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Balance musings

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BlackenedPies:
Brawl junker can be very effective against mobula as long as there aren't carronades. Minotaur is now much longer range than hwatcha.

I strongly disagree that blenderfish is weak. It was ridiculous before and now it's balanced. The only nerfs that weren't necessary were the jitter increase and up arc decrease. The ability to shoot down at a falling ship with a quick reload was broken. I used to prefer hwatcha fish but now I much prefer blender. With two side flares and no gunner. Spanner mallet buff stamina OP. Flares are OP flames (80-50 deg vs 60-35).

The problem is that people play it wrong. Before you could sit and pop them until they die. I'm disappointed at almost all blenders in competitive for this reason. Burn your engines the whole match whenever you're moving. Never be afraid to hydro. Control and only do full rams if there's a goal. Sitting and misplaced rams just don't work anymore.

DrTentacles:
Chute vent is better than hydrogen, in my experience. The reduced armor damage on the carronade makes controlling your opponents, and rams against the ground necessary. You pop, toggle vent to ensure the correct downward momentum, then pulse moonshine when you impact, and "ride" them down, using the front of your ship as a lever. Don't wait, or hesitate. You cannot lock a good captain down indefinitely, and you can't rely on out DPSing with weapons alone. Your goal is to keep constant pressure via pops, and rams until you secure a kill. Once you're in an engagement, there is generally no escape. Do not commit unless you have a good approach, and can follow through.

You are a disable ship in the sense that often, the "correct" choice is to pop one target, leave them dead in the water for your ally, then focus/charge down the other. You are not, however, a hwatchafish or a galleon, gradually grinding down your opponent. You do not want to be in a prolonged fight. Once you pop the first balloon, the kill should come within 10-15 seconds at most.

Side guns are Flare+Flamer, or Flare+Carronade. Side weapons are only useful for pressuring enemies. The terrain and your ship is your weapon.

Open with Lochangar+Stamina to aim quickly, then switch to charged. Stay loch if they have heavy disable. Or take buff engi, and alternate between loch, and normal. If they take your front gun (aka vs Hwatchafish) it doesn't matter. Your hull health and armor is a resource. Ram their balloon.

(Source: GSR "secret" blenderfish tips. Since it's what I mostly play.)

ZnC:
Regarding Mortar vs Galleon, it is probably an intentional design for it to take down any exposed hull in one clip. The strength of a Galleon is having a buffed armor of 1040; that itself takes a lot of firepower from the enemy team to take down. It is a challenge to even bring a Mortar up close to a Galleon without getting smashed by its firepower.

BlackenedPies:
Moonshine-chute vent is the aggressive setup. Both tools are great for control and rams. Moonshine gives you better control in tight quarters where you don't have much room and it reduces the effect of being bumped while ramming. It provides 1/3 more thrust at 300% more damage than kerosene and requires two engis with spanner mallets to repair effectively.

Kerosene gives 3/4 the thrust at 1/4 the damage. Spanner repairs twice as fast as kero damages and it can be used for periods without needing immediate repairs. It allows you to bring a wrench buff engi and buffed engines with kero provide 88% of the thrust of moonshine. I love hydro and it's a powerful defensive tool.

Moonshine-chute is what the blenderfish is best at. Kero-hydro is multipurpose and defensive.

Richard LeMoon:
Posh. Properly used moonshine can easily be repaired with just a spanner (though wrench is better), and still beat kero in short and long runs.

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