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SHIPS Balance Questions and Concerns v1.2
Phoebe:
--- Quote from: Gilder on May 03, 2013, 04:12:00 am ---Now, what else was changed without being noted?
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The list is kind of growing
Helmic:
It's really hard to ram with a Pyra now, even if the resulting ram doesn't result in seizures. The low turning speed and the penalties to turning and acceleration make it very difficult to get up to ramming speed without help from an item, which in turn makes the turning speed issue worse. This makes it very easy to repeatedly miss an enemy that's aware of you, I don't find myself landing rams except by surprise or against newer captains.
The Junker's manueverability has been absurdly buffed as well, before it was somewhat difficult to keep it in trifecta but now its incredibly easy to outrotate and outrun ships, particularly the Pyra. Even if the Artemis gets nerfed, it'll still probably be very strong. It has no blindspots, high armor, and high manueverability. The turning speed feels pretty silly, to be honest. The turning speed felt OK on a Pyra as it made it feel like the "fighter" ship (since the Goldfish has no close range kill guns), on a Junker you've got a broadsider which makes you feel like you're on a propeller on a helicopter. I'll have to see where it goes after the Artemis is dealt with, but even before the patch the Junker was an excellent Pyra slayer with its larger trifecta and higher armor.
Spires still feel incredibly weak, they can trifecta too now but their armor still sucks which constantly pulls that third crewmember off of a gun and their low mass now makes them even more of a Pyra's bitch. I think the lower left gun on the Spire should have been the one to be turned, it's closer to the hull and so it'd be easier for the hull engineer to babysit the fragile little thing.
And as for these threads themselves, it's a bit hard to talk about the guns and ships separately. They're so very much intertwined, a gun's effectiveness depends entirely on where it is on a ship and how well that ship can get the gun in arc. It makes more sense to have the maps separate but even those will favor certain ships and loadouts, possibly to the point of causing issues (like merc Pyras and lumberjack Galleons on Dunes).
N-Sunderland:
The top right gun is meant for the pilot to use, Helmic.
Helmic:
--- Quote from: N-Sunderland on May 05, 2013, 11:24:29 pm ---The top right gun is meant for the pilot to use, Helmic.
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Or the engineer, a Spire that isn't turning in melee is a dead spire. Certainly possible to do that with an Artemis but you don't need much of anything working to ram a Spire, particularly one whose captain has decided to man a gun.
N-Sunderland:
--- Quote from: -Bounty- Helmic on May 05, 2013, 11:44:37 pm ---
--- Quote from: N-Sunderland on May 05, 2013, 11:24:29 pm ---The top right gun is meant for the pilot to use, Helmic.
--- End quote ---
Or the engineer, a Spire that isn't turning in melee is a dead spire. Certainly possible to do that with an Artemis but you don't need much of anything working to ram a Spire, particularly one whose captain has decided to man a gun.
--- End quote ---
The captain can freely fire the gun if you're sniping or if you've disabled their engines, both of which are likely to happen if you have an Artemis.
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