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Artemis
Byron Cavendish:
lol I don't know how many more clouds the devs want to add to the fjords because of the Gents
Coldcurse:
--- Quote from: Byron Cavendish on December 10, 2013, 11:19:41 pm ---lol I don't know how many more clouds the devs want to add to the fjords because of the Gents
--- End quote ---
the gents only need 1 cloud. that one at the spawn :P
Byron Cavendish:
Actually we stay in the spawns because they are the most likely to be clear of clouds and therefore the best are to shoot from
Squidslinger Gilder:
--- Quote from: Thomas on December 10, 2013, 02:00:29 pm ---
One thought on the gun itself is that it might help to change the explosive damage type to something else. Possibly forcing the gun to be a pure disable, instead of a disable and a hull destroyer (I'll often pair my arty with a field gun for long range take downs. The piercing/explosive combo does wonders on top of the strong disables).
I really like the disable aspect of the gun, and would hate to see that go. I'm not so attached to it's destructive potential however.
--- End quote ---
That is exactly what the Art was when it was buffed last. It was an awesome disabler but poor killer. Then people starting running Art matches and Muse took notice of how silly it was for the match to just go on forever with ships being forced to ram to get kills.
There was nothing wrong with this. It was a fantastic gun and then it got nerfed badly, forgotten. Now its back but with more killing power.
--- Quote from: Byron Cavendish on December 10, 2013, 09:57:19 pm ---At some point they gotta stop relying on arming times as an answer to everything. It's nerfed enough guns into unusable or highly unfavorable. It's a lazy bad answer to any balance issue.
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Byron...<3...so very much...<3.
I am so freaken sick of Muse's answer to everything being arming timers. Another reason why I'm a staunch advocate to a return to 1.1 GOIO. Before arming timers were added to heavy flak and you could fly around blasting the crap out of things. Made you be a real evasive flier with Goldfish back then capable of ripping you a new one.
geggis:
I don't like the idea of adding an arming time simply because of the Art's parity with the Merc (long, no arm time), the Echidna's parity with the Hades -- as well as its bigger brother the Typhon -- (medium, arm time), and the Whirlwind's parity with the Scylla (short, no arm time). My issue with the Artemis isn't to do with its efficacy (having not been up against many triple Art Junkers, or Mobs for that matter), it's to do with only a single ammo type being particularly useful for it. I understand that not every weapon should be compatible with every ammo type -- that'd be silly -- but two or three viable choices would make the gun a lot more interesting. I sometimes roll with heatsink for the increased turning rate but that reduced range versus the increased AoE on burst is a killer.
Byron, what ammo do you get your crew to bring for the Arts?
Based on Byron's comments above, and one of Zill's comments from earlier on, I think burst might need looking at before touching the Art. I'd probably make burst reduce the turning rate of a weapon, this would hit the Artemis the hardest but:
a) open up other ammo types for it while not affecting other guns that much (by virtue that they have faster turning arcs anyway).
b) If other ammo types were to be used then burst shatter AoE wouldn't be quite as common and if burst was used then...
c) there would be more risk for the reward of increased AoE and increased clip size because...
c) close quarter combat and maintaining trifectas would be trickier, without diminishing the Art's power or adding arming times. And...
d) bring the Art closer in line with the Merc with reduced arc ability/agility.
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