Main > Gameplay
Artemis Rocket Launcher
Moriarty:
The damn things are already breeding like tribbles, and you want ... escalation?
MADNESS!!
Spud Nick:
I like the idea of a smaller clip size... Two missiles per clip sounds good.
Keon:
Then it's a howitzer with less scope and no drop.
Sakaron:
I say keep the ammo it defines the gun, nerf the AOE and damage a bit. OR the AOE and Turn radius, It has very good turn radius for its power. The AOE and power allows it to deal a decent damage to multiple Components but being able to hit a wide angle of fire just hits the Overpowered mark I think
dragonmere:
With a bit of skill, the artemis can quickly disable an enemy ship and pretty much keep it disabled as long as it wants to. While I understand this is quite annoying and hard to come back from, I'm not totally sure how this is different than the lumberjack. Or the carronade, for that matter. With a little bit of skill, a lumberjack ship can disable your balloon and most of your components, and pretty much keep it that way until you die. To a lesser degree, the same with the carronades. It's very annoying, and a captain or crew that doesn't know how to handle the situation will die every single time. There are ways to get out of a repair cycle versus lumberjack and carronade, and there are ways to get out of an artemis disable cycle. It's just not easy.
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