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mino push power

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Crafeksterty:
I support that idea, but then again. Good mino gunners of which i have had did make mid/long range ships have a tough time. With less reload time, as much as i like the sound of it, could make for the enemy ships to have a very difficult time.

BlackenedPies:
In the hands of a good gunner it can disrupt ships well, but so can the lumberjack consistently at long range with high damage and a shorter reload. It doesn't take long to reorient a ship and I think reducing the reload to 8 seconds will help balance.

The Minotaur has struggled since the nerf and experienced players stopped using it. I use it on brawl galleon and it has a role, but the long reload weakens it.

Dementio:
It has struggled before the nerf too. In comp one or two pilots that used it said to me that they wished they had another gun.

In public matches, before the nerf, it obviously seemed to be the ultimate weapon.

DrTentacles:
What might actually help it is buffing damage, and lowering reload. The problem with pre-patch minotaur was that it took so damn long to be effective, and was frustrating to play against. Instead of nerfing it to joke status, if they buffed the damage, it would make kills happen fast enough to reduce annoyance levels, and make it less of a troll weapon.

BlackenedPies:
At release the minotaur could 1 shot heavy guns with buff heavy clip easily at over 1k. Component damage has been reduced to 350 with buff which still does good damage against guns and engines (I often tell the gunner to aim for specific components). I don't think it needs a shatter damage buff, but it would help and give it wider use as a mid-long support weapon (I'd like a shatter buff but it's not necessary). It doesn't need more piercing damage because each buff shot already does 142 armor damage which is plenty for a heavy weapon. It shouldn't be much better at breaking armor than H carro or lumberjack. Armor strip heavy guns would be OP and Muse said they wouldn't make a piercing heavy gun for that reason. I think the role should be disable and disruption rather than kill, and I like the current amount of piercing.

Balance needs to be done whether it's decreasing reload, increasing shatter/piercing, or something else.

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