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New Lochnagar - Math and speculation

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Fynx:
I think it's considered a bug, so they'll fix it.

Too bad, I wanted a light carronade that pops balloons.

Letus:


I mean...look I know why they wanted the +62.5% damage, but that hindered every gun that used it immensely due to the damage and the RoF decrease..
and I still am happy its +125% damage, but that seems insane...the question is, what is the magic number?
+90%?

DrTentacles:
The magic number is not changing loch, and making blenderfish useless.

Eldarion Telcontar:

--- Quote from: DrTentacles on March 19, 2016, 10:47:45 pm ---The magic number is not changing loch, and making blenderfish useless.

--- End quote ---

I always did enjoy the blenderfish.  Hard to fly but provides some of the more interesting battles between highly skilled captains (helps to have a gun where a low level gunner can just click and pop ;D ).  RIP my poor Koi.

Letus:

--- Quote from: DrTentacles on March 19, 2016, 10:47:45 pm ---The magic number is not changing loch, and making blenderfish useless.

--- End quote ---

Well if it became useless, I won't miss it :V
I always used loch when I nailed out balloon, and if you're blendering WELL, then...you have at least ONE engineer who can help rebuild the gun...

For me, Blendering became useless when heavy clip got changed, because my tactic against another blenderfish: heavy out their carronade first.  Then Blendering became an anti-Spire / Galleon, where, if you had a decent ally, or decent crew, you wouldn't need Lochnagar, because you can just do a little dance, charge round carronade with a flammer bifecta....not much they can do.  Granted that first pop is great, and that first pop is always great, it just comes down to "Okay, Engies, prep for gun rebuild"

Otherwise, now I'm gonna have my gunners put a Loch on my squid's carronade to nail out big guns with :D

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