Main > Gameplay
Artemis
Sylas Firehammer:
--- Quote from: Thomas on December 10, 2013, 02:00:29 pm ---http://www.youtube.com/watch?v=oXTQeTBsPSM
http://www.youtube.com/watch?v=DbrLI59Uqws
Here's a couple videos of a standard pyra vs an arty junker in a king of the hill on labyrinth. You can see a few times where we start getting disabled and just fly above them to recover and retaliate.
In other situations where they're flying as high as they can, you can generally fly low down beneath. The closer the better of course. This forces them to start lowering themselves to get better shots on you. The gap closes and you can likely fly above them or at least be in range to start dealing damage and forcing them to repair.
One thought on the gun itself is that it might help to change the explosive damage type to something else. Possibly forcing the gun to be a pure disable, instead of a disable and a hull destroyer (I'll often pair my arty with a field gun for long range take downs. The piercing/explosive combo does wonders on top of the strong disables).
I really like the disable aspect of the gun, and would hate to see that go. I'm not so attached to it's destructive potential however.
--- End quote ---
I think Thomas has brought up a good middle ground if there were to be a change. However I think that the Artemis is already in a good place. It's been being slowly rolled back in its power since probably around May. Being a Duck we have always done well because we adapt extremely rapidly to the patches, good or bad. We find a way to work with what we have either way. Even though I think the Artemis is in a good place right now, finding a way to work around it if you don't like it, or even if you do, will definitely help you.
The Djinn:
Hm.
What if the Artemis's Disabling strength were given an arming time? It currently deals 70 Explosive on a direct hit, and 120 Shatter in an AoE.
If we gave it an arming distance of, say, 200m-250m than suddenly we have a clear way to combat an Artemis-using ship: get close enough to it and it can no longer disable you effectively. The Artemis is still a supremely effective weapon, but now it's one with a more immediately exploitable downside.
Thoughts?
Thomas:
I kind of like it being a close range disable as well. Without it, there isn't any decent close range disabling guns (of course the gatling gun and carronade can disable, but that takes a special effort and they're more effective for other things). Now if we did happen to have a close range disabling weapon, I'd be totally cool with letting it do it's thing at range only.
The Djinn:
--- Quote from: Thomas on December 10, 2013, 02:41:28 pm ---I kind of like it being a close range disable as well. Without it, there isn't any decent close range disabling guns (of course the gatling gun and carronade can disable, but that takes a special effort and they're more effective for other things). Now if we did happen to have a close range disabling weapon, I'd be totally cool with letting it do it's thing at range only.
--- End quote ---
The two solutions then would be the additional of a new weapon for close-range disabling (that does so better than the Flamethrower, with less of a middle ground), or switching the way the Artemis deals damage: make the Shatter AoE the primary damage, and adding in an explosive "charge" that primes after a set distance. If it doesn't prime, the missile shatters "harmlessly" on their ship, dealing only the shatter damage.
Thomas:
I could see that working really well. Letting it keep it's long range kill and disable, but removing it close range kill ability and keeping it's close range disable mostly intact.
Navigation
[0] Message Index
[#] Next page
[*] Previous page
Go to full version