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Artemis
Captain Smollett:
Took me a while to get caught up with this thread but here's my takeaway:
To me I think there is an inherent problem with a weapon if a team can use 1 gun exclusively in competitive play and win. It just doesn't feel to me like it fits in the spirit of the game.
To that effect it would be nice to see the artemis changed in a way that doesn't stop its utility or usefulness but rather makes it so that single gun tactics aren't ideal and teams have to balance their attack with other weapons.
I think geggis' suggestion of slower turning rates is extremely interesting and something worth testing.
Also never underestimate what a very small damage nerf will do. Lowering the shatter to 100 from 120 and the explosive ever so slightly down to 60 would still give it 1 hit kills on light weapons but would make it tougher to take out heavy weapons. This might serve to not only allow a LJ to be a reliable counter but also reduce the armor damage per hit from 45 per shot down to 38 per shot and hull damage from 110 per hit down to 94 per hit.
Squidslinger Gilder:
--- Quote from: Captain Smollett on December 14, 2013, 03:15:45 am ---Took me a while to get caught up with this thread but here's my takeaway:
To me I think there is an inherent problem with a weapon if a team can use 1 gun exclusively in competitive play and win. It just doesn't feel to me like it fits in the spirit of the game.
To that effect it would be nice to see the artemis changed in a way that doesn't stop its utility or usefulness but rather makes it so that single gun tactics aren't ideal and teams have to balance their attack with other weapons.
I think geggis' suggestion of slower turning rates is extremely interesting and something worth testing.
Also never underestimate what a very small damage nerf will do. Lowering the shatter to 100 from 120 and the explosive ever so slightly down to 60 would still give it 1 hit kills on light weapons but would make it tougher to take out heavy weapons. This might serve to not only allow a LJ to be a reliable counter but also reduce the armor damage per hit from 45 per shot down to 38 per shot and hull damage from 110 per hit down to 94 per hit.
--- End quote ---
How dare you make a rational response that makes me see you as a human being and not a corkscrew with feathers!!
Seriously though...yep.
And with what Byron said...yeah this is why I posted this first in the dev app forum so we'd keep the convo between the devs and not have a big mess that leads to nerfing that isn't totally needed. But I'm sure they are getting plenty of e-mail feedback reports in on it as it is.
Crafeksterty:
IF anything, i actually hope they dont touch the artemis too much. The arcs are great, and its purpose to disable is nice.
But i dont want less builds. Im quite build experimenty with ships constantly. And all i can say is that even mercury can win fights versus a trip-art-junk.
MY only complaint is the artemis ability to fire 5 degrees higher than the merc. That 5 degree extra is alot. Give it an up aim equalent to the mercuries down aim then you have a more obvious to read weapon.
The mercury shoots in an arc so even at mercs lowest aim, it can still shoot lower becase of its arc in range. But an artemis shoots straight so it cannot shoot up at all unless its being janked by the ship. I dont really want the artemis touched now. I just want a small nerf that tells pubs "Oh hey, that gun cant aim up. Maybe wanna play the vertical game?".
geggis:
--- Quote from: Captain Smollett on December 14, 2013, 03:15:45 am ---I think geggis' suggestion of slower turning rates is extremely interesting and something worth testing.
--- End quote ---
Thanks Smollett. I just think it would make gunners and pilots really have to work for those trifectas and vectors without hitting any of the gun's other attributes. A slower turning rate would really make you think twice about hopping off the gun and resetting its position once you'd got a lock on your target as well. That could be a really interesting dilemma on a disabling weapon. I'm really keen to see other ammo types being considered for the Artemis too -- burst by default is a bit dull. With this change heatsink would be very attractive and greased might be a possibility too if it can empty a clip faster while you've got that hard won lock (it would also allow you to hop off the gun sooner to attend other things).
--- Quote from: Captain Smollett on December 14, 2013, 03:15:45 am ---Also never underestimate what a very small damage nerf will do. Lowering the shatter to 100 from 120 and the explosive ever so slightly down to 60 would still give it 1 hit kills on light weapons but would make it tougher to take out heavy weapons. This might serve to not only allow a LJ to be a reliable counter but also reduce the armor damage per hit from 45 per shot down to 38 per shot and hull damage from 110 per hit down to 94 per hit.
--- End quote ---
Yeah, this could make charged more desirable at the expense of burst's AoE too, opening up more options.
Captain Smollett:
I was just remembering there is one tried and true alteration to the artemis that keeps its ability but stops it from being a noob toob.
In the past anytime the speed of the shot was lowered the gun generally got much less use due to the difficulty in landing long range shots. At high level play, experienced gunners can lead targets and make the shots but experienced pilots can dodge to some extent.
I also rather like the idea of reducing its upwards arc by 5 degrees since that will more or less strictly make it have to shoot on the level or downwards.
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