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SHIPS Balance Questions and Concerns v1.2

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Chrinus:
So it is ???. That's somewhat concerning considering it's a common trifecta ship that runs broadside with a low profile hull. You'd think a balloon that size would act as a giant windsail and greatly hamper the turning rate of the ship. Considering you only need about 70-80 degrees of angle compared to other ships, it just feels too easy to keep your guns on target with an inherently efficient combination compared to the 3rd in line's: The Goldfish, which most often runs a role of support ship rather than a brawler due to the odd angle to achieve two guns on target IF her guns can turn far enough to achieve a perpendicular bifecta.

You can see clearly how rugged the ship is from the cogs.. Just look at week 8. I understand that its survival has a lot to do with on board engineers, but also the profile of the broadside hull. From gunning I can say from medium range her profile is quite narrow compared to other ships and I commonly see flak fly between the balloon and the hull touching nothing on what otherwise would have littered the ground with spare parts.

Don't get me wrong here, I love the ship and her capabilities. However, the current state of the ship feels too agile for the firepower one can bring to bear. I think being able to bring 3 guns on target mere seconds after a full blindside is a little too much compared to the closest competitors on the list and their loadout capabilities.

RearAdmiralZill:
The junker honestly needs that turning to be competitive against a pyra. Keep in mind that performing a trifecta means no one is repairing. Its not something to be sustained under heavy fire.

Also, of your armor goes down on a junker, you better start praying. You could hit a fly and it would take half that hull away.

Further, you have to turn a broadside and get crew on those guns to get the carnage started. For a pyra, you point the ship forward and you have two guys up there ready all the time. It needs that fast (yet slow to accelerate) turn to get guns facing.

For a Goldfish, that heavy gun is the main gun, and itll be doing 95-100% of your dps and killing. Trying to get a bifecta on that is hard, and usually not worth it. The side guns should compliment the front one, so that you can use it some, then finish with the main. That's my way of going about it anyway.

Machiavelliest:
Chrinus brings some excellent points to the table.  Maybe the Junker needs a makeover, because it seems far too big to turn that fast with three engines.

Trifecta on the Junker is unachievable basically with sustained balloon killers or gat fire, which further reinforces the gat/flak meta.  With the new 5-forward medium gun emplacement ship coming out and recent ballooning depression reductions, and the need to drive at least a third gunner off of the Junker, the gat/flak meta is pretty much here to stay.

Captain Smollett:
Well, I actually really like where the Junker is with game balance right now but I don't think it would be unreasonable for the Spire to have a bit faster turn speed and a little more acceleration as well.

Now the Spire still turns and accelerates very well, and though I could be remembering this wrong, before the physics changes I recall the Spire being able to turn even faster.  The Spire being the glass cannon currently does struggle (depending a lot on weapon loadout of course) if an enemy is able to effectively close.  Giving it a slightly better ability to dodge rams and scuttle behind cover could help nudge the ship into the competitive meta.

Captain Smollett:
Don't forget the Junker is vulnerable to all disabling weapons due to its large balloon and concentrated components.  Being ever so slightly extra resilient to the gattling gun and flak due to it's small hit box I believe is well balanced.

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