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Light Flak Discussion

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Captain Smollett:

--- Quote from: RearAdmiralZill on January 30, 2014, 01:58:45 pm ---For anyone wishing it killed in one clip, keep wishing. It's the slower killing, long range option vs the mortar. It's got to stay that way to be balanced.

--- End quote ---

It actually can already kill most ships in 1 clip with a buff or burst rounds.  Effective range limits not withstanding it still feels a little bit too weak per shot and with jitter, shot drop and ship movement 100% accuracy is far from guaranteed.  I still think a little damage per shot boost would be welcomed.

Wundsalz:
I can see 2 future scenarios for this gun:
1.) hopefully we'll loose our only light weapon long range hull killer with an artemis-nerf soon. The Light flak could make a step into that gap. Less spread, max range buff, done.
2.) Let it work as a low damage alternative for the mortar. E.g. I could very well see myself flying a gat/flak junker as the flak is easier to shoot due to the wider horizontal arc and faster projectile speed. It also requires less time to be shot by the junkers gunineer(s). to make this happen the arming time would have to be removed.

on a side note: I'd like the light flak to have 4 shots again. Frankly, I'm surprised the art team let you get throw with increasing it to 6 in the first place, as its visual appearance has got (a multiple of) 4 shots written all over it.

RearAdmiralZill:
As you said, you have to take it to a fairly higher level to get that kill (buff, with ammo that increases clip) which is fine. As long as it outdoes an arty in dps by a fair margin then its doing its job. A range boost would only make that better to synergize with the hades/merc.

Captain Smollett:
The proposed artemis changes won't lessen it's ability to kill at range.

As for a removal of the arming time, I think Muse is pretty set in forcing a utility separation between the mortar and light flak.

Thomas:
https://gunsoficarus.com/community/forum/index.php/topic,3059.0.html (arming time guide)

The Light Flak has an effective range of 225m-875m, which is a pretty narrow band. I'd like to see the range increased to a little over 1000 or so. I think the damage is in a good place, as it's a pretty accurate weapon over a longer range. It's easier to aim and connect hits with than the heavy flak, and it does more damage than the artemis. If it was able to destroy ships in a single clip it would probably push the game to more sniping matches.

It has 6 shots, dealing about 75 explosive damage in it's effective range. That's about 630 hull health damage (1.4 modifier). So it can take out a junker, but that's about it. (Junker has the lowest value of hull health). Buff it and make good ammo choices and it's another story.

Buff alone brings it up to 756 hull health damage over the clip, which is enough to 1 clip most ships. Burst alone takes it to 735 (although it takes longer to empty the clip), and burst+buff 882 damage. Heatsink+buff will take it up to 836-ish. Charged+buff goes to 819.

Normal takes 2.4 seconds to empty the clip, where burst takes 3.3 seconds. Heatsink will take 3.2, and charged will take 2.67 seconds.


All in all it's pretty effective in the damage/time-to-kill department. It can't compete with the mortar of course, but the range generally makes up for that. (mortar is 0-400 meters and travels much slower).

As for the artemis, a full clip only does about 440 total hull damage per clip and takes over 6 seconds to empty the clip. Regardless of buffing and ammo type, the flak comes out on top for damage.

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