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A Suggestion for the Echidna Light Flak Cannon
Kamoba:
--- Quote from: Mr.Bando on August 31, 2015, 07:30:22 am ---Don't know why anyone would want to increase the projectile speed, to be able to inflict hull damage should not be guaranteed with a gun that is easier to hit with but skill of the shooter or captain getting in a good over watching position. Can't get any red hits when their armour goes down? Well that's part of the challenge of the midrange piercing + explosives meta. Timing is different and gungineers may need to look for puffs of smoke when armour is getting low
--- End quote ---
This guy, right here. ^
Lieutenant Noir:
Big *Donkey* wall of text
I felt that due to the risk of enemies staying in the arming time of the Flak I always had to compensate for it by taking other guns that did the same thing but slightly worse and didn't have arming time.
When I said I wanted to give the Flak some love... I kinda meant make it OP (I'm very bad with words)
Let me try to explain:
I understand that from Close quarters to long range there should be a decrease in damage
-I'm going to ignore the Artemis and Banshee because although they have a decreased explosive damage output they offer disable and fire stacks (A bit unfair to compare to explosive - explosive weapons).
-Although the flak has mid-range and DPS it has a really really bad con and it's that it has Arming time
Other guns compensate for utility/ damage output due to the fact that they have arming time
Lumberjack - in a clip will break a balloon with devastating power and potentially solo kill the ship
Mines - can stun/ de-Arc an enemy ship, deal decent damage to every component, and potentially solo kill the ship
Hades - Long range Gatling Flamer meaning armor will never stay up and can potentially solo kill the ship
Heavy Flak - can potentially one-shot ships and does enough damage to kinda break armor
Do you see where I was going with the original Suggestion?
I basically wanted to make the Light Flak a mid-range Heavy Flak because I wanted to keep the arming time on the Light Flak.
I didn't want Muse to suddenly make the Flak good again because it does magical impact damage or something. It has Flak in it's name, it should act similar to it's older brother who has found a nice warm place in GOIO.
From what I've heard of the old Light Flak let me compare what the suggested Light Flak would be like
Old Light Flak
-Easy to shoot and land hits, no arming, Longer mid-range and short range due to no arming, decent damage
New suggested Light Flak
-Hard to shoot and land hits Already implemented, Arming time Already implemented, mid-range only Already Implemented, more damage to compensate for Arming time
Also about the DPS thing... when you have to keep a ship only at mid range and have to strip it's armor. You might as well have a gun that can kill short and mid-range in one clip, Stop them from shooting you as well as kill them and potentially help in breaking armor, or stack fire to keep their armor down as well as kill.
^you know what those guns are, because you have all used them in favor of the Flak
Alternative suggestion: Get rid of the gun
Tl;dr Make Light Flak more like Heavy Flak
Omniraptor:
Another buff that was already implemented is moving some aoe damage value into direct damage to make unarmed shots sting a little more.
Kamoba:
Light flak definitely has a home, and in Alliance mode is looking to be a very popular choice, which will likely encourage its use in skirmish mode too, it is a good kill weapon at the right ranges.
And along with focused firepower, it is a beast of a weapon, it just needs more pilots realising its strengths over its weaknesses in my opinion:)
Mr.Bando:
i kind of like how the flak is. Any stronger and no one will want to brawl and you get these unexciting and frustrating shooting contest covering the entire distance of one map boundary to the other. that was exactly how it was until they made changes to the mini flak, Artemis and Mercury and heavy flak to what we see of them today.
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