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Lets Talk Gatling
GeoRmr:
--- Quote from: Lochiel on August 26, 2014, 02:49:09 pm ---I thought they addressed that a few patches back.
I stopped playing around then so I never saw how that worked out. Sounds like it didn't
--- End quote ---
They made the tracers closer to what the weapon was doing, but didn't manage to completely fix it.
Tanya Phenole:
--- Quote from: Mezhu on August 24, 2014, 12:14:49 pm ---Gilder each post of yours regarding balance is considerably more hilarious than the previous one :D
At this point I'm not even sure what game you're imagining you're playing while in GoIo.
--- End quote ---
A visual novel obviously (please don't kill me for that joke)
From personal expierence of gatling engineer and anti-gatling hull healer, I may say that it is significantly skill-dependent gun, but it is not that obvious than with other guns. It is hard to understand difference of missing 30/98 bullets and missing 15/98, especially with the community's erotic fetish of pyramidions, but once you meet a decent junker/galleon, difference shows itself.
Gatling does not really need a change. Since I got a brief knowledge of game's history, the gun been changed multiple times, and it is came to the point where the gun should be left on it's position.
But I feel like there is great potential of introducing new ammo types. Currently, Gatling is used with heavy or greased ammo. If we think of an ammo type, which will work on gat as well, we may get more gunners on this position. That is the way to rebalance the gun, but the direct changes of gat are really unnecessary
obliviondoll:
--- Quote from: pandatopia on August 24, 2014, 12:13:28 pm ---Just FYI, greased does the same total damage as normal, with the caveat that it expends the clip faster.
That is the only benefit of greased rounds.
--- End quote ---
Increased DPS means less delay before the explosions start eating hull instead of armour.
Gatling BY ITSELF is a pretty weak gun because it can't hurt much other than armour.
Gatling in a bifecta with anything capable of significant hull damage is absolutely devastating.
Piemanlives:
--- Quote from: nhbearit on August 24, 2014, 11:51:04 am ---I did actually include repairs when I said that. The thing is you won't get more than 1 mallet hit in before the gatling has finished it's clip so to double check my math, figure out how much damage a gat can do in 1 clip (dmgpshot * shotsinclip) and compare it to the armor of whatever you're shooting at (add in the repair power for a mallet if you want).
--- End quote ---
This may sound insulting but using a mallet to fight a gatling is kind of idiotic, while if you take into account ammo types they can take down armor quicker, using the spanner as the repair tool allows for a more consistent repair and stave off complete armor degradation long enough for them to waste the clip, and if need be because of the short cool down you can pop the mallet in an emergency.
pandatopia:
--- Quote from: Piemanlives on August 28, 2014, 12:50:54 pm ---This may sound insulting but using a mallet to fight a gatling is kind of idiotic, while if you take into account ammo types they can take down armor quicker, using the spanner as the repair tool allows for a more consistent repair and stave off complete armor degradation long enough for them to waste the clip, and if need be because of the short cool down you can pop the mallet in an emergency.
--- End quote ---
I don't understand your statement, and it is a bit insulting (even though I don't think i'm the person you're responding to XD).
It is without a doubt a fact that mallet is the most efficient repair tool, time wise.
Repairing is also a commutative action, namely mallet then spanner = spanner then mallet.
I want to also point out a corollary to this: mallet allows you 9 (-whatever seconds it takes to breach hull) seconds to run around, spanner effectively gives you ZERO seconds to run around, since there isn't enough turnaround time on any ship to hit something else then come back.
These are the rules.
Now, if what you're saying is "pad the gatling strip with spanner until you can mallet with 100% efficiency" then yes, I agree with you. Theoretically the maximum time you can buy with efficiency is spanner -> wrench -> mallet given general gunner accuracy/greased use. However, the engie is rarely going to have all 3 tools. So you go spanner -> spanner -> mallet.
If what you're saying is "pad the gatling strip with spanner until 1% hull then mallet" then I will have to completely disagree with you.
One - Once overflow is out of the question, if you do 4 spanner hits you are already losing in efficiency (yes timewise) to a mallet.
Two - If you have enough time to pad out excess spanners, you could have appended those to the end of the mallet and have the same net repair amount - in fact, if you had taken those spanners out and double mallet hit instead - you'd be WAY ahead on hp repaired.
Three - if you misjudge the lower the hull goes the more chance they will breach the hull, and then its all over. High risk, low reward.
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