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GUNS Balance Questions and Concerns v1.2

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Captain Smollett:
I've never thought of the gattling as OP, since honestly something has to take down the armor of an enemy. I just think we need more ways to do it.

I will give it to you though hands down that the gattling is the best weapon in the game. 

awkm:
Ah I get it.  Piercing is very tricky.  I can't touch gatling right now until more piercing options are available.  Right now it is a close/middle range option for armor destruction.  Harpoon is weird enough that upping its piercing in the future feels alright to me but I'd like to see it with additional harpoon work.

In order to mix things up, we're reaching feature request territory so it's going to be tough.

Mattilald Anguisad:

--- Quote from: HamsterIV on May 22, 2013, 05:18:01 pm ---I think he is asking when/if the Gatling gun is going to have its effectiveness reduced. This is a question that weighs on my mind as well. The Mo' Dakka Dakka Dakka (my Pyramidion) is currently sporting three Gatling guns. When used in conjunction with an ally ship that has a Manticore the combination is very powerful. I have won games that I don't feel I should have been able to win by throwing a crap ton of bullets at my target via multiple Gatling guns.

My thinking is as follows:
Against a good team 80% of the time your bullets are going to be hitting hull armor so I should take the gun that does the most dps against hull armor.

--- End quote ---
That's the power of coordination, unfortionately such builds can fall prey to divide and conquer, and then the fall hard. [Divide an conquer could work in a number of way in this game -belive we have tried such builds, they only work against poorly coordinated teams]
Unfortionately as awkm pointed out it's the only medium and short range piercing weapon (harpoon doesen't really count due to it being a support tool rather than an offensive weapon)

RearAdmiralZill:
Awkm, I only meant the firing arc of the gun itself, not the damage. I can see why you don't touch it with a 10ft pole currently, though one could argue a merc can perform the same result with some finesse.

Watchmaker:
Machiavelliest: My own observations agree that there's something ...funny... going on with guns+turning.  At the moment I (along with the rest of the programmers) am obsessing over server performance, so I haven't had time to investigate it fully.

There is one piece of buggy behavior I have identified: when you first jump on a gun, you see it at zero yaw/pitch even though the gun may not actually be there yet on the server (it's moving towards that position at its normal yaw/pitch speeds).  This can definitely cause the first shot or two to appear wildly off in some cases, and will be fixed soon-ish.

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