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The lumberjack

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Lord Dick Tim:
If the gunner can adapt fast enough for the screwy way the arc changes with different ammo types.
I did some practice rounds in a sandbox to get use to hitting target with all applicable ammo types, its easy now I know how, but I'm sure the majority of players who don't actually practice won't be able to do it on the fly.

RearAdmiralZill:
Sunderland pretty much hit it on the head with his description. Another option for short range engagement is heatsink. Yes itll lower the DPS, but you get more shots and it increases the turning of the gun, which at short range can only help especially on a lumberjack.

Lumberjacks on a galleon can be deadly if you know its firing arc as pilot. Its a rather small window. Ive used it on goldfish with pretty good results, but as everyone says it does require a level of teamwork. It is very good in a spire. The turning rate lets you aim it well, and with a howitzer up front you have a very good combination for long range harassment. This all depends on your gunner of course. It takes practice but is far from impossible.

awkm:
In general, I want this gun to make it back into play.  Hwacha is getting more attention than it should since it's strategies are easier to pull off than Medium Flak now.  Although I think Medium Flak will be back once people get used to it.

I've made the Lumberjack a little easier to use as a hot fix a week or so ago.  If anyone else has any other suggestions let me know.

RearAdmiralZill:

--- Quote from: awkm on March 18, 2013, 11:32:03 am ---In general, I want this gun to make it back into play.  Hwacha is getting more attention than it should since it's strategies are easier to pull off than Medium Flak now.  Although I think Medium Flak will be back once people get used to it.

I've made the Lumberjack a little easier to use as a hot fix a week or so ago.  If anyone else has any other suggestions let me know.

--- End quote ---

I think the Lumberjack has been making a slow comeback, just because it does take a learning period to consistently make shots. I think the big thing is the arming time. I dont disagree with it at all, but a lot of players dont fully grasp it, or notice when they get too close to other boats. We vets know and can compensate, but ive seen too many new players (This is with flak too now) rush in and try to fire point blank. Idk how exactly to tell them apart from what we do now, unless you make the descriptions of arming time a different color or something to draw attention in the gui.

awkm:
Yes, this is a problem.  It's not an obvious thing.  The LJ has a subtle effect on its projectile that's not enough.  The Flak hasn't gotten the attention yet, unfortunately.  Something that we're working on is changing the explosion particle and sound effect on below arming vs. above arming distance.  Hopefully, via experimentation, new players will intuit the differences in range for these items.

Any other ideas for the types of effects that you might find useful are welcome.  One thing about sound there will be more than one projectile on screen.  Doing a ticking sound or timer won't work because of this, too many on screen means lots of ticking or whatever.  A subtle sound effect of the projectile whistling through the air might be interesting though.... hmmm.  Still tough to hear probably.  We don't want to deafen you lol.

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