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About the Minotaur
BlackenedPies:
I guess we found the new anti fish meta
I think you should've charged more. The only significant damage I was doing at range was the shatter. When you charged you were able to snipe out the balloon and taur (excellent shooting). Close range I didn't have much defense except knocking your arcs off temporarily. The reload is about 10 seconds. In arming time it does no shatter.
Often times you would come close just to back up out of arming range. You didn't really have to tank while charging, the only damage was shatter from the Minotaur and light carro (with AI not aiming at balloon). You should hold off on the gun rebuild (one hit away) until the mino reloads. If you used the flames I would be dead due to AI.
You only have to use kero when you're getting shot. There's about a second between shots so you can time it, you were likely burning too much. The problem seemed to be that you were usually in my optimal range and I was often able to use both guns. When you charged I had little defense and relied on piloting maneuvers and brief uses of the taur to temporarily push you off arc.
To sum up, hold off on the gun rebuild and don't stop charging.
Kestril:
--- Quote from: BlackenedPies on February 25, 2015, 06:41:35 pm ---
The ability to one shot any component with buff heavy is quite powerful. On a galleon it can be used as a long range disable weapon against other galleons.
--- End quote ---
Yeah. I was on the receiving end of that.
I think either the push or the disable should be nerfed. Probably the disable, because the pinpoint-accurate component sniping at 1800m is cray-z good.
ZnC:
--- Quote from: MidnightWonko on February 26, 2015, 12:01:36 am ---By my calculations (and I could be off, 'cause they got crazy complicated), the Minotaur, with direct piercing and splash impact, would do a bit more DPS to the balloon than the Dragon Tongue, and just marginally less to the hull. It would also do just slightly less damage than a Hades to the armor, yet have the bonus of never missing with Heavy Clip. With those damage types reversed, its damage to the balloon and hull would be just a little less than a Hades, yet would outrank a Hades for armor damage.
--- End quote ---
You seem keen to learn so I'll see what I can do.
After doing my own calculations, I have to ask how much damage are you using for the Impact AoE? If we change the secondary from Shatter to Impact, it would be rebalanced (i.e. definitely not 175 damage). Impact damage type is rare and has the best, all-rounded damage modifiers. The damage output is simply ridiculous to everything besides components.
Following the argument from Richard LeMoon, I see the core problem. What he is asking for is simply a small amount of Flechette damage, not Impact. There is a misconception that Impact would do better against Balloon as compared to Armor. Balloons have 1200hp and is designed to go down fast when targeted. That is why Flechette based weapons naturally have high damage. Impact damage type is very difficult to balance without being too strong against armor/hull.
However, because the Minotaur is so all-rounded, I don't think any of it would make it weaker than the current Shatter type, unless the damage is negligible.
Arturo Sanchez:
--- Quote from: BlackenedPies on February 26, 2015, 01:15:32 am ---I guess we found the new anti fish meta
I think you should've charged more. The only significant damage I was doing at range was the shatter. When you charged you were able to snipe out the balloon and taur (excellent shooting). Close range I didn't have much defense except knocking your arcs off temporarily. The reload is about 10 seconds. In arming time it does no shatter.
Often times you would come close just to back up out of arming range. You didn't really have to tank while charging, the only damage was shatter from the Minotaur and light carro (with AI not aiming at balloon). You should hold off on the gun rebuild (one hit away) until the mino reloads. If you used the flames I would be dead due to AI.
You only have to use kero when you're getting shot. There's about a second between shots so you can time it, you were likely burning too much. The problem seemed to be that you were usually in my optimal range and I was often able to use both guns. When you charged I had little defense and relied on piloting maneuvers and brief uses of the taur to temporarily push you off arc.
To sum up, hold off on the gun rebuild and don't stop charging.
--- End quote ---
You think I wasnt charging as hard as I could? You were blowing up my engines directly and indirectly and then shooting my guns and then keeping me kissing a nearby wall.
I was actually only able to kill you, by directly facing you in front because any slight angle and I go swerving a full 90. It had to be near perfectly straight on.
And you are aware a full second isn't enough to get back on arc right? It takes 2 seconds to do it with claw. A near 4-5 to do it reverse turning.
6 on neutral.
10 on forward throttle.
BlackenedPies:
--- Quote from: Maximillian Jazzhand on February 26, 2015, 10:08:14 am ---You think I wasnt charging as hard as I could? You were blowing up my engines directly and indirectly and then shooting my guns and then keeping me kissing a nearby wall.
I was actually only able to kill you, by directly facing you in front because any slight angle and I go swerving a full 90. It had to be near perfectly straight on.
And you are aware a full second isn't enough to get back on arc right? It takes 2 seconds to do it with claw. A near 4-5 to do it reverse turning.
6 on neutral.
10 on forward throttle.
--- End quote ---
You would have won every engagement when you got near, the problem was you didn't follow up. I was able to keep using hydro and burning to reposition. You should've won every close range engagement. Another problem was trying to run and not constantly pressing the attack. This allowed my gunner to disable your main and us to engage with both guns.
If you tried again it would end up a lot differently. "Peach" your front gun and never stop charging.
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