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About the Minotaur

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BlackenedPies:
I think it's too easy to shoot. Add drop or decrease speed (or nerf arcs) and I think it would be pretty balanced.

MidnightWonko:
I'm not sure this weapon should be doing piercing damage.  It will almost invariably be aimed at a hull, where piercing is king of stripping armor.

It's already very good at its intended purpose of knocking around ships.  In a game like this where positioning is crucial, a weapon like this is already a force to be reckoned with.  To give it piercing damage as well just seems like overkill.

BlackenedPies:

--- Quote from: MidnightWonko on February 25, 2015, 01:54:48 am ---I'm not sure this weapon should be doing piercing damage.  It will almost invariably be aimed at a hull, where piercing is king of stripping armor.

It's already very good at its intended purpose of knocking around ships.  In a game like this where positioning is crucial, a weapon like this is already a force to be reckoned with.  To give it piercing damage as well just seems like overkill.

--- End quote ---

I think Muse once said there would never be a piercing heavy weapon. There was (and still is) talk about having it deal impact damage instead.

The amount of piercing per clip of heavy clip amounts to the same as 4 hades shots so it isn't much. I didn't check the shatter modifier but that probably contributes a chunk. Due to the long reload I haven't found the piercing much of an issue.

Does anyone know the reload?

Omniraptor:
The gun is way too long-range, nerfing range to 800m or less should be hotfix priority IMO. It makes long-range fights even more boring, because it prolongs the engagement without causing much permanent damage.

I think further along we should tweak the physics to make a sharper rampup of knockback depending on hit location. Increase reward for shots that hit the very edge of a ship (takes more skill smaller target) and punish shots that hit the center of a ship with less knockback. Another idea would be to buff impact bumpers, they're kinda useless right now and it might be good opportunity to help end minotaur reign of terror.

Sarabelle Marlowe:
From what I have seen, it would not make any sense for it to be a small gun. The concept in itself makes it so to have that much force it would have to be a very large piece of artillery to begin with. Beyond that, it makes anyone flying a long ship cry. I spent several games giggling as I made mobbys and junkers spin like tops. I think while it may be a niche gun, paired correctly it can make a very helpful and scary ship. So far I've seen the best use with it is on a galleon. While it's a pain when paired with a flak if whomever shooting doesn't wait for the flak first, it did rather well being we pushed the other ships about so much we could dominate the sky. I'd say the best pairing I tried so far was with the hwatcha. Between disable, push and heavy clip range it worked wonderfully as a disable side on the ship.  Seen both good and bad examples on Spires, and to be honest it's rubbish on a goldfish from what I've seen so far.

One of its few weaknesses is that it has a decent reload time. If it were a smaller gun, people would put 3 on the side of a junker and chain spin, which would be insanely hard to counter at all. Pretty much a grief engine. Where as having it be a large gun makes people have to decide and choose if they want damage or not.  While it can pick parts...there are other guns that do too and in my opinion, do it better. And too many Minotaurs means far far less damage to dish out on the ships that can have it.

I would say the arcs and range are rather silly. Its very smooth and very easy to learn compared to some of the other heavy guns. I agree it might do with some nerfing, perhaps on the range or arcs itself. For something that massive it should feel more like its that massive. Right now I feel it handles far too smoothly.

So far though, I find it an interesting and fun addition. I am curious to see what will become of it.

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