Hey guys, idea I had in attempt to fix the mino, based off of the weapons that we've recently gotten in Alliance.
Currently, we have 2 and 1/2 weapons that are charging (Counting the Lens Array). All of them have been rather well recieved, even if the Voltaic Coil needed some major balancing before it was considered useful. All of these weapons are for Alliance and Alliance only, even if some weapons might be ported over.
The Minotaur is a perfect tool to try and port the 'charging' concept over to Skirmish, as it's not doing anything useful anyways. I'll have the numbers crunched to perfection here in time, but here's the general concept:
Regular fire; Extremely wide area shot, scattering buckshot into a major area, but with multiple shots.
Charged fire; Narrow shot, focusing the entire magazine of the weapon into a single round, with all of the buckshot accompanying, but with the same turning speed reduction found on the Aten, making a charged shot difficult for lower level players or for a quicker ship.
The basis for the concept stems from the H-Carro. Before it's nerfs, H-Carro could be used more effectively for disable as well as anti-balloon. If using Heavy clip, you can definitely still disable parts of the ship quickly, but it's primary usage is not for disable, but for killing an enemy balloon. This proposed change to the Mino would give the mino the option to be an effective close-range disabler, especially should the the jitter be reduced for an uncharged shot. Max Spread, uncharged, would be heavily increased, while range would be heavily decreased, forcing a captain to get much, much closer to a target for an effective disable.
The charged shot, however, would be very different. Holding the charge will decrease the amount of rounds in the magazine, effectively 'firing' them by adding them to the round loaded into the weapon. Overloading, as it were. The charge would come at a cost of decreasing turning speed and possibly with a jitter increase for each level of charge approached. This would, however, reduce the spread at maximum range by a certain degree, as well as increase the buckshot count for each level, efectively tightening the shot into a more and more focused blast. This would take advantage of the impact that the buckshot has on an enemy ship, and make players choose between a half-charged shot that would have a high chance of simply flying around the target, or an extremely focused blast that would leave the gun with a very lengthy reload.
The overall thought behind this is to make the Mino the utility weapon it's supposed to be. At longer ranges, it would be more effective at supporting allies by having focused shots keep an enemy out of arc more accurately, but with plenty of RNG to keep it balanced. At closer ranges, the Mino would be more useful as a disabler, scattering scrap all over the ship to break as many components as possible.
Added changes that would help this concept work would be to decrease the damage per projectile, but increase the number of projectiles per shot. This would make using the Mino as a disabling Carro much more effective, while stacking the smaller projectiles together for the charged shot would make it much more effective at longer ranges, but would keep the level of randomness that the Mino should have as a Scrap Cannon.
And there you have it. A potential fix for the Mino and a way to bring charged weaponry over to Skirmish in a way that doesn't heavily destroy anything, and revitalizes the weapon that has been the community's whipping boy since it's nerf.