Admin > Dev App Testing
Dev App 1.4.0 (475)
DrTentacles:
*sigh* I am not liking heavy weapon nerfs. They're in a weak enough place as it is. Carrofish are good, but the only "OP" bit, in my opinion is the ability to "slow blend"-sit out of arcs, and slowly kill someone via constant balloon lock. I've won matches that I shouldn't have been able to that way, especially against ships like the junker, and the better fix is to simply change balloon rebuild times. Carronade effectiveness is needed to enable Goldfish and Galleons have a good role outside of frankly, niche options (Lumberfish).
What a Carrofish should be good at is a fast death-or-glory attack-pop balloon, shatter armor, and ram, with support of side weapons. That's where I'd like to see it end up.
Nerfing heavy clip is going to hurt the galleon, which already struggles without support ship. (Though I did see some impressive Ryder galleons a few months back.) Still. I don't think we want the ability of Hwatchas to long-range disable removed, especially since that takes impressive gunning unless you're stationary completely stationary, be it on Goldfish or Galleon. (I can't speak for Spire, as I rarely pilot it outside of long-range builds.)
This honestly feels like an attempt to nerf anything that's fun and effective, rather than buff things that are less effective to that level.
(Edited with more context.)
Richard LeMoon:
So, my original thought on the heavy clip nerf was actually a branch of the Stamina issues. My thought was to not give the extra arcs to gunners (which really makes no sense), and instead give them 30% or something recoil reduction while using stamina. This would benefit all ammos except heavy, which is an engineer's mainstay on a lot of guns. This would still make engineers more valuable. So, my idea was to nerf heavy clip so that the gunner's stamina buff + heavy clip = 100% recoil reduction. Engineers would have to settle for 60% recoil reduction.
It makes sense to me to reduce recoil while using stamina due to the extra effort and concentration being used to steady the gun and predict and compensate for its bucking.
DrTentacles:
Hmm. Paired with that, I could dig a heavy recoil Nerf. It doesn't seem to help guns like Mercuries, or Artimii, however-any ideas for that?
Heavy is only a mainstay on Hwatcha, Gat, Banshee, and Carronade, as far as I know, so that's...four guns?
Richard LeMoon:
Artemis already benefits from the faster turning. Gunners are already used on Mercs quite a bit, and they are quite powerful... not sure what added effect would be good for them without being overpowered on other guns (like the arc increase).
I would also remove the ammo reduction on heavy, making it much more useful on other guns like mortar, flame, and flak where it is quite good at max range, but for the lack or rounds.
Sammy B. T.:
May be worthwhile remembering that dev ap is equal parts balancing before patches and testing concepts. I imagine today's changes are more part of the latter. I doubt this would all go into production. I wouldn't start freaking out just yet.
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