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A Suggestion for the Echidna Light Flak Cannon

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Lieutenant Noir:
I love the look of the light flak and so I wanted to suggest something that I think will give it a bit more love.

The Light Flak has both arming time and limited range and so there is a limited window for max kill potential, making it a true mid-range weapon
My problem with it is a combination of each shot not doing enough damage and enemy ships outmaneuvering that limited window.
Basically during the time the armor is down, not every shot will be able to hit the hull. This is annoying because we have to keep the ship at an optimum range, have to deal with not all of its shots hitting, and those shots not doing enough damage (Why not use anything else).

I want to suggest having its clip size reduced to 2 or 4, having the total clip damage spread out to those 2 or 4 shots and a reload time increase to compensate for the increased DPS (Around enough time for the next armor break~).


This would mean that in the time that the armor breaks (Provided the Flak is in its optimum range), every shot in its clip will hit in the window where the armor is broken. Next, the Flak would be reloaded just in time for the next armor break.
A mortar can basically kill most ships in one greased clip provided the majority of shots hit. This Flak wouldn't be able to but would offer mid-range potential and be easier to hit the damage when it counts.

tl;dr Make it more like the Heavy Flak

I wouldn't want this to replace the Gat/Mortar Metamidion but to make more people fear ships that bring Flaks.

What do you guys think?

Squidslinger Gilder:
So just stick a heavy flak on a light mount and call it a day.

Pass, want the old LF back. Shots had spread, no arming, and did adequate damage. Mort would kill in one clip, Flak often in 2 but the shots would hit more consistently and could be utilized while strafing. Trying lateral movement with Gat/Mort and you'll often end up missing a lot of shots unless you get the timing down. Even then, ships evading can cause shots to miss. Flak back then would miss but not as often unless the spread came into it and cause a shot to veer off.

Daft Loon:

--- Quote from: Gilder Unfettered on August 24, 2015, 01:59:12 am ---So just stick a heavy flak on a light mount and call it a day.

Pass, want the old LF back. Shots had spread, no arming, and did adequate damage. Mort would kill in one clip, Flak often in 2 but the shots would hit more consistently and could be utilized while strafing. Trying lateral movement with Gat/Mort and you'll often end up missing a lot of shots unless you get the timing down. Even then, ships evading can cause shots to miss. Flak back then would miss but not as often unless the spread came into it and cause a shot to veer off.

--- End quote ---
Out of curiosity as a proponent of lesmok mortar how did the old flak differ from that.

My pet idea for the flak is to go more or less to the other extreme, reducing the hull damage on the artemis (getting rid of some of the boring mobulas) and giving flak a speed, range and accuracy boost to put it in the long range hull damage niche. It probably would need to fire fewer shots to work in that role, i like the rapid fire feel though so id probably say from 6 to 4 not 2.

Kamoba:
Personally I don't want to see any change to the Artemis. It is already only a gun which is efficient when used by a better than average skill level crew. Lower skill levels and it losses its disable abilities, abd the perma hull damage is not that high, it takes time to kill with an Artemis, time which only proficient disabling shots can give you, which means high skill level balances the strengths the gun needs to be efficient.

BlackenedPies:
I think the light flak is good enough with range being the limiting factor. It already does twice the dps of banshee and nearly 4X that of artemis making it by far the most potent explosive light gun. The problem is that ranges over 1000m require lesmok ammo which makes the max damage per clip 448. It has a speed of 350 m/s (same as Minotaur) which makes it difficult to hit at range without lesmok.

The reload and empty time for light flak are the best in the game (besides mine) at 4s reload and 2.1 empty. This means you can pre fire plenty and don't lose the potential damage of burst ammo from the enemy rebuilding hull in under 2.9 seconds. At its optimal range the light flak is supreme and woe be the ship who's hit by a clip of buff burst. Heatsink is an excellent ammo choice that reduces arm range.

I use the light flak on mobula and spire, and I'm not convinced it needs any buff beyond slight range and speed (1200m 400 m/s).

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