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The new Minotaur

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Daft Loon:
With the somewhat plausible assumption that the force from each shot applies for 1 second greased Minotaur averages to 604KN force including reload time. For reference the spire has the highest thrust at 675KN with the pyramidion lowest at 450KN. The old Minotaur averaged 580KN also with greased albeit starting any engagement with a much lower push per clip.

At 30 degrees downwards arc the down force is 221KN average compared to 375KN minimum lift on the junker making it fairly significant.

I would probably be in favor of reverting the changes to force, jitter, turn speed and arcs. Retaining the changes to damage, reload and rate of fire. It would have less force overall with lower rate of fire but that won't be a problem with damage that can't be simply ignored.

Atruejedi:
I played one game this evening. Then I had to take a break out of frustration. I flew a mid-range junker with a level 1 Pyramidian ally (who tried his darnedest, but was a level 2 engineer... sigh). Our opposition was a Hwatcha Goldfish and a Galleon with minotaurs. Everyone on the Galleon crew was under level 10, yet they dominated the match. My crew consisted of a normal friend I play with often and two novices (level 2 and 7, I believe). Those novices ragequit five minutes into the game because 'I wasn't giving them angles' because of constant minotaur hits. We proceeded to get wrecked to the tune of 4 to 1 until two solid players joined me and we brought the game back to 4 to 4. But we ultimately lost. Why? The minotaur. The @#%@# minotaur, which I already hated, but now I hate even more because it drove away my noob crew and put me at a supreme disadvantage for more than half the match. "Why, Atruejedi! Why didn't you use pilot tools to counter the bounce?" I was asked. I did. I used tons of kerosene, and I tried to time it properly. But it didn't matter. "But why fly a junker at all, then, Atruejedi? They are prime minotaur targets!" Do you want me to fly a more complex ship with people brand new to the game? No, thanks. The novices didn't repair dependably and the AI crew wasn't much better. The match went on for 40 or so minutes as my ally ran from place to place as I begged him to stay alive (he died 4 times by the end with zero kills) and tried to kill the enemy ships. I did destroy four of them, but the minotaurs made my life hell.

Is anyone familiar with Team Fortress 2? Minotaurs are like the items in that game that take control away from the player, and NO ONE ENJOYS THAT. Valve completely nerfed the baseball bat that immobilized players because of the outrage. How is the minotaur not suffering the same backlash? People love USING it, but no one enjoys fighting AGAINST it. It's the most rage-inducing weapon in the game, first an all-too-weak-yet-evil weapon, and now an extremely effective and therefore even more annoying weapon!

THE RAGE IS REAL.

DJ Logicalia:
The minotaur is really good in pubs against uncoordinated players in the same way the flamethrower is. It's too weak to be used reliably against experienced players, but buffing it makes it far too strong against fresh blood, and nerfing it causes it to teeter on the edge of complete extinction. I would have rather this gun never existed and Muse focused on making a different one. Oh well. Too late now

Daft Loon:
I recently sent a feedback email in one part of which was more or less 'I can't use the Minotaur as much as i want to because...' see above. It would probably be worth them hearing from several people that the probably in my 'probably not very fun for the other team' isn't needed.

Edit:
I'm wondering if there is anything to learn from the minelauncher which has its place in the game quite well including disruption of steering and the harpoon which does the same but has never been more than a novelty.

Atruejedi:
The mine launcher is acceptable because you at least have a choice when engaging a ship with it. If a pilot gets him or herself into a position where mines from the enemy are actively bouncing the ship around, well, that's on the pilot. The ship shouldn't have gotten close enough for mines to be an issue. The deployability (that's a word now) of mines and the short range of the launcher and the high skill ceiling of using it give plenty of risks to the pilot and crew of that vessel but rich (and hilariously mischievous) rewards when executed properly. I'll admit, I was hesitant to use mines at first... and I'm personally awful at launching them... but holy hell, flying a mine Mobula with three skilled crew mates? Fly high and get into a good position and... wow. Risky, though. But when pulled off... satisfaction!

With the minotaur, the obvious difference, which I'm sure we all agree on, is the range, which removes the choice players have when engaging the enemy. Hell, on a map like Water Hazard, I'm pretty certain all ships spawn within range of the minotaur. Eek. Hellish. Compared to mines... I can avoid mines by maneuvering my ship or shooting mine launchers before they become a problem, or taking longer range weapons to engage the entire ship. Not so with the minotaur, where, even if I chose to "counter" it with mercuries, artemiseseses, etc., I still might not be able to do so because I'm busy getting spun in circles...

To answer your original question, Daft Loon... SEVEN. A RESOUNDING SEVEN. I'm at the point where I feel like a bully even flying on a ship equipped with one and just find another ship... karma, y'know?

#playerchoice #boycottbouncing #minotaurmalfeasance #ridingonspinners #nerfnow #removetherage

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