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It's The Clawwwwwww!

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RearAdmiralZill:
Yes, claw hurts forward speed. If you think though, ships turn fastest when stationary, so in a way that helps.

The scenario would be a pyra vs a goldfish or a squid. Both face head on and then pass each other. The goldfish/squid should win the turn fight by design. Claw breaks that design enough so that the pyra can continuously keep arcs on the enemy, while the other ship is forced to endlessly dodge. A pyra by design shouldn't be able to reliably win turn fights. You could argue that the other ship could also bring claw, but that's not a fix. That's a requirement.

Your junker only requires a short burst to literally do a 180 in seconds. The engineer doesn't have to repair your engines for that maneuver. They are still quite healthy after that. There lies the issue. You changed your guns in mere seconds for no loss. Such power shouldn't just be free.

HamsterIV:
The price of the Claw is that you can't put another item in that slot. I run kerosine, tar, helium/drogue if I am in a fast turning ship, and claw, kerosine, tar if I am in a slow turning ship. The absence of helium or drogue is noticeable when I am in situations that could use them. 

RearAdmiralZill:
When you don't take the tool yourself, it compounds the problem. The slower turning ship will, and match your turning. Point here being ships that have good turn speed by design should be able to not take claw and still be competitive instead of gimped.

Dementio:
I wonder what the removal of the phoenix claw would do to the game.

Nidh:
I would take a spyglass.
--- Quote from: Dementio on July 01, 2014, 01:14:35 pm ---I wonder what the removal of the phoenix claw would do to the game.

--- End quote ---

I would actually consider a spyglass. Or tar. Or drogue.

And the squid would be a lot more effective I think.

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