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Sunday testing release notes.

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Richard LeMoon:
This is exactly the reason I argued against reducing the original arcs of the Minotaur. It was almost as good as the Lumberjack in upwards arc, and could somewhat defend a Galleon or Spire from blenders. Then it was nerfed to hell and turned into a long range disrupter, then nerfed again so it is not even very good at that. Why you hate Galleons so much, Muse? Now to compensate further, the guns have been splayed more on the Mobula....

Training wheels for everything. Replace side guns on Goldfish with waterwings.

Solidusbucket:
A lot of hate going out. This game is still gonna be good. The gravity patch sounds like it is going to screw some things up but nothing a buff to drogue chute and hydrogen couldn't fix, right?

Byron Cavendish:

--- Quote from: Mysterious Medic on February 27, 2016, 10:29:49 pm ---Ehh, I don't really think the galleon is too weak right now tbh. The heavy use of mobulas in the meta means that the galleon's reliable output of hades and lumberjack damage does really well against mobula at midrange. You can see this by watching the Cronus League today, with Team Predators taking a galleon a number of times against mobulas  with great results. The galleons main benefit is dat lumberjack. Lumberjack counters the idea of blending down the galleon because as long as its ally is nearby and the galleon is turned in the right direction, lj has ridiculous upwards arcs and can aid their ally and turn the tide, thereby saving themselves. Unlike on the goldfish or spire, where when you are blending down you can easily rammed or killed, galleon can tank for a while and still help its ally with lumberjack. I haven't actually tested what the gravity means in terms of survivability for the Galleon, but if being on the ground gets you killed very fast and the galleon can't tank, that's a massive nerf. Apparently I read that at height ceiling of dunes you fall nearly to the ground in one rebuild time? That is way too much.

But honestly, I don't understand the need for gravity anyway. What is it trying to balance? Is it trying to balance mobula by making it fall faster? That doesn't make sense because Mobula is extremely light, and why would you use a game wide balance for one ship? It's just like they looked at what mechanic they had for gravity and thought, "why the hell not". If this gravity patch does go through I will expect to see caronades everywhere again, and just like that we're back to people complaining about the blending meta.

--- End quote ---

We're not talking about current build galleons. While needing a very skilled and coordinated crew, they can be viable. I am talking specifically about the gravity change with the squid change. Have you seen how fast a galleon drops now? A squid can easily position on a galleons blind spot and blend it. With the gravity change one blend will remove him from the fight so they can 2v1, two blends and he's grinding on the ground. Mobulas are not the issue. Lumberjacks are not, and will not counter the squid, or even a blenderfish with this gravity change. That is, and has been the galleons weakness, since pretty much GOIO's beta. So this gravity change basically enhances the galleons primary weakness (indirect nerf). Again, I don't think scrapping the gravity thing is the answer, I like it. The issue is the galleon's counter blending defense; it has none. Either the heavy carronade, artemis, or hwacha need to be able to aim above its own balloon now to fix this.

Richard LeMoon:
Would a possible positioning change of some of the gun mounts fix this problem, similar to the tipped up angles on the Crusader? Though, I do get a little seasick firing those guns.  I would also add a crow's nest gun on the Galleon right side.

Changing the buff to improve gun angles instead of stamina would definitely help. Arc shifting ammo would as well. Along with 'lefty' and 'righty' ammo types, have 'Airburst' which shifts the angle of guns up quite high, reduces side to side arcs, and shortens arming time. Buff + Airburst would allow guns to shoot at anything next to their balloon (also making gunners more valid). But that is another topic.

MightyKeb:
I'd like to add that this isn't just a buff to carronades. Essentially, if you miss a chem in a competitive match and some banshee/hades gets 10 stacks on your balloon by luck alone, you're going to lose that engagement automatically when the balloon's down, whereas you wouldve been able to minimize your fall distance now and fire back at your enemies if you brought good up-arcing guns.  This is not a loss because of the enemy's tactical choice to bring balloon poppers, this is a loss because the enemy got lucky. This is inherently terrible for the game for both pubs and competitive.

Muse shouldn't buff balloon popping, everything's fine where it is. What they should buff is the balloon poppers, no matter how fast the ships fall I personally dont have a great time firing and piloting a heavy carronade as I used to pre nerf. Revert the damage nerf on light carronade so you dont need to stack 2 of them to be remotely effective, revert the upward arcs of Heavy Carronade but keep the downward arcs if you will so you can actually make it useful on spire again. jitter and reload speed are optional, Heavy Clip and downward arcs were the only problem with H.Carro.

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