Admin > Dev App Testing
Sunday testing release notes.
GurasOguras:
Am I weird or hwacha actually doesn't work as described for me? I still can shoot only few bullets in dev app sandbox practice.
Byron Cavendish:
--- Quote from: DrTentacles on February 27, 2016, 02:54:13 pm ---I was actually the one who suggested it. The thread-and reactions-are in the Feedback and Suggestions forums. I'm interested to hear your opposition. I thought it increases gunner skill-cap, while still keeping it useful for noobs, because you have to aim better to avoid wasted shots. It gives the gun an actual skill-cap.
--- End quote ---
Sure, you do need to aim pretty good to hit with the hwacha. That's why good gunners use a few missiles to get a trajectory feel and then semi-automatic fire it for full effect. That is using the patience, knowledge and skill needed to operate the gun. What new players (your angryjoes) like to do, is hop on, look at the enemy for two seconds and then fire an entire clip without thinking. So instead of pushing them to the "best you can be" standard, we've nerfed it so that you have to fire like you are brand new to the hwacha. This doesn't promote better aiming, or how to get better. It nerfs vets to an even playing field with new players. There is some skill involved in anticipating your shots (if you are really, really good) sure, but this isn't a huge skill thing that's gonna result.
DrTentacles:
A newbie will empty a clip, and miss, unless they're very, very close. Someone who has practiced will empty a clip, and hit.
Currently, the ability to use shots as tracers means that it requires very little actual skill to use at a high level. The only skill required is simple knowledge of "how to use a gun." It isn't hard to fire. There's very little difference between someone who's spent 20 hours on a hwatcha, and someone's who spent 50.
The Guns community as a whole needs to stop comparing themselves to raw newbies when trying to assess the skill cap of a gun or ship, and compare themselves to other vets. There should always be a difference between an experienced player and a newbie, but for a game to be competitive, there needs to be a difference between a proficient/competent player, and a great one.
--- Quote from: BlackenedPies on February 27, 2016, 03:01:30 pm ---
The mobula nerf is depressing. I'm sad because it'll hurt some of my builds which rely on tight arcs with non 60 degree guns. It'll encourage the artemis meta and make it much harder for new players. Please just nerf the speed or acceleration or something besides relegating it to a ranged only ship
--- End quote ---
You can still do close-range mobulas. You just have to rely on the inner guns. A nerf to speed or acceleration would relegate it to a simple weapons platform. Currently, it's a better junker. Good at everything, with many more potential gun combinations. If there's a problem with the Artemis meta, it's because the Artemis is the best long-range gun.
Byron Cavendish:
The only time when this will come into play is at 600-700m+, when you need to switch to heavy to be at your most effective.
I just don't understand that logic behind this. Artillery experts have been firing gauging shots since the catapult to dial in accuracy. There is skill, and then patience, planning and strategy have to take over.
When I first started playing naval action, I was full volley firing my cannons everytime, and I did terrible. Then I learned that the space bar shoots a single cannonball. Suddenly I was firing a few cannonballs to dial in my shots, and then ripping into my opponent with a full volley of cannon-y goodness. I was rewarded for my patience and tactical use with more accuracy. I was punished when I just opened up (even when aiming carefully).
This isn't a matter of skill, it's a matter of using a gun intelligently. That's what this has taken away. By this logic, every gun should fully automatically empty its clip. Every gun takes skill after all. If we're no longer using numbers to balance guns, might as well make em all work the same.
DrTentacles:
Hwatchas, however, traditionally use burst fire. They do not use marking shots. They are the ultimate in spray-and-pray. If there's any weapon that lore-wise, it makes sense to burst fire, it would be the hwatcha.
Also, the Spire can't use a single OP heavy weapon as a crutch. It needs buffs vastly beyond any problems with guns to be viable. Massive exposed hull, exposed componants, and meaningless vertical acceleration keep it from being viable at long range. At close, it's obvious that muse doesn't really know how to handle Heavy Weapons from a design POV, as they can't balance them so they work on every ships that mounts them. What's good for a Goldfish makes a Spire broken, and so forth. Massive re-designs are needed.
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