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GUNS Balance Questions and Concerns v1.2

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Phoebe:

--- Quote from: Mattilald Anguisad on May 09, 2013, 05:08:09 pm ---What's that I've been hearing about Lumberjack projectile speed change?

--- End quote ---

While nothing has been noted officially and I've yet really to see anything official about it;- I can definitely vouch that the lumberjack has seen a change in it's projectile speed - maybe by mistake when altering the Artemis; who knows.

I spent way too many hours to be considered healthy firing the lumberjack and when 1.2 hits I started missing 5+ entire clips in a row on medium ranged ships where normally I'd hit 80% per clip on average; and even half my clips at 1.5-2 grids away on the map.

After spending some time with my boyfriend to fiddle around in sandbox we concluded that I had to completely relearn the sights and adjust everything I knew about the distances to a new angle;- which I peed me off a little bit

It seems the projective is just a lot faster now with a reduced arc;- and I don't really like it at all.  Either way I can 100% garauntee straight up that something has changed; because all my previous documentation on the sight vs distance is now worthless and will make me miss everything.

Aqua did ask Bubbles what exactly was changed and the answer to that was "Nothing, might have had projectile speed changed when redoing artemis" or something along those lines and when he mentioned I'd been missing everything because of it he thought it was humorous more than anything and brushed it off with, "she'll just have to aim a little lower"  which just annoyed me even more -  if something changes in balance about a weapon I kinda want to read it officially in notes and maybe even understand the reason for it;  not be made to be an idiot

Watchmaker:
I can confirm that the Lumberjack's configured muzzle speed has not changed.  It's possible you've found a bug, though I'm at a loss as to how it would affect only that gun.

Dev Bubbles:
You might want to get a direct quote from me next time.  For the actual changes to projectile speed if any, I'll have Eric confirm, which is what I stated before.  It's unfortunate to see how self-deprecating humor on what I don't know morphing into this.  I will be more careful in friendly banters so things don't get misconstrued next time.  I did say that if the projectile speed increases, you will have to aim a little lower, and that is the case.  I haven't heard complaints about the lumberjack, or its change being drastic from other players, but then again, despite my efforts, I can't keep up with every forum post in addition to all the other communication channels that I pour over.  But if the ballistics of the lumberjack went through a drastic change, and this fact is not known, we will correct the oversight on our part. 
Thanks,

Captain Magellan:
Due to my laziness I did not read the rest of this thread, but I wanted to put my thoughts on the Artemis on here. I was just looking at the gun chart on the website and was surprised to see that the Explosive damage had been bumped up to 60 (from 20) and that the AOE had been bumped up to 5 (from 3 I believe). The Artemis before this patch was a very good gun, it just didn't have something special that made it amazing. You guys added it this patch, but went overboard with the stats. The new turn radius is amazing, I love it! But honestly, the extra explosive damage and AOE is kinda over doing it. Perhaps giving an extra second to the reload will help as well. I am sure this has been discussed thoroughly but I wanted to add my voice in to make sure the turn radius isn't changed.

NikolaiLev:

--- Quote from: Watchmaker on May 10, 2013, 10:08:08 am ---I can confirm that the Lumberjack's configured muzzle speed has not changed.  It's possible you've found a bug, though I'm at a loss as to how it would affect only that gun.

--- End quote ---

http://gunsoficarus.com/community/blog/1-1-4-balance-hot-fix/

This was the last change to the Lumberjack.


--- Quote from: Captain Magellan on May 10, 2013, 02:14:17 pm ---Due to my laziness I did not read the rest of this thread, but I wanted to put my thoughts on the Artemis on here. I was just looking at the gun chart on the website and was surprised to see that the Explosive damage had been bumped up to 60 (from 20) and that the AOE had been bumped up to 5 (from 3 I believe). The Artemis before this patch was a very good gun, it just didn't have something special that made it amazing. You guys added it this patch, but went overboard with the stats. The new turn radius is amazing, I love it! But honestly, the extra explosive damage and AOE is kinda over doing it. Perhaps giving an extra second to the reload will help as well. I am sure this has been discussed thoroughly but I wanted to add my voice in to make sure the turn radius isn't changed.

--- End quote ---

I'm almost certain the Artemis' Explosive damage was always 60, and never as low as 20.  The AoE has also always been that good; the only recent changes were small, mostly meaningless buffs to its turn speed and arc, as well as a buff to its projectile speed making it easier to land.  Buffs, no matter how slight, will always get people experimenting, and making it easier to use will make more people use it.  Hence, we get the Artemis to be a common weapon.

The biggest thing I want to re-iterate is that the Artemis is a long range disabling weapon.  In order to fill that role, it does not need a good turning arc or speed.  That's why those should be nerfed, because it gives usefulness it doesn't deserve.  This is why the Field Gun's damage output was never nerfed much, and instead got its turning arc nerfed heavily; to push it into the role it should've been in, and to make sure it could still fill that role.  The Artemis does need an AoE reduction, I feel, but other than that its utility should be nerfed before its primary role is.

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