Main > Gameplay

A Suggestion for the Echidna Light Flak Cannon

<< < (2/15) > >>

DJ Tipz N Trix:
I think it could use about a 20% decrease in jitter, and that would be enough for its long range capabilities.  It still wouldn't do much of anything past 1000, which is fine.

Extirminator:
meh 20% would make like a 4m difference in spread at max range. I personally would like to see a slight increase in speed while range stays at 1000m, because I feel like the range is pretty decent for medium range and its just pretty hard to hit reliably - so subtle speed increase would be nice.

HamsterIV:
The flack does need some loving. The arming time was best for the game even if it killed the flack's effectiveness as a primary gun. I am all for the OP's suggestion of decreasing the clip size to increase DPS. I would like the clip to be small enough so that charged becomes the optimal ammo for the gun.

Squidslinger Gilder:
Rather not see it remain a super range gun and get a huge dmg buff because then we'll have a total return to sniper battles. All it would take is 2 ships with mercs + flaks and a clear lane. Even if they approached CQC range, if its a Junker it could have dual sides and easily handle it.

Gotta think about how each change would affect overall gameplay and potential for exploitation. As Muse found out with the Artemis buffs awhile back. People stuck 3 of them on a Junker and introduced one of the most boring disable metas the game had since the merc days.

There should be a power for range trade off in the guns like there used to be. The closer you get, the more powerful something is.

Mortar -> CQC
Flak ->CQC - Mid
Art -> Mid - Long

Banshee would be the only exception to the rule. Partly because it isn't a real killing blow weapon. More of a ranged flamer with some explosive. Also couldn't see this going in super long range segment because the launcher isn't designed for accuracy like the Art.

Lieutenant Noir:
I wouldn't mind having Projectile speed increase while still keeping it's mid-range sweet spot.

My problem was that while the armor was down, the flak shots would take a long time to hit it's target meaning only a few of the shots would hit during armor break.
This isn't the case for the Mortar because the ship is generally closer to the ship.
I wanted to mitigate this by having less shots to hit to still be effective in that narrow time period while having a reload time increase to keep its overall DPS (I worded this wrong in the original post).

If the flak gets a projectile speed buff I could defiantly see more hits hitting when it counts. I could also see it being much more effective at longer ranges.

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version