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Minotaur is unbalanced!

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Maestro Eraclea:
Galleons and spires have little-to-no trouble with the minotaur as you said, on the other hand goldfishes, pyramidions, junkers and squids can be completely perma-disabled because of the amount of push/turn they receive, especially at long range (can't say anything about mobulas, didn't have a chance to see that).

Also, if I'm not wrong the minotaur gun outranges the artemis and even if they work on the same range, the target of the minotaur gunner is a ship, while the target of the artemis gunner is a single gun. Still thanks a lot for the tactical advice on the gun disabling effectiveness of the artemis, much appreciated.

So, again, maybe it can be countered in multiple ways, but any counter may be extremely hard to set-up (as non-spire or non-galleon), that's why, as you said, it's not balanced yet, I just hope the devs will receive our feedback and adjust things a little bit.

Kamoba:
Squids are not very heavy, they're subject to being pushed about, but they can push into a close range engagement very fast, especially on reload times.

Pyramidions are heavy and slow, the new engine Nerf means yes they struggle to regain position once the position is lost, so Minotaur counters pyramidion.

Goldfish, a long ship which is weak to the minotaur sideways on, if you let a minotaur get to your side, you're in trouble, but if you charge head on you can get your Hwacha or Carronade into arc, though it is situational, I'd not advise charging a spires guns head on ;)

Mobula is a giant target for minotaur, but have yet to pilot one against a gunner who knows the minotaur... (every minotaur gunner I've been against shot the centre of the mobula so far) but in theory the minotaur should have no problems turning a mobula... Mobula pilots, moonshine.

Sniping a single heavy gun is not as difficult as it may seem, just remind the gunners to shoot the big guns. :)

And yes i am certain Muse have had a lot of feedback about this gun :o

Ayetach:
For my two cents on the subject. Initially I thought it was overpowered in some regards but I realize the slow bullet travel time and a lack of tracer makes it relatively challanging for even veteran players when engaging in longer distance shots. I actually feel it works considerably better at closer ranges of course but that aside from a few tweaks to perhaps the firing rate or what not I feel the mino is rather reasonable with its weaknesses to its strengths.

If you beg to differ definitely make your voice known at feedback@musegames.com - they read the emails and are always receptive to input on improving the game with various suggestions and ideas.

DJ Logicalia:
Agreed. After some practice with the gun, it is quite hard to use at longer ranges. If people are still upset about the range, maybe we could have something like reverse projectile expansion*? It'd make the gun ever harder to use at longer ranges which might balance out things (although, I'm not convinced it's unbalanced in the first place)

*See: http://gunsoficarusonline.wikia.com/wiki/Projectile_Expansion

Kamoba:

--- Quote from: DJ Logicalia on March 02, 2015, 01:07:13 pm ---Agreed. After some practice with the gun, it is quite hard to use at longer ranges. If people are still upset about the range, maybe we could have something like reverse projectile expansion*? It'd make the gun ever harder to use at longer ranges which might balance out things (although, I'm not convinced it's unbalanced in the first place)

*See: http://gunsoficarusonline.wikia.com/wiki/Projectile_Expansion

--- End quote ---


Yes but then the gun becomes too much of a gun to be used at close range only,and we have Carronade MKII....  ???

I'd rather see it mid-long or long and loose effectiveness at closer ranger (so within arming time it pushes less etc) which would mean making the pojectile visible to make the ranged shots a little easier to judge..

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