Author Topic: Artemis  (Read 129507 times)

Offline RearAdmiralZill

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Re: Artemis
« Reply #15 on: November 25, 2013, 11:13:00 pm »
That's when you drop and use your balloon to soak up the artemi fire (assuming you're at the height ceiling in your description) and exploit their other weakness up close, which is slower turn rates.

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.

Offline HamsterIV

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Re: Artemis
« Reply #16 on: November 26, 2013, 11:28:35 am »
I am HamsterIV and I am a Artiholic. After the gat was nerfed I was lost and confused. I was loosing and I didn't know why. Then I heard a sickeningly sweet voice in the back of my head "Why not the Artemis?" it said. "You can shut down another ship from across the map. If your gunner can't shoot strait there are two more on the ship, odds are one of your crew can shoot. What does it matter that the other ship won't be able to retaliate?" In my desperation and madness I listened to that silvered tongue succubus and made the Artemis my go to weapon for teaching new crew.

The thing is a bit OP especially since you can stack them on any ship that has a 90 degree gun overlap. It has a decent clip size and no shot drop so new people can be effective with it after almost no training. I hate to say it, but this gun probably needs an arming time. It is just too good at both long range and short range fighting. Especially since by the time the enemy gets to short range fighting their engines are so badly damaged they can't use speed to take advantage of the Artemis' poor turn rate.

Offline RearAdmiralZill

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Re: Artemis
« Reply #17 on: November 26, 2013, 11:41:08 am »
God don't even kid like that. Light Flak is useless enough with it's arming time, and the Hades pumps out enough damage to overcome that downfall.

Offline GeoRmr

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Re: Artemis
« Reply #18 on: November 26, 2013, 11:50:27 am »
God don't even kid like that. Light Flak is useless enough with it's arming time, and the Hades pumps out enough damage to overcome that downfall.

light flak works very well in tandem with a hades, i find it more effective than running double hades.

personally i think the Artemis is fine as it is, but i wouldn't complain if it were to have a no aoe before arming time nerf.

Offline HamsterIV

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Re: Artemis
« Reply #19 on: November 26, 2013, 12:02:27 pm »
Part of the light flack's uselessness comes from the aim jitter combined with arming time. It doesn't work at long ranges due to the jitter and it doesn't work at close ranges due to the arming time. The Artemis has no aim jitter or arming time so it is effective at all ranges. Going from Awkm's history, if one tool is too good in too many situations, he removes its usefulness in one of those situations to make the other tools more desirable.

Offline RearAdmiralZill

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Re: Artemis
« Reply #20 on: November 26, 2013, 12:28:16 pm »
Well the flak is destined for a new thread eventually so we'll leave that alone.

I like where the artemis is, and it hasn't proven to me that it is OP.

Perhaps it is a different reason that makes people point at the artemis and say OP? Does it disable too many things at once?

Offline HamsterIV

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Re: Artemis
« Reply #21 on: November 26, 2013, 12:39:06 pm »
I really love the Artemis for the turn horizontal turn limit and range. The Artemis makes quadfectas viable. Things happen too fast in a brawl for the setup required to quadfecta, and the other long range guns have crappy horizontal turn limits. Trifecta/Quadfecta is the real OP aspect, Artemis just helps to enable it.

Offline GeoRmr

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Re: Artemis
« Reply #22 on: November 26, 2013, 01:24:55 pm »
Part of the light flack's uselessness comes from the aim jitter combined with arming time. It doesn't work at long ranges due to the jitter and it doesn't work at close ranges due to the arming time. The Artemis has no aim jitter or arming time so it is effective at all ranges. Going from Awkm's history, if one tool is too good in too many situations, he removes its usefulness in one of those situations to make the other tools more desirable.

heavy clip,
incendiary rounds,
charged or burst for midrange
that is all

Offline GeoRmr

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Re: Artemis
« Reply #23 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. It has not suddenly become op, people have just started using it and their opponents haven't heard of hydrogen or cloud cover.

Offline HamsterIV

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Re: Artemis
« Reply #24 on: November 26, 2013, 01:56:54 pm »
Requiring 3 ammo types to use a gun efficiently makes it the realm of gunners, and not the sort of thing you can pack 3-4 of and get the entire crew shooting. The Arty only needs burst regardless of range so it is usable by the engineers and even the pilot.

I think the Artemis' dammage has been going up and down for each patch. The latest one giving it an uptick. The weakening of gat and the uptick to damage makes the Artemis stronger overall. I don't want it to get nerfed, but I wouldn't be surprised if it did.

Offline Alistair MacBain

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Re: Artemis
« Reply #25 on: November 26, 2013, 02:20:25 pm »
On another note, Artemis trifecta has been available for ages with roughly the same disable and kill potential that has today.
"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.

Offline RearAdmiralZill

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Re: Artemis
« Reply #26 on: November 26, 2013, 03:13:15 pm »
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.

@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.

Offline Sammy B. T.

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Re: Artemis
« Reply #27 on: November 26, 2013, 03:28:09 pm »
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.

Offline Captain Phil

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Re: Artemis
« Reply #28 on: November 26, 2013, 04:10:49 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?

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.
« Last Edit: November 26, 2013, 04:14:52 pm by Captain Phil »

Offline RearAdmiralZill

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Re: Artemis
« Reply #29 on: November 26, 2013, 04:15:31 pm »
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.