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A Suggestion for the Echidna Light Flak Cannon
Mr.Bando:
I wouldn't increase damage for mini flak just so you can destroy a galleon in two reloads. Galleons have a load of HP for the purpose of soaking the damage. They are also a large target with longer armour rebuild so there shouldn't be an issue with landing hits in a relatively large opportunity window from its optimal range.
DJ Logicalia:
Would a decent enough buff for the light flak be a nerf to the double barreled mortar
MightyKeb:
--- Quote from: DJ Logicalia on September 18, 2015, 02:31:10 am ---Would a decent enough buff for the light flak be a nerf to the double barreled mortar
--- End quote ---
More importantly, would the current flak be balanced and desirable if Mortar was nerfed in some way? (I got the idea by misreading the quote above.)
Mr.Bando:
Well that depends on if the aforementioned weapons function they way that they were suppose to function. While debating if it is acceptable for a light mortar to take out most ships without needing to reload and then to consider it "balanced", mini flak usage involves greater target leading and volley timing all because of the projectile travel time. Not to mention your target will try to evade your attacks. Too hard to use and needs a buff? I don't know for sure.
I don't think the mini flak is always desired for all opponent ships fought against. Goldfish and squids being the harder targets because of their speed and low armour rebuilding times. They work best against larger and/or slower targets. However you can plan along with ally captain who can bring disables to help fix your target in place, for example.
Therefore I think it's a lot more complicated than just simply buffing the mini flak to make it more useful in a given matchup. What ships your ally and opponent uses, their load outs, the map being fought in, tools being used, etc, etc, etc. All those things need to be taken into consideration.
Lieutenant Noir:
--- Quote from: DJ Logicalia on September 18, 2015, 02:31:10 am ---Would a decent enough buff for the light flak be a nerf to the double barreled mortar
--- End quote ---
If you were to buff the Flak in the previous suggestion I made before,
The Flak would be an explosive explosive weapon that would need to kill in two armor breaks and would be unable to brawl.
The mortar would be an explosive explosive weapon that would need to kill in one armor break and would be able to brawl at the sacrifice of range.
My previous suggestion would only increase the chances of killing within two armor breaks by decreasing the amount of shots
I think that would be reason enough to bring either of those weapons
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As for the being only able to kill a Galleon in three armor breaks...
If we compare the Heavy Flak and Mortar to the suggested Light Flak
Heavy Flak:
Charged
-Difficulty of use
-Long-mid range
-slow projectile speed
-Kill galleon in 3 shots (two clips) (Two armor breaks)
Mortar:
Greased
-Ease of use
-Short range
-Slow projectile speed
-Kill galleon in 14 shots (1 clip) (1 armor break)
Suggested Light Flak:
-Ease of use
-mid-Longish mid range
-Fast projectile speed
-Kill galleon in
---Charged: 9 shots (Three armor breaks) (Three clips)
---Greased: 15 shots (Three armor breaks) (Three clips)
My problem that I came up with for the suggested Flak was that three armor breaks is still a lot of time for something to creep up because you're dealing with a weapon with Arming Time. Remember also, in both those two ammo types, you would have to land exactly every single shot of those three clips (although you do get the added benefit of having to land less shots). Personally I think having to kill a galleon in three Armor breaks is a bit much considering you would be bringing something to have kill potential without disable in a weapon slot. I might come up with something later.
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