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Art meta is boring
Sammy B. T.:
If you're getting your armor stripped by art alone you are doing something horribly wrong.
Kain Phalanx:
I've noticed triple art junker can be surprisingly ineffective, though maybe it just depends on the pilot.
However, the rocket speed needs to be reduced. Everyone is calling it a long range weapon now when I don't think it was originally as evidenced by its great firing arc and its only stock position being on the side of the Pyramidion. It's supposed to be usable at range, but its supposed to be exponentially harder to do so. This makes sense because it's an engine disabler, and the only way to escape it would be to get away from it, and that requires engines.
As for what it should be able to do, I don't think it's necessary as a long range disabler because, one, you don't need that often, and two, the Mercury cannon already fills that role. It's also not needed as a long range explosive because the light flak fills that role and it's more accurate than ever.
Byron Cavendish:
I'm sorry, but almost all of that was wrong.
The Djinn:
--- Quote from: Byron Cavendish on January 09, 2014, 07:12:13 am ---I'm sorry, but almost all of that was wrong.
--- End quote ---
I have to agree with Byron there.
The Artemis is clearly intended as a long-range weapon: otherwise it wouldn't have a range of 1300m. If anything gets tweaked it shouldn't be its ability to work at long range, as that's where the guns design (fast rockets for easier sniping, long range, disabling power over raw kill power, etc.) was clearly intended for.
Puppy Fur:
In my opinion it doesn't matter how hard it is to use. If it has the power to do a lot morethen other weapons then it's unfair.
Two artemis can kill hull health. The meta build I see right now is hades (extreme hull armor damage) with two artemis (extreme weapon and decent health damage). This gives great long/medium range. On the other side of a Junker gat/mortar. Extreme close range killing. That's the meta ship I'm seeing more and more of. Just tired of it.
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