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Minotaur fix: Charging?
Naoura:
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.
Daft Loon:
I can get behind any attempt to make the Minotaur something better, I like the Minotaur but it has always been flawed. Prior to the most recent change it was versatile and fun to shoot but crippled by pathetic damage, after that change its damage is sufficient but its clumsy (increased scatter, slower everything) and the reduced arcs killed my 'beloved' almost functional Mino-fish loadout.
I've also had a half formed idea for using the other alliance gun mechanic - the shoot and then click to trigger from the gas gun and now heavy mine - discarding the buckshot from the Minotaur entirely making it shoot a something that a short delay after the trigger click explodes with a knockback and damage AOE.
Atruejedi:
I love the Minotaur as it is now and think it's greatly misused/underused/underrated in non-competitive matches, but I agree it could use a "buff" and a charging mechanic might be the ticket.
Currently Heavy Clip is the only absolutely required ammo for the Minotaur because the buckshot spreads out so much. If holding down the mouse button to "charge" the weapon would focus that spread into something (almost?) as precise as a Heavy Clip shot, I'd be all for it, so long as this charging would greatly reduce the firing rate and not render using Heavy Clip moot. Comparing Heavy Clip to this imagined charging mechanic should result in: Heavy Clip fires fewer shots per clip much more quickly, but charging the shots without Heavy Clip fires more shots per clip over a greater amount of time. So long as my Double Mino Light Flak Galleon remains intact, I'm happy 8)
On another note... doesn't the Minotaur actually shoot compressed air? How the hell does that shatter components and armor? lolz
Unarmed Civilian:
--- Quote from: Atruejedi on January 18, 2017, 07:20:58 pm ---...but I agree it could use a "buff" ...
--- End quote ---
Remove clip size reduction on Heavy Clip.
Atruejedi:
--- Quote from: Unarmed Civilian on January 18, 2017, 07:41:33 pm ---Remove clip size reduction on Heavy Clip.
--- End quote ---
I'm not against removing the Heavy Clip ammo reduction... but it needs some sort of downside. I do think a 25% reduction is a bit steep. I think 20% is much more reasonable, but I'm genuinely curious as to how you (and others) would balance it if it didn't suffer a clip size reduction.
Less damage?
Slower fire rate?
Lower gun rotation speed?
I'm partial to both of the latter options simultaneously. Slow down the rotation of the gun and make it fire a bit slower.
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