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GUNS Balance Questions and Concerns v1.2

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Captain Smollett:
I actually agree that the Flak could use a slight reduction in arming times, but like a really really small reduction. 

I like the fact that you can't just go nose to nose with a Heavy Flak any more but I think the gun would benefit from an ever so slightly smaller arming time.

Sammy B. T.:
The artemis used to be a good counter to the lumberjack but then they buffed it which made them kill it.

Veyka:
I dont feel the lumber is OP, you can't run head first at one with a good gunner behind it and expect things to go well is all. It is also at its most viable on a galleon and that brings with it a lot of issues (slow turning, blah blah blah) also being a heavy gun it is a pretty good target to be shot out with a gattling, merc, etc.

Before we get anymore heavy nerf's (carronades anyone?) I would like to see some of the underused guns adjusted to make them a bit more viable. (new art, carousel, etc)

Ofiach:
Any gun that requires you to use 2 ships working perfectly together to effectively counter needs to be looked at.

That is really the only point that needs to be made. The artemis was crushed for being great at disabling, the carronade was hammered for, god knows why, that didn't even require great team comms. Mediocre positioning in the hands of a gunner that had been playing for 4 hours last night absolutely crushed 2 enemy ships and they could not get out from under the gun because they were always on the ground.

I'm not saying a radical reduction in anything here either, leave almost everything the same but shave a bullet or two off the clip, if my math is right,  the gun does ~600 damage a shot to a balloon. So it has a damage potential of 3k per clip. Is there a gun that even comes close to doing this much damage against such a major ship component? Simple answer is no. The merc field gun is great against hull armor but has only 2 shots. The carronade requires spitting distance.

As for trying to disable a lumberjack well that isn't a viable option against opponents who are awake. The Artemis isn't going to get the job done anymore, the only real disable would be 2 mercs cycling fire and not missing any shots. Now you have a ship that has to be completely dedicated to disabling a single gun. That really doesn't make sense to me from a balance standpoint. 

I repeat there is no other gun that can cripple a ship with less than a single clip. That is really the only issue.

Captain Smollett:
Well, it seems like we're treading over similar points here, so I think it's just best to agree to disagree.  There's obviously people who think the gun is OP and people who think it is not.

But (I think) we all agree that it'd be nice to see some of the underutilized weapons get brought into the fray.

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