Main > Gameplay

Minotaur Heavy Cannon

<< < (8/14) > >>

Crafeksterty:
Minotaur + hades and x2 light flaks demolish any other ship that tries to outfight you middle range.

But this makes me think
In the way of nerfing the minotaur, i think its arcs have to be tampered with.

Squidslinger Gilder:

--- Quote from: BlackenedPies on February 24, 2015, 09:39:50 pm ---The Minotaur should have tracers. Because it's a long range weapon it would be nice to know where they are shooting you from.

--- End quote ---

This was one of the first things I asked for. Course I didn't know it was a big carronade at that time so I wanted some way to figuring out the arcs and range.

Alistair Marlowe:
Having flown with and against it for most of the day, I figured I'd put in my two cents as a pilot as far as which ships it seems to work well against.

Works well:  Anything with both low mass and large surface areas.  The longer or wider the ship, the easier it is to apply torque with the gun by hitting further out from the center.  Mobula, Junker, Goldfish
Situational:  If you get the jump with a good angle, you'll shut em down.  If you don't, then the minotaur won't save you.  Pyramidion, Galleon
Doesn't work well:  Squid and Spire

I say it's situational against the pyra because if you hit it from the side out along its snout, you'll put it into a spin that it won't have recovered from with its rubbish angular acceleration by the time you've reloaded.  If it's already charging straight in at you, though, you're not slowing it down and it's harder to shake it off course.  If it crosses the arm time barrier, that's the end for the minotaur.  The galleon is so heavy that you need a really good hit right out where the balloon meets the bowsprit to really give it pause.  It's hard to shake a galleon up enough that it can't reorient arcs on you during your reload cycle.

As far as it being poor against the squid and spire, here's why I think that:  Both ships are pretty tightly hunkered up around their centers of mass.  The spire is especially hard to knock off facing because it doesn't really have anywhere to shoot that isn't right along its center of mass.  The squid, while lighter, isn't terribly long and even a broadside shot is easily compensated for by the pilot, especially with buffed turning engines.  If you catch the squid at low throttle, you'll rattle its cage.  If you catch a squid at low throttle, though, that squid is either distracted killing something or is doing it wrong.

BlackenedPies:

--- Quote from: Crafeksterty on February 25, 2015, 02:01:57 am ---In the way of nerfing the minotaur, i think its arcs have to be tampered with.

--- End quote ---

I like the horizontal arcs but in the current state the vertical is too much.

I would prefer to make it harder to shoot though. Right now it's very easy to snipe from extreme ranges. Add drop or reduce speed. Drop could make it very difficult so I'd prefer a speed reduction. 800 m/s is pretty fast (1790 mph). Some type of tracers would be nice but it would look kinda silly on a super fast straight particle. Laser gun?

Or remove the use of heavy clip. Heavy is what makes it so good. I like it and I'd prefer to keep it with heavy clip it's just too easy. The other long range heavy weapons require much more skill.

Kamoba:
Last night Captain Claus caused my squid and hardy crew a moment of "Game does not know how to react just yet... SPIN B****ES!"
We held the point on Anglean raiders, stationary when Patched Wizard calls out the fish is at our rear, so I Claw and turn to face fish, then we take a hit and the game freezes for 2 seconds, thinking its me lagging for some weird reason I hold on steering, then the game unfreezes, and we've not only span 360 in those 2 seconds but are still being span around (much to the lols of everyone in the match!)

Neusea kicks in as me and Claus have fun with it and our allies fight for the next point.

Total round time: 12 minutes (Anglean Raiders)

But omg it was funny, I want to see just how fast a squid can be spun by galleon double minotaur and two gunners timing the shots!

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version