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New Testing, Balance! (Saturday 22nd)
Nietzsche's Mustache:
There's actually already a working solution to the the junker-blending problem, at least at close range. Ask Richard LeMoon about his Pineapple. At longer ranges, an artemis or two (I like three, actually) will keep lumberjacks at bay.
And since we are still on the subject of Pyramidions and I was previously mentioning the manner in which pyramidions counter everything just by changing the front guns, here's a list of working anti-junker pyras:
double carronade
Hades/carronade
carronade/artemis
mercury/artemis (you think this one wouldn't work because of trying to hit the junker hull with a mercury, but the artemis can keep a junker disabled with relative ease while the mercury trains its shots)
anyone tried dual or triple artemis? I feel like that would work.
And really, I would expect a double artemis pyramidion to be typically more effective against a triple-art junker. Reason is: it just seems so much harder to break the front guns on a pyra. It's got something to do with the point of the ship hanging over the hitboxes of the guns, I think. But you can reliably aim at the rear deck of a junker with burst artemis and break 4 guns and an engine with a couple of shots. Talk about dead in the water.
Now, I do actually expect a pineapple junker to at least be an even match against pure blending builds, but not so much against the Pyramidions listed above simply because placing pressure on both the balloon and some other component, you start to limit the junker's firepower by spreading the engineers to repairs rather than firing weapons. That's how you bring a junker down.
HOWEVER, I do have to add this caveat: I think trying to buff the junker to counter pyras is a mistake, and for that matter trying to nerf carronades to give junkers a fighting chance is also a mistake. Maybe I just say that because of my strange obsession with carronade spires, but I do actually believe that the ships in the game should show some kind of specialization, at least in the way they move and being proficient in mastering a ship's movement is just as key in counter builds as bring a particular ship in and of itself. The junker, for example, has impressive turning and if the pyramidion wasn't such a jack of all-trades as far as mobility goes, skilled junker pilots could take advantage of that to counter pyramidions. It's just the same as how mobulas can dependably do vertical dodges against charging pyramidions. This is why I say that the pyra really just needs a certain nerf to its turning and vertical movement (and I think a buff to its longitudinal speed wouldn't be unreasonable as well) rather than just nerfing everything on it.
Sammy B. T.:
And a pineapple is what pray tell?
Nietzsche's Mustache:
triple carronade on one side, all greased rounds. The other side is usually dual hades, but it can be other things. I'll play around with gatling/banshee for the second side so we've got some sort of kill side and I can keep the carronade in the trifecta.
GeoRmr:
Reduce the health of all balloons - Reduce the damage modifiers proportionately - Reduce the damage done by pilot tools proportionately - problem solved. Balloons still pop with 2 shots from the heavy carronade but can be rebuilt and repaired much quicker - Balloon Lock is no longer an issue but carronades are still effective at dropping ships out of arc - TaDa!
mobula op
ShadedExalt:
--- Quote from: GeoRmr on November 30, 2014, 08:24:52 am ---Reduce the health of all balloons - Reduce the damage modifiers proportionately - Reduce the damage done by pilot tools proportionately - problem solved. Balloons still pop with 2 shots from the heavy carronade but can be rebuilt and repaired much quicker - Balloon Lock is no longer an issue but carronades are still effective at dropping ships out of arc - TaDa!
mobula op
--- End quote ---
It's still an issues, just less of one. I do like the idea though!
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