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Artemis
Alistair MacBain:
--- Quote from: GeoRmr on November 26, 2013, 01:31:14 pm ---On another note, Artemis trifecta has been available for ages with roughly the same disable and kill potential that has today.
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"Field Gun and Artemis: New projectile expansion mechanic"
From the 1.3.3 Release notes.
That and only that is making it so much used. It can be easily used on longranges with burst to snipe several components. And you can hit alot easier with it. Even the hull of a ship.
RearAdmiralZill:
--- Quote ---They also changed the hit-boxes for guns to make them easier/properly be hit for disable's sake. That's probably making a difference too.
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@Hamster: I will admit that burst is a pretty "duh" ammo when using the Artemis. That's not a reason to nerf them though. That would be a reason to look at burst ammo.
Sammy B. T.:
A triple Artemis comes at a major disadvantage with its low killing power. Even as a perma hull destroyer, it is relatively sub par. This makes it great for the one on one but once you throw in teammates into the mix you begin running into issues as it is too slow to the kill.
Captain Phil:
--- Quote from: RearAdmiralZill on November 26, 2013, 12:28:16 pm ---
Perhaps it is a different reason that makes people point at the artemis and say OP? Does it disable too many things at once?
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Yes, yes it does. I personally think the shatter damage needs to be dropped a bit, two shots for large components and one for small components with the large aoe is a bit too much disabling power. With this you should still be able to disable what you want in a clip, but not in a single shot or two.
RearAdmiralZill:
Well then something to ask is who here doesn't immediately toss burst ammo into them? Sure there are options but burst seems to be a rather cut and dry choice that could be making the Artemis better with no drawbacks.
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