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GUNS Balance Questions and Concerns v1.2
Letus:
--- Quote from: uriak on May 29, 2013, 05:45:59 am ---
--- Quote from: Moriarty on May 28, 2013, 11:47:03 pm ---
As someone who's spent more time on this gun than is healthy, and who saw the horror of the Fjords tournament. There can be no doubt the re-balance was necessary, I do however have two questions I'd like to pose to awkm and would very much like him to respond to:
1) Do you still think the arm time is necessary on the typhon now that we have seen how the new armour mod behaves in practice?
2) Given the above armour mod and the difficulty hitting at distance, would you ever consider bumping the maximum range of the gun?
Personally i know my biggest frustration is the range rather than the arm time, though i bring up the arm time because i honestly don't know if its needed.
--- End quote ---
Still feels like a niche weapon somehow. When I first manned it, my though was that it was a large mercury, but it wasn't. Actually, both the visual and the physics of the weapon call for a piercing type... when actually it does the opposite. I haven't known the "horror"; I guess it was a time when battles were decided by afar? From what I've seen now, it's not the case. The reload time, the movement restriction and the fire rate seems to make the Typhon below closer range weapons, as it should be. And if I'm at mid-long range and can hit, why not use a lumberjack?
--- End quote ---
Killing power.
You hit a ship without hull armour with the Typhon flak, it's gonna go away quickly.
You hit a ship without hull armour with a Lumberjack, it's gonna have the ability to kill you still...probably get it's hull back up before your next clip goes in...and by then (if they were good/able) they'd be on you and stick inside that 110 min mark (ammo pending.) While the Typhon...they'll probably be dead.
As with the arming time and such, I would wonder what would happen if we went back to the old numbers, but kept the arming time.
Charlemagne Montigue:
Yah, one thing I keep seeing over and over again that is becoming a problem are goldfish with hwachas on the front. So many matches I play, goldfish just charge straight at you, hit with hwachas to cripple you and then ram for hull damage. If they are using any kind of teamwork, the other teammate just hits you with some kind of hull damage/armor penetrating combo. This hwacha/ramming combo to completely disable a ship is just getting old, i could possibly see it as a last ditch effort, but no, it's become a main strategy. Especially paired with the goldfish, because it is kind of the medium ship, it can out speed most ships so avoiding it is nigh impossible. And even if you were to try and maneuver, if they get any where near you, your finished because hwacha disables everything in one shot. All of your engines or an entire side of you ships guns.
Enough ranting.
Hwacha needs to be balanced, there is a reason just about every ship that has heavy weapons is laden with them.
Perhaps less splash damage, could help, so that the entire side of your ship or all of your engines don't get knocked out immediately unless the rockets actually hit these things.
uriak:
Yeah the splash is annoying, especially when you notice even weapon that aren't facing the hit zone are destroyed. For instance, often when facing an incoming goldfish I prepare to turn my junker to use the side that wasn't facing it... only to notice weapons on both sides were disabled...
And firing wise, even if it needs some little experience, it's ability to unload all at once is actually a pretty hefty advantage. Other weapons requires a valid line of sight for the duration of their clip.
It's probably better to fix it a bit rather than starting an arm's race with other medium weapons, though.
Captain Smollett:
I have never had a problem beating a team with a Hwacha fish.
They lack a lot of dps. Often I'll just outright ignore it and team up against their teammate. They may disable one ship momentarily but heir teammate will be dead before they reload and my engineers (always bring three with spanners against a good hwacha opponent) will already have guns up and firing for a 2v1.
Alternatively in a 1v1 tell your Artemis/Mercury/Gat gunner to shoot out the Hwacha; by the time it shows up for the ram it'll be getting shredded to pieces and defenseless
Charlemagne Montigue:
--- Quote from: Captain Smollett on May 31, 2013, 07:15:27 pm ---I have never had a problem beating a team with a Hwacha fish.
They lack a lot of dps. Often I'll just outright ignore it and team up against their teammate. They may disable one ship momentarily but heir teammate will be dead before they reload and my engineers (always bring three with spanners against a good hwacha opponent) will already have guns up and firing for a 2v1.
Alternatively in a 1v1 tell your Artemis/Mercury/Gat gunner to shoot out the Hwacha; by the time it shows up for the ram it'll be getting shredded to pieces and defenseless
--- End quote ---
In a 2v1 scenario, you are right that is not a problem. But let's say I don't have a good team mate, which happens from time to time. 1v1 is a different animal. Given plenty of time yes, you are right we have a Merc on the front of our Junkers, and we can usually take it out if they try and play chicken. But if the Goldfish captain has any sense, he won't do that, he wants to go for max damage and hit us in the rear for engines, or sides for guns. Ambush for the ram. I suppose 3 engineers might have to do the trick. However it is kind of sad, that simply because an opponent has a Hwacha (and if they can they will) that Gunners pretty much become useless.
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