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Minotaur Heavy Cannon

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Yiski:
Preface: Like a derp, I posted this in the feedback section.

Zill and I ran a few matches with the gun on his galleon. Had the gun on the 1 slot in the ship loadout.

I had a blast with the gun. The damage might seem low, but upping the damage would defeat the point of bringing it which is of course to throw off an enemy charge or barrage. While I did find the reload and fire rate slow and long, making it any bit faster would make this gun too good for it's main purpose.

However, I do see some concerns, the range can probably be nerfed a bit because it's insane to think it can hit at 1800m reliably with heavy clip. Note the range is a little over a 100m more than either lumberjack or heavy flak. Those guns have decent shell travel times and shell arcs. The minotaur is raycast and all you have to do are load heavy and figure out proper leads. I'd say give the gun range something short of hwachas.

Another concern is the potency of the gun's effect. My last match of the evening, I was able to save us from a charging gat/flak pyra by turning it 180 degrees allowing the engi to keep a fragment of hull armor and a strand of our remaining health. It took two shots to accomplish. Even one shot during my other matches could cause enough trouble.

My final concern is the gun's arc. I believe the arc needs to be nerfed too. They're 45 degrees in all directions. While I can assume those arcs were given because it gives the gunner greater freedom to aim the shots more precise to allow for maximum effect, I found it far too easy to throw off ships.

TL;DR = Love gun, but needs some nerfs.

Kestril:
I think that gun  offers newbies a low-barrier-to entry sniping gun that can help counter enemy sniping. I'd keep the speed of the projectile and range because newbies need an easy tactic to stand a chance at the long range game. It's a great balancing for skill and gives teh newbs a chance against that lumberjack barrage.

I didn't have much problems going against it in a long-range galleon/spire with judicious use of moonshine, and the long reload time gave my guns a chance to retaliate in-between barrages. It can be countered (the push, at least) at range with some corrdination and good timing of pilot tools. 

The best use of it that I found, however, was on a galleon paired with a lesmok artimis and a lumberjack. It offers a complete long-range disable unmatched--I think the disable galleon (dalleon?) is gonna be meta soon.

Speaking of meta, the spire is totally viable with this gun. This gun can keep the blenderfish off of you and throw off the opponent's aim.

That said I think the gun is way too manueverable with it's arcs. There needs to be SOME way to approach this gun, but the arcs are too wide and the turning speed too fast--I found there was simply no way to approach a spire without my goldfish being spun 'round.

The push may need a nerf, but I'd rather wait and see if tweaking the arcs  can give that gun a small "blind spot" from which ships can close the distance--much like the carronade or artemis. I do think the disable power is waay to much. A buffed heavy can disable components in one shot. The wide arcs and pinpoint ranged accuracy make it all to easy to snipe out components.

HamsterIV:
I played 2 games last night, one where I was using the Minotaur on a gold fish and one where a minotaur was hitting my Junker. I think the gun takes two ships out of the fight; the ship shooting it and the ship getting shot by it. For such a long range gun the vertical arcs on it are a huge.

I tried flying under a Bullfish and got pressed into the ground. The standard counter to long range harassment is to play the altitude game until you get inside arming range or outside gun arcs. This does not work very well against the Minotaur.

The gun feels like an attempt to give one team a way to disrupt snipers while brawling ships charge, but to sacrifice a medium gun mount for such a niche roll seems a bit excessive.

BlackenedPies:
It's like what the old merc sounded like. RIP mobula and every other spire gun

Byron Cavendish:
The old merc was slightly worse in damage and no expanding hitbox with better arcs. How is that the same? Also, mercs still exist, and out range the mino. An easy hard counter.

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