline awkm

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Re: 1.3.3 GUNS AND GUNNER SKILL BALANCE
« Reply #270 on: November 05, 2013, 11:18:51 am »
NERF TEH GREASED!!!!

Yeah, that is a problem.  God damn it and you asked for lower spread, now look what happens!  No one loves Heavy no more!

Offline RearAdmiralZill

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Re: 1.3.3 GUNS AND GUNNER SKILL BALANCE
« Reply #271 on: November 05, 2013, 11:23:33 am »
Hey, it's hard to tell before it hits real games, lol. Has anyone tried charged/incend for the gat yet? I haven't had the chance to see it vs greased.

Offline -Mad Maverick-

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Re: 1.3.3 GUNS AND GUNNER SKILL BALANCE
« Reply #272 on: November 05, 2013, 11:25:45 am »
charged not as good IMO because of the smaller clip you have less shots to miss with where the greased is more forgiving and still dps fine.   no need to nerf don't listen to zill

Offline awkm

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Re: 1.3.3 GUNS AND GUNNER SKILL BALANCE
« Reply #273 on: November 05, 2013, 11:30:36 am »
B.. bu.. but... nerfing is what I do!

And audaciously amazing, and aggrandized, alliteration.

Offline shadowsteel

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Re: 1.3.3 GUNS AND GUNNER SKILL BALANCE
« Reply #274 on: November 05, 2013, 11:34:02 am »
I like incendiary on the gat just because it forces another decision on the enemy engineer. He has to either put it out or hit it. Either way he has to watch the hull or come back to it.

I haven't tested for actual numbers though, so i don't know if it's better than greased.

Offline -Mad Maverick-

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Re: 1.3.3 GUNS AND GUNNER SKILL BALANCE
« Reply #275 on: November 05, 2013, 11:35:48 am »
B.. bu.. but... nerfing is what I do!

And audaciously amazing, and aggrandized, alliteration.

hahha put down the nerf hammer and slowly step away...

also message me back!! :)
« Last Edit: November 05, 2013, 11:37:26 am by -Mad Maverick- »

Offline RearAdmiralZill

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Re: 1.3.3 GUNS AND GUNNER SKILL BALANCE
« Reply #276 on: November 05, 2013, 11:37:04 am »
Well yea I like it too for that reason. My reasoning was we know that not all ammo works on all guns, but as long as gat has alternatives over greased (be it heavy, or incend), we're not in bad shape ammo wise.

If it was go greased or go home, then yeaaaaaa.

Offline -Mad Maverick-

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Re: 1.3.3 GUNS AND GUNNER SKILL BALANCE
« Reply #277 on: November 05, 2013, 11:38:13 am »
Well yea I like it too for that reason. My reasoning was we know that not all ammo works on all guns, but as long as gat has alternatives over greased (be it heavy, or incend), we're not in bad shape ammo wise.

If it was go greased or go home, then yeaaaaaa.

I mean I have a specific play style so perhaps my goals are not the best to draw conclusions about variety from.  if you want to know if it can kill I'm your man but disable or something else not me...

Offline RearAdmiralZill

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Re: 1.3.3 GUNS AND GUNNER SKILL BALANCE
« Reply #278 on: November 05, 2013, 11:41:08 am »
And that's a choice you make and completely up to you to do so. Not knocking that. The other side of the coin has to be there though, even if you choose to not use it.

Offline Sprayer

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Re: 1.3.3 GUNS AND GUNNER SKILL BALANCE
« Reply #279 on: November 05, 2013, 11:44:44 am »
The less absolute (singleshot) damage a gun does the better greased becomes on it in comparison to charged. (Keeping all other values the same of course)
Incendiary firs reduces the dps and dpc of a gun, then only add a 20% chance to set 1 fire. An entire gatling clip as it is now would set an average of a little less than 13 fires (12,86) assuming all shots hit and the component hit is not immune to fire during the entire time (very unlikely since extinguishers now give immunity for 3 seconds and chemspray got buffed). The little benefit is really not worth the enormous disadvantage.

BUFF TEH INCENDIARY!!!!

Oh, and while you're going away from your nerf trip and are on the buff lane again awkm,

BUFF TEH CARRONADES!!!!

(5 replies were posted while I wrote this one, seriously guys, too many posts is a thing)

Offline RearAdmiralZill

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Re: 1.3.3 GUNS AND GUNNER SKILL BALANCE
« Reply #280 on: November 05, 2013, 11:47:34 am »
Quote
BUFF TEH CARRONADES!!!!

I do hope you're joking. Carronades are in a very nice spot balance wise currently.

Offline Sprayer

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Re: 1.3.3 GUNS AND GUNNER SKILL BALANCE
« Reply #281 on: November 05, 2013, 11:48:59 am »
Light carronades don't even oneclip bloons on closest distance with charged anymore.

Offline Imagine

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Re: 1.3.3 GUNS AND GUNNER SKILL BALANCE
« Reply #282 on: November 05, 2013, 11:50:48 am »
Light carronades don't even oneclip bloons on closest distance with charged anymore.
Good.

Light Carronades were out of hand.

Offline RearAdmiralZill

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Re: 1.3.3 GUNS AND GUNNER SKILL BALANCE
« Reply #283 on: November 05, 2013, 11:51:43 am »
You used charged in a light carronade? The damage bonus doesn't account enough for the missed "projectiles" that hit something else due to spread. At least not in my experiences.

Offline Sprayer

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Re: 1.3.3 GUNS AND GUNNER SKILL BALANCE
« Reply #284 on: November 05, 2013, 11:55:18 am »
I wasn't, I just stated a fact. Charged is the ammo that deals most damage per clip if you didn't know.