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Artemis Rocket Launcher
HamsterIV:
I enjoy the wide gun arc and hope that does not get reduced in the next patch. Ever since the flamer nerf there was a need for a gun with a wide turning arc and decent disabling to enable the Squid Difecta. It did not need to be as long a range gun as the Artimis, but the squid needed something capable of holding wide sweet spot and putting the enemy on the defensive. I was personally for a wider turn arc on the mortar, but I can see how that would be OP in the hands of certain captains.
Captain Smollett:
While I agree with you Hamster that the squid really benefits from a wide turning arc gun, I personally believe it really aught to be a close range weapon; that and the old arc of the Artemis is still quite large and more than capable of making the squid bifecta.
naufrago:
I think that the main reason that many people consider the Artemis OP now is how it's relatively easy to cripple all of a ship's components and KEEP them crippled. I don't see anything wrong with it being useful for precisely disabling components, but it's not much fun when you can keep everything disabled indefinitely. Basically, it should keep its ability to snipe components in the hands of a skilled gunner, but it shouldn't be able to permanently cripple them.
I think the best way to balance Artemis is to drastically increase its reload time. I'd also like to see its damage lowered a bit and its magazine increased by 1 - 3 shots. Basically let it do the same damage per magazine (or perhaps a little less), but over a longer period of time. It would give the enemy crew a little bit of time to react to the incoming damage. It would still be useful for sniping components, but not be overwhelming. It would also make it harder to kill a target with pure artemis launchers.
EDIT: You could also make the Artemis slightly more inaccurate, so if you want to accurately snipe components from range you could be forced to use Heavy Clip.
NikolaiLev:
--- Quote from: Captain Smollett on May 10, 2013, 01:56:36 pm ---While I agree with you Hamster that the squid really benefits from a wide turning arc gun, I personally believe it really aught to be a close range weapon; that and the old arc of the Artemis is still quite large and more than capable of making the squid bifecta.
--- End quote ---
If it's going to be a close range weapon, then it needs its maximum range to be reduced, possibly with the addition of a heavy arc. It's inherently problematic to allow a disabling weapon to be good at extreme range and close range simultaneously, because there's no counterplay against the weapon. It's why Heavy Flaks were a problem, and why they're not anymore.
I don't want them to necessarily receive an Arming Time, but they just don't need a wide arc to do what they do, so that needs to be nerfed.
It doesn't help that the AoE is so large. It doesn't take a lot of skill to make use of, this is another good avenue of approach when dealing with the weapon.
--- Quote from: naufrago on May 10, 2013, 03:01:17 pm ---I think that the main reason that many people consider the Artemis OP now is how it's relatively easy to cripple all of a ship's components and KEEP them crippled. I don't see anything wrong with it being useful for precisely disabling components, but it's not much fun when you can keep everything disabled indefinitely. Basically, it should keep its ability to snipe components in the hands of a skilled gunner, but it shouldn't be able to permanently cripple them.
I think the best way to balance Artemis is to drastically increase its reload time. I'd also like to see its damage lowered a bit and its magazine increased by 1 - 3 shots. Basically let it do the same damage per magazine (or perhaps a little less), but over a longer period of time. It would give the enemy crew a little bit of time to react to the incoming damage. It would still be useful for sniping components, but not be overwhelming. It would also make it harder to kill a target with pure artemis launchers.
--- End quote ---
I think I'd rather see a slight damage decrease instead of a reload increase. The latter would push it more towards the Field Gun and that's something we ought to avoid. We could nerf its DPS by reducing its damage (this would also have the effect of requiring multiple hits on a component, thus further increasing the skill requirement).
Disabling weapons should have burst disable potential, or good sustained disabling. Not both.
naufrago:
--- Quote from: NikolaiLev on May 10, 2013, 03:06:52 pm ---
--- Quote from: naufrago on May 10, 2013, 03:01:17 pm ---I think that the main reason that many people consider the Artemis OP now is how it's relatively easy to cripple all of a ship's components and KEEP them crippled. I don't see anything wrong with it being useful for precisely disabling components, but it's not much fun when you can keep everything disabled indefinitely. Basically, it should keep its ability to snipe components in the hands of a skilled gunner, but it shouldn't be able to permanently cripple them.
I think the best way to balance Artemis is to drastically increase its reload time. I'd also like to see its damage lowered a bit and its magazine increased by 1 - 3 shots. Basically let it do the same damage per magazine (or perhaps a little less), but over a longer period of time. It would give the enemy crew a little bit of time to react to the incoming damage. It would still be useful for sniping components, but not be overwhelming. It would also make it harder to kill a target with pure artemis launchers.
--- End quote ---
I think I'd rather see a slight damage decrease instead of a reload increase. The latter would push it more towards the Field Gun and that's something we ought to avoid. We could nerf its DPS by reducing its damage (this would also have the effect of requiring multiple hits on a component, thus further increasing the skill requirement).
Disabling weapons should have burst disable potential, or good sustained disabling. Not both.
--- End quote ---
I agree that disabling weapons should pick between burst and constant disabling, but I don't think increasing reload time would make it too similar to the field gun. Basically, I'm suggesting the Artemis be useful for keeping a ship crippled (not necessarily disabled) by lowering its dps, and the point of increasing the reload time is to make it so that you can't keep everything offline 95% of the time (since that's no fun for anyone).
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