Info > Feedback and Suggestions
Alliance gun balance idea
Daft Loon:
The problem is that when they were powerful enough to be fun bringing multiple of them was too powerful, now that they are balanced around the possibility of bringing multiple of them they aren't very fun to use because they do pathetic damage individually.
It might be possible to add balancing them for PvP into the mix and still get a good result eventually, but it seems unlikely.
Nikola Brackman:
I think the main reason Alliance weapons have such low damage is that they are all fairly long-ranged and easy to use, two factors I've generally seen Muse treat as being in opposition to damage. After all, two of them are hitscan, one is guided, and the fourth has a fairly flat trajectory and huge AoE.
However, it's a philosophy I've noticed they have a hard time applying as illustrated by the history of the Mercury field gun, which has ranged from hilariously OP to utter garbage in the past, before settling in its current state where they pulled in the range and severely limited its firing arcs to allow it to do decent damage. An example of the opposite are gatling and mortar, which do tons of damage.
That said, the lightning gun was recently buffed and is now quite amusimg with loch and crowbar (because it only has one shot anyway). I suspect most of the Alliance guns will be going through a balance rollercoaster just like the Field Gun did.
Most of the Alliance weapons seem to be in a good place against normal ships though, they only run into problems with the boss (and honestly so does the Mercury), and there only with the armor. Though the lens array is a little bit over-nerfed and could stand to have its max damage raised a bit, since with the arc nerf no ship can focus three of them. In fact I've generally found that any weapon balanced for PvP does fine in PvE if you exclude the boss, even carronades (blenderfish is quite effective against non-boss ships). It just might end up being a given that you need at least one gatling on your team specifically to crack boss armor.
Naoura:
Honestly? I don't want them in Skirmish. I do not want them in Skirmish at all. Even with limiting a ship to 1 of that weapon type per ship, those weapons are still strong and could still do work against player ships, low damage or no.
I can see a Mobula with the gas mortar/ rocket circus low deck and the lens array on the gunner deck. Or Squids simply doing a gas mortar on it's rear, as well as using tar for the confirmed stacking chance.
Let's not forget the bloody Cav. I don't even want to think about how deadly that's going to be on a Gally, or a Spire for that matter.
Honestly, the issue with them is that they are supposed to be easy to hit with and deal with massed amount of enemies, not deal with player ships.
Cav and Tempest are going to encourage a lot of sniping builds, and the gas mortar could inspire the same. Either that, or their damage is so nerfed and thei mechanics worked on that we only get another Mino.
And @Hamster, current Corsair I feel is more of a support tank, it just needs it's flaming speed nerfed. It is too fast for it's size, too fast for it's armament, and too fast for it's weight. With the weaponry arched outwards, however, you can effectively cover and defend your entire team, doing fantastic anti-fighter and the captain coordinating with crew for anti-ship, gatlings and flaks paired up wonderfully, lumber forward.
All it needs is for it's goddamned impossible speed to be nerfed, and it would be relatively well balanced.
SirNotlag:
Is it possible for the weapons to have completly different stats for the Co-op servers and the skirmish servers? If so that solves all the problems right there.
The guns could be powerful in co-op play, and weaker in skirmish so they aren't overpowering. I don't see why they cant do this as they have different ships and weapons available compared tot he 2 modes and servers.
MightyKeb:
--- Quote from: SirNotlag on April 21, 2017, 05:01:05 pm ---Is it possible for the weapons to have completly different stats for the Co-op servers and the skirmish servers? If so that solves all the problems right there.
The guns could be powerful in co-op play, and weaker in skirmish so they aren't overpowering. I don't see why they cant do this as they have different ships and weapons available compared tot he 2 modes and servers.
--- End quote ---
I was about to object to this, since it would create a lot of confusion, before I remembered....
We're gonna have a bunch of mark 2 weapons. I think there's a good use for the "Mark 2" title for distinguishing between their skirmish and alilance version. Or mark 3. Or mark 0.
Navigation
[0] Message Index
[#] Next page
[*] Previous page
Go to full version