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1.3.5 Balance Changes

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Squidslinger Gilder:
Oh awesome. Thanks!

The Djinn:

--- Quote from: Wundsalz on February 04, 2014, 02:26:56 pm ---I dislike the idea of reducing the turning speed of the artemis. It's quite low already and having to lift and move the mouse repetitively in order to point at the stuff one wants to hit isn't a fun mechanic.

--- End quote ---

The trick is just to move the mouse slower: I have NEVER had to lift my mouse to track any ship with any gun (including trying to track Squid with the Artemis or Lumberjack). Just don't move the mouse faster than the turning rate: doing so accomplishes nothing in terms of increasing the movement, and often makes lifting necessary.

Wundsalz:

--- Quote from: The Djinn on February 04, 2014, 05:59:46 pm ---
--- Quote from: Wundsalz on February 04, 2014, 02:26:56 pm ---I dislike the idea of reducing the turning speed of the artemis. It's quite low already and having to lift and move the mouse repetitively in order to point at the stuff one wants to hit isn't a fun mechanic.

--- End quote ---

The trick is just to move the mouse slower: I have NEVER had to lift my mouse to track any ship with any gun (including trying to track Squid with the Artemis or Lumberjack). Just don't move the mouse faster than the turning rate: doing so accomplishes nothing in terms of increasing the movement, and often makes lifting necessary.

--- End quote ---

Yep, that's the right thing to do. Now I'm exited and want to turn my gun really really quickly and I end up moving the mouse faster than necessary nevertheless. It's somewhat intuitive to think quicker input correlates with faster movement ingame (and until a certain cap is reached, this is actually true). I observe myself falling for this every now and then.

Mr.Bando:
I would have been happier to see an arming time to its Shatter damage. Maybe within 500 metres? It shouldn't be able to pull the teeth out of assaulting ships by disabling weapons at a close range that would normally be reserved for gattling or heavy ammo caronade

Mr.Bando:

--- Quote from: The Djinn on February 03, 2014, 04:05:32 pm ---
--- 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.

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.


--- End quote ---

Correct me if I'm wrong, but does primary damage have any AOE? I thought it was reserved only for secondary damage. If you made Shatter primary, then you'd need to get direct hits on components to knock them out. You might as well do that with a gattling at that range. But I do like having an arming time added tho, they pretty much added it to most of the hard hitting ranged weapons available.

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