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Artemis

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Mattilald Anguisad:
According to Wilson's notes Artemis has 130° horizontal arc (65 in both directions). That means that artemis has vertical arc second only to Beacon Flare gun and better arcs than ALL OTHER GUNS.
Flamer 120°; Carrorade 110°; Gatling 100°; Scyla 80°; Echidna 100°; Banshee 120°; Mercury 30°; Hades 70°; Gun arc <90° no trifecta on Pyra  or Junker (you break Pyra's trifecta the easiest by dealing damage & going counter-clockwise around pyra). Artemis junker is te build that has the easiest time keeing trifecta - junker is 2nd toughest ship (a single gatling takes more than 2  up to 3 full clips clips to break junkers hull! - the reson brawling mobula can murder a junker is becouse 2 gatlings can murder junker's armor in 1/3 of the time with 2 gats), it has second best turning rate and you have to bonus of artemis having better horizonatal arcs than any other ship. Running tri- or quadfecta is always risky. Or at least untill the moment enemy is without things he can hurt you with.

So what if Artemis only works with 1 ammo type. That holds true for almost every light weapon.

Also: I have distinctly in my memory of used to having only 35 explosive damage a few months ago.

3-6 burst shots yes. That is 1 voley! from this build. You are instantly dissabled the moment you are in arc&range&outside cover. Besides you are on a junker. When enemy closes on you just turn on the brawly side and murder them becouse they can't fight back.

Thomas:
I don't think the artemis by itself is that overpowering. Of course when you start stacking them up it can get serious, although that's generally true with any weapon. The big thing about the artemis is that it's easy to use and works over a vast range. The only gun that covers a larger area is the flare gun, and that's not quite a killing tool.

If we don't want arming times or damage touched, why not just choke down the turning radius? The same thing happened to the field gun, which is still very effective at all ranges; it just takes a little more effort to use. Chop down the horizontal and a little vertical and you make it easier to approach a ship with these these while reducing their effective trifecta area.

Mattilald Anguisad:
I want to see 6 Scyla, 6 Gatling, 6 Banshee or 6 echidna build win in a competitive match (at least 1 of those doesen't work in this kind of trifecta). Anyone doing so will get mad props for it.

Thomas:
I've seen double versions of some of those that are more effective than a double artemis. Six Scyla would end your ship so fast you'd forget your name. Echidna might be able to pull that off as well, if a little slower. These guns hit pretty hard and can power through the armor even if they're not effective against it, especially with those kind of numbers. 6 gatling could also be pretty devastating. At that point your unable to keep your armor up let alone your components. 6 Banshee is similar to the other explosive weapons, just with a tad more fire added on.


The only reason most of these don't crop up is because it's easier to toss on two complimenting guns and kill the enemy in the same amount of time (and usually faster) than more guns of a single type.

The other reason they don't pop up in most builds is because they're not as easy to use. 6 mortar is devastating, but you have to get in range, try to get the angle just right and have your gunners hit their mark. If the enemy chooses to move, the slow moving shots have a harder time connecting. I could actually see the gatling gun being pretty effective if you can get in range and have sharp shooters on board.

What makes the artemis capable of being used in these quantities is it's easy of use. You can almost effortlessly line up your shots, disabling your opponent and slowly working them down (of course if you get 6 shooting the same target, it's not quite as slow). Since they're disabled, they're easier to keep hitting.

It's not the power of the gun, it's the ease of it's use. You take away it's trifecta (reduce turning arc) and it's still a good disabling weapon, but it becomes more difficult to use in all situations. It's essentially in the same boat as the field gun was.

geggis:

--- Quote from: Thomas on December 11, 2013, 04:58:24 pm ---It's not the power of the gun, it's the ease of it's use. You take away it's trifecta (reduce turning arc) and it's still a good disabling weapon, but it becomes more difficult to use in all situations. It's essentially in the same boat as the field gun was.

--- End quote ---

Yeah, that was one of the reasons I suggested reducing its turning speed further, or (preferably for me) making burst rounds reduce turning speed: it doesn't do away with the ability to gain trifectas but does drastically reduce how easy they are to achieve and maintain. It also has the side effect of making close quarter combat trickier, especially with faster moving ships. This change would make heatsink a very desirable ammo to bring along too. I wouldn't like to change the turning arc limits but I think a turning rate tweak, whether it be to the gun itself or its predominant ammo type (burst), could open more options and create a little more risk with the weapon without diminishing its power. I wouldn't object to a little jitter for super long ranges either, just to open heavy clip up. Edit: Hmm, that might render Lesmok useless though, if that's a problem.

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