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1.3.5 Balance Changes

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awkm:

--- Quote from: Imagine on February 03, 2014, 03:16:42 pm ---artemis spam is still pretty much death in pug matches.

--- End quote ---

Grumble.  Artemis should still be viable so I don't want to do too much DPS or muzzle nerfing.  Yaw speed will make the gun feel crap to use but still maintain its destructive output given some additional preparation time.  Other suggestions welcome.

Imagine:

--- Quote from: awkm on February 03, 2014, 03:20:08 pm ---
--- Quote from: Imagine on February 03, 2014, 03:16:42 pm ---artemis spam is still pretty much death in pug matches.

--- End quote ---

Grumble.  Artemis should still be viable so I don't want to do too much DPS or muzzle nerfing.  Yaw speed will make the gun feel crap to use but still maintain its destructive output given some additional preparation time.  Other suggestions welcome.

--- End quote ---
I will say that hitting nimblers ships like squids at a distance while they're moving is a lot more difficult, but triple artemis mobula absolutely destroyed galleon/spire/pyra. (And once again, pug match, opposing captains being lvl 3-5)

I can see the changes being a fine deterrent for one artemis, but that was never really the problem... it was usually double and especially triple artemis spams that became overbearing.

I'm not sure if this is a route anyone would want to take but... all I can think of is to put in some sort of diminishing returns for having multiple types of the same gun?

The Djinn:

--- Quote from: awkm on February 03, 2014, 03:20:08 pm ---Other suggestions welcome.

--- End quote ---

I'll reiterate my previous suggestion of decreasing the downward arc and adding an arming time to the projectile then. I'd probably change things to make the gun's primary shatter damage and its secondary explosive. This would do two major things.

Firstly, flying at the top of the skybox to exploit the huge downward angle becomes less possible, as ships will be able to simply slip underneath you. Making the Artemis have a tremendous horizontal range but narrow vertical range allows height counterplay while making it a dominant force in the hands of a captain who can match altitudes.

Secondly, adding an arming time and making the Shatter damage the primary makes the gun a disabler/hull killer at range, but limits it to simply disabling at close range: this gives an obvious counterplay (fly close), while allowing the Artemis ship to disable engines to regain their distance. The gun remains effective in its primary role (disabling) even at close range, but isn't the end-all of versatility that it is at medium/long range.

Just thoughts, of course.

Captain Smollett:
Currently secondary damage has aoe while primary doesn't.  A change that drastic would alter the soul of The weapon too much.

The shot still travels significantly faster than hwacha so there's room to play there. 

Finding a way to reduce its damage vs armor would allow the gun to keep its primary function with less of its undesirable latent all purposeness.

The Djinn:

--- Quote from: Captain Smollett on February 03, 2014, 04:15:26 pm ---Currently secondary damage has aoe while primary doesn't.  A change that drastic would alter the soul of The weapon too much.
--- End quote ---

I'm not convinced about that (I'd keep the AoE on the primary damage for this theoretical change...it would just arm with direct Explosive damage), but I will grant you that it would be a drastic change.


--- Quote ---Finding a way to reduce its damage vs armor would allow the gun to keep its primary function with less of its undesirable latent all purposeness.

--- End quote ---

The issue is that Shatter damage is good against both hull and components. Without changing the damage type it's hard to alter that.

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