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Artemis Rocket Launcher

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Moo:

--- Quote from: RearAdmiralZill on May 11, 2013, 11:28:37 am ---I did notice it on my carronades though, and it adds more to the point of being over your enemy is an advantageous position.
--- End quote ---
Being over your enemy isn't an advantageous position when using carronades, as they now can hardly tilt downwards...

RearAdmiralZill:

--- Quote from: Moo on May 11, 2013, 12:08:01 pm ---
--- Quote from: RearAdmiralZill on May 11, 2013, 11:28:37 am ---I did notice it on my carronades though, and it adds more to the point of being over your enemy is an advantageous position.
--- End quote ---
Being over your enemy isn't an advantageous position when using carronades, as they now can hardly tilt downwards...



--- End quote ---

I got it mixed up. Ill fix it. Thanks for catching it.

Sakaron:
I like the change, but the turning speed, while putting the point of a long range weapon, really effects its ability to counteract the turning of the ship, requiring the ship to be steady when an arti is manned to be fired effectively

Which to me, really effects it usability, I think it is more a sniping weapon in a support airship then a versatile crippling weapon now. The Closer ranged alternative to me would be the banshee, which doesn't actually use shatter damage. The gat does.

Ofiach:
Zill no offence taken.  I can understand some of the points you made but the big thing for me is, why bother?

I need to take a gunner to swap ammo types on a gun that disables components slowly? OR just go with gungineers to have the extra repair ability for "oh shit" situations and focus on slaughtering hulls. Not really a choice IMO.

Maybe it isn't a problem with the Artemis at all, maybe it's a problem with class usability?

Also since the gun can't look up baiting hwacha barrages into my balloon is no longer viable because I can't chute vent down and shoot up, once again I'll take a flak.

I'm not gonna lie I get very very touchy about nerfing a gun even worse than it was before it became OP because it just feels like reaction over thought and that snowballs fast.

Maybe I jumped the gun a bit and let the nerd rage take hold but can't the community as a whole get a reason for why the Artemis was slapped to (mostly) lower than pre 1.2 values? I mean at least it was a viable option to be disable your opponent while your friend killed him, now it's just plain better to go full hull smash.

Also Zill I have no clue how to do the separate quotes so mine isn't as pretty :P

Queso:
After flying against some post patch Artemis, they are still tough to deal with but not instant stalemate games. They can really hold off a large weapon, which is an interesting role for them.

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