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SHIPS Balance Questions and Concerns v1.2

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Ofiach:
I'm finding the spire to be an amazing 1 on 1 ship or even a 2 on 1 ship right now thanks to the artemis and lumberjack trifecta.

2 Artemis up top and a lumberjack main gun can demolish just about any ship on any of the bigger maps before he gets close enough to do anything except sneeze on me. I can have my right or left artemis gunner knock out an incoming ships weapons before they get to me. Effectively making it a situation of you have to ram me or else I'll just peck you to death.

I know alot of people are saying the captain should be on the right hand gun but honestly with both engineers up top on artemis systems the need to repair is almost non existent in 2 v 2 matches. It is also easy enough for a good engie to jump straight down the ladder and get on repairs quickly if we do get surprised.

I played a game just to test it with the banshee light rockets and while not as dominating as the Artemis it was still surprisingly easy to suppress enemy weapons in a 1 v 1.

That being said I don't know if this is an issue with the Artemis or the spire. Being able to put 3 forward guns on an enemy without much effort is an amazing ability.


Queso:
I'd say it's the artemis doing the work. The lumberjack just deals the insulting death blow.

Machiavelliest:

--- Quote from: RearAdmiralZill on May 06, 2013, 09:29:45 am ---you see so many Junkers right now is the new artemis. You can get a trifecta so easily with them that its becoming the new meta missile boat.

--- End quote ---
In terms of ship balance, the Junker turns WAY too fast.  I don't even bring the Phoenix claw.  It's like a Squid turn.  The rotational drag on that craft is way off.  I can score a trifecta from any orientation in 3 seconds.

Nidh:
It may just be the ridiculous disabling power of the Hwacha and Artemis, but the Galleon seems a bit underpowered in a 1v1 situation. I get that the Galleon is mainly a long range support, but I've tried nearly every combination of weapons and still our enemies tend to just get in close and fly circles around us. There is no way for the Galleon to stay at range since to get out of range I'd have to lose target with the guns, and it's too slow to make it worth running in the first place. The close range "defensive" guns for the Galleon, Hwacha or Carronade, don't have nearly enough killing power to be worthwhile. Heck I had a Hwachafish park on our left, and we had double Hwachas but it turned out to be a ridiculously drawn out, disable-counter disable trade for 10 min straight until his ally showed up and killed us. Our right side was useless because lumber-flack does nothing at close range.  If I had carronades on the left I'm sure the Goldfish would have plenty of time to just repair their front gun and balloon, since that's all they needed to keep us pinned. We couldn't run because the second we turned, our engines would die. If I had turned-tail before the had gotten to us, well, they would've caught up anyway. The only thing the Galleon has going for it is it's firepower, and that is easily nullified up close.

RearAdmiralZill:

--- Quote from: rwherndon on May 08, 2013, 10:14:16 am ---It may just be the ridiculous disabling power of the Hwacha and Artemis, but the Galleon seems a bit underpowered in a 1v1 situation. I get that the Galleon is mainly a long range support, but I've tried nearly every combination of weapons and still our enemies tend to just get in close and fly circles around us. There is no way for the Galleon to stay at range since to get out of range I'd have to lose target with the guns, and it's too slow to make it worth running in the first place. The close range "defensive" guns for the Galleon, Hwacha or Carronade, don't have nearly enough killing power to be worthwhile. Heck I had a Hwachafish park on our left, and we had double Hwachas but it turned out to be a ridiculously drawn out, disable-counter disable trade for 10 min straight until his ally showed up and killed us. Our right side was useless because lumber-flack does nothing at close range.  If I had carronades on the left I'm sure the Goldfish would have plenty of time to just repair their front gun and balloon, since that's all they needed to keep us pinned. We couldn't run because the second we turned, our engines would die. If I had turned-tail before the had gotten to us, well, they would've caught up anyway. The only thing the Galleon has going for it is it's firepower, and that is easily nullified up close.

--- End quote ---

I've had different experiences, minus the artemis issue. One artemis sniping out your galleon's everything really is a frustrating thing and 95% of the time requires ally intervention.

Apart from that, I usually don't have issues with keeping people in my broadsides. Not sure what kind of crew you have, but your gunners play a big role in keeping people away, or the clever maneuvering to get them on your short side. Dual hwacha it devastating at those short ranges. Try to make your guys stagger the barrages, so you have a more constant stream of rockets hitting them. Carronades work too, or a combo of both, but I'd rather grab a kill without moving too much, so popping their balloon isn't ideal.

This is also coming from a guy who like to play a full carronade galleon at times.

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