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About the Minotaur
Duveer:
I'm a bit surprised at how long it seems to take to break a target dummy's hull - nine hits with heavy clip, and that's on a target that doesn't repair at all. Still, I really want to drag one of my usual groupmates on board the galleon and see how it cooperates with a harpoon shot. That ought to cause some...interesting physics. And double heavy Minotaur plus top-mounted flak cannon will probably be a pretty brutal kill-side, especially since the Mino negates the arming time problems by simply sending anyone who gets too close spinning off over the horizon. If anything's overpowered on this gun, it's the physics effects.
Anyway, I can see it working out alright on pretty much any Spire, and it pretty much is built for the Galleon (seriously, it's got side arcs and inclination that can probably hit someone behind you - so much for the classic blind spots!), but the 'fish pretty much needs to combo it with terrain to kill. For a Goldfish, I pretty much consider it a long-distance ram that you can follow up with the traditional sort when they slam into a mountain, which is useful but maybe not optimal. Of course, this is all theoretical stuff based on my trial runs in the offline practice mode, so I could be completely wrong about its role against a live and vaguely competent crew.
Kamoba:
In the dev app, spire minotaur was able to keep my.pyra blind sided and hades-terrain killed, easily. This was when stamina was still in the test andno amount of stamina and tools were able to.help.us, hydro'd up, spire went up and pushed us down and side ways, claw and stamina turn followed by kero forwards to avoid being spun again, no arcs on guns for long enough to kill.
Galleon double mino, was just insane, great fun!
The gun is not designed to "kill" nor is it stand-alone, it is a gun intended to disrupt the enemies gun arcs and control engagements.
Not a "Yeah pew pew die motha's!" Gun like the flak of old...
BlackenedPies:
It needs some balancing. I do like that it doesn't benefit much from a buff engi. Like all heavy weapons your best bet is to disable it, but this is damn near impossible when it's shooting you. Using kero or shine will bump you less.
I say limit the vertical arcs and it's balanced enough. Right now it's just silly.
ZnC:
As someone who studies the game a lot, I really like the new gun. It has a very elegant balance of knockback effect, piercing and disable. I want to see how players start using it before making any conclusions.
@BlackenedPies A buff on the gun enables it to 1-hit heavy weapons and gives a good amount of piercing damage.
BlackenedPies:
--- Quote from: ZanC on February 24, 2015, 12:24:55 pm ---As someone who studies the game a lot, I really like the new gun. It has a very elegant balance of knockback effect, piercing and disable. I want to see how players start using it before making any conclusions.
@BlackenedPies A buff on the gun enables it to 1-hit heavy weapons and gives a good amount of piercing damage.
--- End quote ---
Hmm I'll have to try that. I did find greased very useful, partially due to the arming range.
The problem is that I've seen it completely lock down ships on its own. The downward arc is too much because you can keep them mashed into the ground. And once they're locked to a rock/building they're dead.
I need to test it more but from what I've seen it needs some work
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