Info > Feedback and Suggestions

About the Minotaur

<< < (14/15) > >>

MidnightWonko:
I think the smartest suggestion I've seen in this thread so far was reducing the taur's range from 1800 to 800 (a decrease of about 55%).  This would allow it to counter carronades while not threatening to obsolete the Lumberjack, as well as allow the Mercury, Artemis, and Manticore to counter it by virtue of high shatter damage as well as outranging it.

Also, ZanC, thank you for the improved formula.  It showed me an interesting insight.

arsgrabba:
This gun is op, an equalizer for newbs. No more ramming. It was an unnecessary addition to an already great game.

Omniraptor:
Frankly the noobs need a lot of equalising. The gun is slightly unbalanced pretty much everyone agrees.

MidnightWonko:
So...this weapon got hit pretty hard with a nerf.  Total shatter damage dropped from 175 to 140, and projectile speed was more than halved.  It now does less than double the damage to components as the lumberjack (assuming all shots hit), and now the Artemis outdamages it a little bit on components.

I'd have to see it in a few more matches, but I'm not sure I feel this weapon is overpowered anymore.

Dementio:

--- Quote from: MidnightWonko on March 21, 2015, 12:57:19 am ---I'm not sure I feel this weapon is overpowered anymore.

--- End quote ---

Wait, it was overpowered? When?

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version