Author Topic: Artemis Rocket Launcher  (Read 95195 times)

Offline -Muse- Cullen

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Re: Artemis Rocket Launcher
« Reply #45 on: May 03, 2013, 01:56:17 pm »
Was the Artemis changed in the update? For some reason... it feels stronger now.

Offline RearAdmiralZill

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Re: Artemis Rocket Launcher
« Reply #46 on: May 03, 2013, 01:58:13 pm »
Was the Artemis changed in the update? For some reason... it feels stronger now.

- Artemis
-- Increase turn radius
-- Increased projectile speed to 750m/s from 640m/s
-- Increased zoom

Offline N-Sunderland

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Re: Artemis Rocket Launcher
« Reply #47 on: May 03, 2013, 03:33:19 pm »
1.2 turned the Artemis from doubtfully useful to arguably OP.

Offline RearAdmiralZill

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Re: Artemis Rocket Launcher
« Reply #48 on: May 03, 2013, 03:58:03 pm »
That's actually pretty fair. It got a lot easier to shoot with the faster speed, and because of its blast radius, you can lock someone's engines pretty handily.

Offline N-Sunderland

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Re: Artemis Rocket Launcher
« Reply #49 on: May 03, 2013, 04:12:06 pm »
Yup, it only takes a few shots to take out all their engines and guns. And it has no drop, 1750 metres of range, high AoE, and a fast projectile. Despite have two fifths of the shatter damage it's looking significantly better than the merc for mechanical component killing.

Offline RearAdmiralZill

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Re: Artemis Rocket Launcher
« Reply #50 on: May 03, 2013, 04:22:42 pm »
Don't forget the turn radius of a flare gun, so overlapping arcs is, in a word, simple.

Offline N-Sunderland

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Re: Artemis Rocket Launcher
« Reply #51 on: May 03, 2013, 04:58:19 pm »
According to Jace's numbers it's still 14° less than the flare in either direction, but the arc is still ridiculous. It's half the reason why the Junker is suddenly meta.

Offline RearAdmiralZill

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Re: Artemis Rocket Launcher
« Reply #52 on: May 03, 2013, 06:34:36 pm »
I think a projectile speed of 690-700m/s, and either lowering the radius or slowing the turn speed to compensate for the large arc would bring it back nicely.

Offline Sammy B. T.

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Re: Artemis Rocket Launcher
« Reply #53 on: May 03, 2013, 07:28:50 pm »
I feel the artemis has gone from something that was deadly in the hands of a skilled gunner to something that may be a bit too good. Slowing it down a bit like suggested would really help. Make it like a lumberjack, damn effective but hard to use.

Offline N-Sunderland

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Re: Artemis Rocket Launcher
« Reply #54 on: May 04, 2013, 10:33:04 am »
I think reducing the AoE might help balance it. Right now you can take two or three engines out in one or two shots, and get most if not all of the guns with the rest of the clip. Maybe they should also increase the reload time, since you're shooting in again in almost no time at all. Once you get two Artemises on you and your engines and guns are down, you're not going anywhere.

Offline Sammy B. T.

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Re: Artemis Rocket Launcher
« Reply #55 on: May 04, 2013, 07:09:03 pm »
In the cogs today I was the primary engineer on the mighty Gotterdamrrungsungradngssrung (sp) We had an artemis on the side and with burst clips, I am fairly sure I was the main thing keeping the other team from firing at us. I remember shooting two shots that combined took down three heavy weapons on the enemy galleon.

I hat saying it but the gun might be too good.

Offline -Muse- Cullen

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Re: Artemis Rocket Launcher
« Reply #56 on: May 04, 2013, 10:48:41 pm »
With greased rounds and two guns in a bifecta, it acts like a pseudo-hwatcha with more reliable DPS

Offline N-Sunderland

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Re: Artemis Rocket Launcher
« Reply #57 on: May 04, 2013, 10:51:47 pm »
Burst is better. It gets a large AoE and can take out several components at once.

Offline -Muse- Cullen

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Re: Artemis Rocket Launcher
« Reply #58 on: May 04, 2013, 11:13:52 pm »
Spire's trifecta... Hwatcha and two Artemis... Flying EMP

Offline Keon

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Re: Artemis Rocket Launcher
« Reply #59 on: May 05, 2013, 02:11:25 am »
"Remember back when there were these things called components, and they weren't all red? Not so any longer"