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Minotaur is unbalanced!
Dutch Vanya:
I agree the arcs are the most unbalanced and seemingly arbitrary, i doubt they put much thought into it before releasing it with 45 degrees in every direction. Would the gun having only good upwards arcs give it a good place as a blender counter though? The range could definitely be toned down too, there is no reason for it to be doing what it does at max range. The offensive team is only prolonging combat by pushing them that far back and an artemis can probably still disable better at that range.
Maestro Eraclea:
I'd say I agree with most of the ideas seen in this topic.
I think minotaur would be more balanced having:
- less but more powerful shots
- either its range reduced or its firing angle reduced (I'd really like to see this gun as mid range)
- more recharge time (can be balanced with even more powerful shots)
As someone pointed out before atm it can ONLY be countered with moonshine tapping (on mid/short range, on long range you're pretty much just fu) and designing a pilot tool to counter a specific weapon with no other use (actually it would be a "crippler" tool) as someone suggested is just not right...
Kamoba:
--- Quote from: Maestro Eraclea on March 02, 2015, 06:13:13 am ---I'd say I agree with most of the ideas seen in this topic.
I think minotaur would be more balanced having:
- less but more powerful shots
- either its range reduced or its firing angle reduced (I'd really like to see this gun as mid range)
- more recharge time (can be balanced with even more powerful shots)
As someone pointed out before atm it can ONLY be countered with moonshine tapping (on mid/short range, on long range you're pretty much just fu) and designing a pilot tool to counter a specific weapon with no other use (actually it would be a "crippler" tool) as someone suggested is just not right...
--- End quote ---
Moonshine is not the only counter...
It is the only pilot tool to counter the gun, good counters are disable weapons, keep the gun disabled it'll not shoot you.
Mercury, Artemis, Hwacha...
Maestro Eraclea:
--- Quote from: Kamoba on March 02, 2015, 08:33:32 am ---Moonshine is not the only counter...
It is the only pilot tool to counter the gun, good counters are disable weapons, keep the gun disabled it'll not shoot you.
Mercury, Artemis, Hwacha...
--- End quote ---
Yes and no, your ship is continuously turned around (high ROF / reload time) and you will probably have just one gun pointing at the enemy ship (mercury is useless because you get out of firing window too easily, hwacha is probably the reason you got turned in the first place, meaning you cannot fire with that). One gun can help damaging weapons, but won't keep them disabled, not to mention that the enemy ship may have more guns than the minotaur alone pointed on you.
Kamoba:
--- Quote from: Maestro Eraclea on March 02, 2015, 08:49:30 am ---
--- Quote from: Kamoba on March 02, 2015, 08:33:32 am ---Moonshine is not the only counter...
It is the only pilot tool to counter the gun, good counters are disable weapons, keep the gun disabled it'll not shoot you.
Mercury, Artemis, Hwacha...
--- End quote ---
Yes and no, your ship is continuously turned around (high ROF / reload time) and you will probably have just one gun pointing at the enemy ship (mercury is useless because you get out of firing window too easily, hwacha is probably the reason you got turned in the first place, meaning you cannot fire with that). One gun can help damaging weapons, but won't keep them disabled, not to mention that the enemy ship may have more guns than the minotaur alone pointed on you.
--- End quote ---
Merc works good when used in unison with moonshine.
Your argument that "Hwacha is probably the reason you got turned off arc in the first place" makes little sense...
Galleon Hwacha can disable well and the weight of the galleon means it is harder to turn off arc...
Spire Hwacha is not easy to turn off arc due to the ships profile.
Also the damage output of the gun means it is not a good killing weapon, giving time for pilots to recover during reload and to disables and do damage.
Yes the enemy may have more guns, galleon will have two or three guns pointed in your direction, two burst Artemis shots can disable two of those three guns, if you're on the side of the galleon with two guns and have an Artemis with a good gunner, you're laughing.
The Spire was buffed but is still susceptible to easy damage from a Hades, its a giant target which can be kept at a respectable range, kill it first or perhaps a mobula with Hades double Artemis and you can keep it disabled enough, get your allies to concentrate fire on the spire and you can still kill it quickly.
Now I'm not saying the gun is balanced, it is not, but it is not as overpowered as many claim it is, otherwise it would have been used much more during the SCS.... I didn't see one in the rounds I took part in.
The guns arcs make it harder to evade and avoid, if it catches you off guard it can put you in a bad position (for example a squid phoenix claw turn is hilarious if shot by a minotaur) but it can be countered...
Artemis is the saving grace, good range, good arcs, good disable power, just remember if you're intending to counter the minotaur on the enemy team with an Artemis, let your gunner know it is their primary target, if you need to explain where the gun is positioned on the enemy ship.
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