I apologize, I miss calculated. I thought it was 512 not 743.68 all this time (Forgot the Explosive multiplier). Oops
Silly me
Now that I realize that the Light Flak does have the damage potential to back it up, I think I would like a clip size reduction while keeping it's overall damage per clip.
Yes, I'm still leaning towards the Flak being
able to kill within a shorter period of time.
Yes, an Artemis could then easily snipe that Light Flak and if they Light Flak could one clip all ships it would at have a higher chance to win in the above mentioned scenario. But at the same time, I hope at least, the Artemis was sniping the Hades so it wouldn't even come to an armor break in the first place, which would result in the Light Flak, and all other explosive/explosive guns in that scenario, to be "completely uselss" during the fight, but luckily the Light Flak has already more dps against the armor than the Banshee, so when chem spray is perfectly up and running, the Light Flak may actually have some use.
I think from this post the point was that in a scenario where the light Flak was used, it wouldn't be effective because it would be disabled or Armour stripper being disabled. Do tell me if I'm wrong because I'm having a hard time understanding (This is nothing personal but I do have trouble sometimes understanding people).
I'm going to mention the list of Builds that incorporate Explosive Explosive weapons again
Brawler Spires and Mobulas, the Meta Galleon, and the infamous Loch Spire all incorporate these weapons.
I want to mention that all these ships usually contain a disable weapon of their own whether it be a Hwatcha, Artemis, Merc, or Lumberjack. I also want to mention that not all of these ships are seen in competitive and they shouldn't.
The reason I bring these ships up is the fact that they are
used, not all the time but see regular use.
These ships often incorporate a combination of guns that disable as well as stand well on their own. Some examples being Double Gat/Hwatcha, Merc/Art, Hades/Lumber, etc. They are incorporated in order to make the ship stand up in the Age of the (
Super Quotation Marks)Multi-Range Disable Meta(
Super Quotation Marks)
I also want to mention that the Explosive Explosive weapons are effective within a short period of time, whether it be the fact that the Mortar can one clip or Flak can two clip at a fairly faster rate.
These are the types of ships I want the Light Flak used more on and I think being effective within a shorter period of time would mean more opportunities to use the Flak.
Next PointIf I want to kill all ships in medium/long range with only one clip, I would use the Heavy Flak (or still the Light Flak). Why buff one gun, a gun that is in my opinion just fine as it is, when you can use another gun to achieve what you want to achieve? I suppose it is not the same if you are forced to use a heavy gun which only 3 ships in the game allow you to do (or just 2, because the Goldfish doesn't support Heavy Flaks), but that is where pilot skill comes in: Make a ship loadout that does exactly what you want it to do and then make it do that in-game.
-I want the Light Flak to be effective within a shorter period of time because it is an Explosive Explosive weapon that incorporates Arming Time (The inability to Brawl). I believe that if you make the Flak more effective within a shorter period of time there would still be reasons to use the Heavy Flak. The Heavy Flak would have more range as well as the quick time it takes to unload a clip. You wouldn't kill as fast and you wouldn't have the range, I believe this would make the two guns able to stand on their own.
-I believe there are not that many opportunities to use the Light Flak and I want to see it used by more people
-When you stick an Explosive Explosive weapon on a ship and your build is effective, it sort of defines your build load-out. The kill potential is impressive and most ships that incorporate Explosive Explosive weapons are build around the fact that you want the Kill Potential (and you want it fast against the potential of disable). Unless your ship is going full troll, there's not a lot of flexibility a weapon like the Light Flak can have (Especially when you have Arming Time to factor into the equation).
Next PointIt takes two clip for the Light Carronade to destroy a balloon and that is effective too, isn't it? I do throw that Carronade into these arguments a lot, but when you think about it, a ship without a balloon is out of combat, which is similar to a ship that is already dead, as it leaves the other one in a 2v1.
And if the Hades is so effective at destroying armors, shouldn't it mean that a skilled gunner can drop armors left and right? So many and quick armor destructions should make it very easy for the Light Flak to kill a ship, even when it requires at least two clips.
Okay, I know that I said that I didn't want to compare Disable weapons to Kill-only weapons because of how effective disables are in comparison to Killing potential. I think I might as well compare them since it's going to keep popping up anyway.
You already compared the Flak to the Artemis and so that fight is lost
-I will now compare the Light Flak to the Light Carronade
-Now you mentioned in the quote above that a disabled Balloon means dead ship right?
so Popped Balloon = Killed Ship
-Bear in mind that one of these guns is only effective when the Armour is down, where as the other gun can be used immediately
-That means the Light Carronade can effectively kill a ship faster than a Light Flak can.
-There that's it... Comparison over. Kill-only weapons suck and that's why we have a Disable Meta, why am I even talking about a Kill-only weapon?
Next PointYou want a Light Flak that can do around the same damage as the Heavy Flak while also being as hard to shoot with as the Heavy Flak. I don't want that, because I believe it would make the gun, and the gameplay of killing, more dull, whereas you could keep it as it is, as I believe it is fine as it is, even in comp, and even newer players have a gun that they can actually hit and kill with.
-Here is where our points differ because I don't think the Flak is very easy to hit with
I don't think that it is because of the points that I mentioned
(The spread at range, the projectile speed in terms of predicting Armour break, Determining effective range, Flying at mid-range etc).
This is the only point that I fully believe we have reached a Stalemate on because I see this gun as one of the harder guns to operate and especially for new players.
-In terms of changing the game play of killing, I believe with the inclusion of this change it will not have any effect on the Disable Meta.
What we would see would be an increase in use of the Flak in "Disable" builds or currently existing Kill Builds. My point was never to change the Meta but to get the Flak
into the current meta or more than it is currently.
I do sort of enjoy these discussions as it helps me with my inability to be clear with my points. Do let me know if you don't know where I'm going with a point. The feedback helps.