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Artemis

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Thomas:
Generally it's easier to change one gun at a time rather than a bunch at once. You could make other weapons more favorable to compensate for what appears to be an overpowered gun, but that's a quick way to run into more trouble. While it seems a lot of changes are negative, those are just the ones that are easier to remember.

The mortar used to be just about unusable unless you were scraping their paint, the rockets never used to set as much fire, the artemis wasn't all that great until the hitboxes were changed recently, the gatling gun and flaks have constantly been up and down as well. It's just easier to remember the massive outcry when a favorite weapon or weapon combo is reduced, than when something that is hardly used gets made useful.


Personally I don't feel the artemis is all the overpowered, but the more I look at it, the more it seems to go against the principle of risk and reward. It's a long range weapon that's effective at short range, with a great arc that gives it a large area of coverage. It even has a better turning radius than any close range gun, which just feels weird.

Feast on Thrones:

--- Quote from: Frogger on December 12, 2013, 05:37:11 pm ---To be honest, I feel like the difficulties that teams opposing triple artemis junkers face are rather due to their own poor tactics rather than some inherent overpoweredness of the build. I may come to regret these words, of course. :)

The concern that I am detecting here is that on the PUG level, where anti-artemis tactics are less known, the slow, grinding, helpless deaths so frequently incurred by triple artemis builds cannot help but cause a lot of frustration for newer players. It's this fact that may be the eventual undoing of the artemis in its current state. I have no doubt that the Gents have fine-tuned the build to a high level of refinement (even simple things can be done well and taken to the next level; gat-mortar is another example), but it's also true that a moderately experienced pub captain can put three noobs with burst on those suckers and cause a lot of frustration, in a much different way than something like gat-mortar, where your armor just drops and you blow up without any prolonged maiming. That may be part of what's fueling the frustration here.

As awkm stated in his discussion of changing the reload dynamic, waiting is the worst for gameplay dynamics - and helplessly waiting for your ship to explode is likely the worst of the worst :)

--- End quote ---

Thank goodness you see sense here too. A lot of people here are trying to justify rash actions based on spur of the moment ideas without a real engagement with what is going on. Much easier to nerf what we cannot be bothered to try and understand than to actually work hard at something. It all comes down to tactics and if you are not prepared to adapt or be more ingenious then you will have to be content i guess.

The Sky Wolf:
Artemis

Coldcurse:

--- Quote from: Grey-Wolf Jack on December 13, 2013, 09:34:51 am ---Artemis

--- End quote ---
Artemis?

Mattilald Anguisad:

--- Quote from: Feast on Thrones on December 13, 2013, 12:53:11 am ---Thank goodness you see sense here too. A lot of people here are trying to justify rash actions based on spur of the moment ideas without a real engagement with what is going on. Much easier to nerf what we cannot be bothered to try and understand than to actually work hard at something. It all comes down to tactics and if you are not prepared to adapt or be more ingenious then you will have to be content i guess.

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This is like saying we need tri-artemis so very dissably, becouseyou'll luuse otherwise 1-1 in brawling range otherwise. And exactly the same as if I told you in respnse that you are are realy bad player becouse junker can't loose against metamidion in brawling.

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