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Point the Goldfish's guns forward

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Velvet:
There's a trend I've noticed particularly in competitive but also (to a lesser extent) in pub matches. You see Junkers, all the time. Pyramidions, also common. Galleons or mobulas are seen often enough. Spires and squids; occasionally, with unpredictable rates of success. But Goldfish? I feel that right now that ship is highly underpowered and additionally somewhat uninteresting to play on, resulting in them being a somewhat rare sight in the smoky skies.

I think the heart of this issue is that the goldfish is so heavily reliant on its main gun - most viable goldfish builds only make use of the side guns as backup because a single light gun has very limited DPS and spinning constantly to get tantalisingly close to a bifecta is difficult, leaves you too busy maintaining angles to perform other manoeuvres and is not really worth the effort with no great light + heavy gun synergies to match a gatmortar. The result is a pretty uninteresting ship, both in terms of entertainment value and competitive prospects.

The Goldfish is not very fun in my opinion for a few reasons. Firstly, it is totally ineffective at getting kills since no heavy guns adequately combine armour stripping and permahull damage and as previously mentioned it's not particularly viable to use your side guns to shore up these deficiencies. This means you either have to very slowly blend enemies down or run a build such as disable or flak that is near totally reliant on your ally to cooperate with you to compensate your inability to get kills singlehandedly.
The second issue is that the enginners' tasks generally involve fixing the balloon, fixing the hull, taking the long trip to the rear engine and occasionally putting out fires on the front gun. Even when on occasion the sideguns do see some action, it's very often the gunner that handles these because the primary and secondary guns are almost never needed to fire simultaneously. Having no

The ship's total reliance on the front gun means that any goldfish build will have a very narrow range of tactical options, extremely limited and specialised firepower and perhaps most importantly, be very vulnerable to the disable builds prevalent in competitive play. The goldfish can't participate in sniper battles because it has a third of the firepower, significantly less armour and much more disable vulnerability than comparable ships. In brawls, it isn't an entirely hopeless prospect but falls short of ships such as the Pyramidion or Junker because of the inability to get a quick kill and again, the dreaded artemis. I mean, the Pyra blend more effective than the Blenderfish. The "synergy" between the Hades and the nice big Goldfish hull just compounds these issues.

My proposal is to give the much-neglected sideguns some love and rotate them forward. Not enough to allow for the madness of a double/gat hwacha combo, but at least far enough to get light gun bifectas with guns such as the artemis, flamethrower and rocket carousel. Yes, a Goldfish trifecta would be a massive buff. But as it is the goldfish is a ship with everything against it and nothing in its favour. This change would make the Goldfish a mild contender in sniping and a strong brawler but I think that the deck is so stacked against this ship right now that even this buff would leave it with a significant number of disadvantages. Unlike every competitively viable ship, the Goldfish still wouldn't have the option of bringing a secondary set of weapons so would have to choose between brawling and sniping. It would still be unable to make proper use of very strong sniping weapons such as the Hades or Mercury and remain extremely susceptible to art disable, that large, lightly armoured hull abetting the problem of constant explosive bombardment. Overall I think with these and other weaknesses in mind, the buffed Goldfish would retain the same character of a ship that has to work closely with its ally, whether specialising in support or relying on situational effectiveness by ambushing enemies or catching them off guard. I think the competitive meta needs some variety and this buff would make the goldfish not OP but a very interesting addition to the roster of frequently seen ships.

The rotation would also fix the previously mentioned issue of nothing interesting for engineers to do. A constantly viable trifecta would introduce the choice and variety present on the other vessels as prioritising between gunning and ever-vital repair work becomes necessary.

Imagine:
https://gunsoficarus.com/community/forum/index.php/topic,2784.0.html

Velvet:

--- Quote from: Imagine on April 02, 2014, 05:18:19 pm ---https://gunsoficarus.com/community/forum/index.php/topic,2784.0.html

--- End quote ---
my bad, checked the gameplay forum but missed that thread.
Nevertheless, considering the lack of change that thread has catalysed in 5 months maybe it's time to try a new one in a different forum to see if it can attract some more attention.

Imagine:

--- Quote from: Velvet on April 02, 2014, 05:28:36 pm ---
--- Quote from: Imagine on April 02, 2014, 05:18:19 pm ---https://gunsoficarus.com/community/forum/index.php/topic,2784.0.html

--- End quote ---
my bad, checked the gameplay forum but missed that thread.
Nevertheless, considering the lack of change that thread has catalysed in 5 months maybe it's time to try a new one in a different forum to see if it can attract some more attention.

--- End quote ---
S'all good, just remembered there being a thread being... pretty much about the same thing. In fact, now that I recall and search, there's also https://gunsoficarus.com/community/forum/index.php/topic,3515.0.html which is pretty much literally the same thing.

I believe the general consesus was that putting both gun arcs forward would make the goldfish OP.

HamsterIV:
The goldfish already has a lot going for it speed and maneuverability wise. I don't think it needs an easy bifecta. It can get boring at time for the engineers when only the front gun gets any play, so I usually bring a flare gun, which can overlap the front gun's arc. Putting 10 stack of fire on the hull or balloon on top of what ever chaos the main gun is causing is often enough to overwhelm the other team's engineers.

Also in a team fight a manticore fish can be used to disable one ship while the side gun helps strip the armor off another ship so that a teammate can finish the job.

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