Main > Gameplay

Artemis

<< < (22/35) > >>

Thomas:
Well there's always the option to give it no AOE damage. Make it need to hit components directly. They've even made it easier (slightly) to do so at range. While it's fun to pop on burst ammo and take out 2-3 engines on a squid with a few shots, giving it no AOE damage would make the burst useless on the gun (except for the extra ammo).

This would make it a little trickier to use for newer players, but at the same time it's one of the easiest guns to use as is. Reducing or removing it's ability to take out multiple components at a time makes the gunner have to choose -which- component to take out at a time. So it could still do damage and disable, but it'd take more skill to pull off effectively.

Just a thought. I'm still ok with the weapon as it is.

Byron Cavendish:
Well again, that's what its meant to do disable, its not doing much else. I don't really think the aoe is that big, even at max range, being the giver and receiver I've seen a lot of it. It's just that when 3-6 Artemis hit you, well ya you'll lose everything, which is the whole point.

geggis:
Byron did you catch the question in my last post?

Byron Cavendish:
My gunner uses burst or lesmok, my two engies bring burst, and for many reasons. Touching ammo is really dangerous, it affects every gun. And I addressed the aoe in my earlier post.

Feast on Thrones:
People want to more clouds when there are so many already? .... ... ... Really bad idea, dont even give Muse that idea, the amount of clouds at the moment are ridiculous especially as beacon flare gun is buggy as heck.

 On my sister junker to Byron since I dont have the hades and instead carronade downstairs I have 3 engi pilot junker with bottom engi with greased for the carro. Upstairs artemis are instructed to bring burst. So there is more killing power downstairs with increased rate of fire but still maintaining the disable power.

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version