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Junker OP?
Squidslinger Gilder:
Ya know instead of talking about nerfing the Junker...lets discuss buffing the other ships to counter. I've just about had it. People cry nerf...Muse nerfs...the game just gets more and more dull. I don't want this game to turn into flying turrets. If it gets that far, might as well market it to retirement homes because they are the only people that will find it fun anymore cause then it won't be GOIO, it'll be a big 3D version of Battleship which they'll love to play between Bingo sessions.
Lets do something about the Junker by giving the Pyra it's turn rate back, giving the squid it's mobility back, and giving the other ships whatever touch ups they need to help them compensate for a slow moving fast turn rate ship that has the best gun arcs in the game.
Thomas:
I'm actually a little surprised the pyra shows up that high. Essentially it's covered in hull, making it the easiest ship to take out with piercing/explosive combo.
But back on the junker, it doesn't make that much balance sense for a ship to have that high of armor and mobility combined with a difficult to hit hull and a large area of cover for it's guns.
Toss in a buff hammer and things get more extreme. Since they're all % based, the higher the base stat, the bigger the boost. The junker has the second best armor, acceleration, turn speed, turn acceleration, and the best vertical speed.
Certain other ships do need a bit of a boost, but it's easier to deal with one ship at a time than try to tweak the remaining ships and risk things getting more out of balance.
Although, since we're on the topic of ship balancing, the goldfish probably needs the most love. It's not used in competitive play too much (although I think a lumberfish might work well against a junker maybe), and it's not used very effectively in newer matches either. It does see a fair amount of effectiveness in some moderately experienced pub matches, but that's about it.
Sammy B. T.:
Considering the range between vertical speed is .12 M/s, the argument of great vertical speed seems irrelevant. The slowest speed is 99.47% that of the highest. Vertical acceleration tells the real story and the Junker has the third lowest acceleration. Also you know why the Junker has so much armor? Because it moves .02 m/s faster than the spire and has two thirds the perma hull. Sense it is a side engager it also can't as effectively charge straight meaning that not only does it have to move slowly at an enemy, it then has to turn.
I'm going to have to agree slighty with Gilder, ships like Goldfishes and Squids need some sort of love (pyra does not need turn rate but could use a bit more armor instead, I like it being a battering ram)
RearAdmiralZill:
The speed a junker can turn at with buffed engines and/or claw is trolly at best, which is my largest issue with them. Given the gun placements it has, it shouldn't be able to flop broadsides that fast.
Now if that's a claw issue, a buff issue, or a junker turn rate issue is a matter of itself.
Thomas:
--- Quote from: Sammy B. T. on February 21, 2014, 10:15:28 am ---Also you know why the Junker has so much armor? Because it moves .02 m/s faster than the spire and has two thirds the perma hull. Sense it is a side engager it also can't as effectively charge straight meaning that not only does it have to move slowly at an enemy, it then has to turn.
--- End quote ---
Armor plays a much bigger role than perma hull health. Armor can be buffed and repaired, while the hull HP cannot. Once the armor does break, most ships can be taken out in a single clip of explosive weapons. Ideally it would be a mortar or heavy flak, but with the right ammo it can also be the light flak.
Ships with low armor (essentially the squid and to a lesser extent the goldfish) rely on the low armor to rebuild it faster, and have more HP to soak up the damage that slips through. And you can see how well that works for them. (not very well)
Even though it moves marginally slower than the majority of ships (it is the second slowest top speed ship) it also has the second highest acceleration. The junker has minimal problems charging and chasing, as it does have a front gun and can chase off center to get the side guns going.
And that's just reference for those who forget just how slim the hull is (which I think is the main reason it doesn't need all that armor). I'd bring up the other ship pictures, but they're not all on the same scale.
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