^^
Stop trying to charge a sniping ship and thinking it's okay to get away with it.
I dub the artemis as the noobtube. I tend to use them if I have a very low level crew. So if your Captain is flying a 3 artemis junker, it's because he thinks you are a bunch of noobs!
Remember to use these...
(http://blogs.ca.com/cloud/wp-content/uploads/sites/71/atmosphere-clouds.jpg)
I agree with this. the double junker artemis setup is very very strong and possibly on the overpowered side of the scale.
However there are ways to counter it, also you shouldn't see it as boring for your team. Part of this game is to continuesly fail in trying to beat something that you have trouble with. Keep trying and trying thats the only way to break it. find flaws in your enemies.
some examples are whats your enemy's altitude? can you approach from above? can you approach from below?
Can you use the terrain to your advantage?
Can you effectively tank 2 enemies while your ally kills them?
take this into consideration improve your piloting skills, have faith in your crew and work around their disadvantage like bad at long ronge but very able in close combat and repair situation.
Some setups require you to be very durable / mobile while other setups requires you to go in and hit hard.
This said I agree playing on the artemis ship is possibly the most boring thing I have tried to crew and pilot on, but some players enjoy it so they should be allowed to do it.
If you ask the lobby nicely maybe they will change their loadouts.
I know there's a huge 8 page long thread on the Art, but I'm really disappointed in seeing it wasn't nerfed/changed in this recent patch. I loved this game the first week I discovered it: noobs everywhere, tons of crazy ship and weapon combinations and learning the game was awesome. There were tons of low ranks to play with and so many different strategies to discover and learn with. Now I log in to nothing but rank 10+ clan tryhards in the only 4 games available and they're all using Art metas. It's so boring. I've played this game for less than a week and I'm already bored and tired of it. During peak hours, it's not much different. Maybe 8 games available with clan stacking everywhere.
Does anyone else feel the same?
^^ Eric at the helm, probably true. Oh well, one day he says balance is great, don't wanna touch anything, next time it's a heavy nerf. Nothing in between with that guy. That's alright, Gents can at least go back to using lumberjacks and heavy flaks again...until those get nerfed.
BTW gilder, Zuka has been running a squid (it's tied as best ship with junker imo) against my arti build and it's really tough to beat. I'm a huge advocate of the squid but he barely has flown it before and he was still handing me my ass.
In the Gents we take carro/flamer, do a charge with the carro going, ram their balloon at full speed, and then sit on them with flamer for a teabag kill :D
Love of God Gilder. The squid is in a good place right now for everyone except you.
Try to keep this on topic, you can start a new thread about the state of the squid if you need to.i think combining a squid with artemisses could be considerd highly lethal.
Try to keep this on topic, you can start a new thread about the state of the squid if you need to.i think combining a squid with artemisses could be considerd highly lethal.
I'm sorry, but almost all of that was wrong.
In my opinion it doesn't matter how hard it is to use. If it has the power to do a lot morethen other weapons then it's unfair.
Two artemis can kill hull health. The meta build I see right now is hades (extreme hull armor damage) with two artemis (extreme weapon and decent health damage). This gives great long/medium range. On the other side of a Junker gat/mortar. Extreme close range killing. That's the meta ship I'm seeing more and more of. Just tired of it.
In my opinion it doesn't matter how hard it is to use. If it has the power to do a lot morethen other weapons then it's unfair.
Two artemis can kill hull health. The meta build I see right now is hades (extreme hull armor damage) with two artemis (extreme weapon and decent health damage). This gives great long/medium range. On the other side of a Junker gat/mortar. Extreme close range killing. That's the meta ship I'm seeing more and more of. Just tired of it.
Don't forget that hades also does a very respectable amount of hull damage (1.4x modifier). The counter to this art/hades is a disable-y mobula, lumberjack spire or carronade goldfish. Details here https://gunsoficarus.com/community/forum/index.php/topic,2920.msg53678.html#msg53678
In our practices the Gents have found the mobula to be the hard counter to the triple arti junker, which is great because it makes the mobula valuable competitively for once.
You know you can outmaenuver art hades junker much more easily than triple art? Lower overlap with hades + hades is ahrder to shoot.
You know you can outmaenuver art hades junker much more easily than triple art? Lower overlap with hades + hades is ahrder to shoot.
Did I just hear the words 'junker' and 'outmaneuver' used in the same sentence?
I'm looking into the Artemis but also not trying to flip the table over.
Balance changes are going to be much slower than they have been since we've come to a very good equilibrium now.
The arc is what makes it worthwhile on a Junker. Trifectas should exist.
I strongly feel that the downwards arc on the Artemis is fine, however the logical tactic to countering them is to be above your opponent. As it currently is the Artemis upwards arc is too high and at a only a slight distance Artemis are too easily able to hit targets above them. Nerf the upwards arc please.
I think the comment was due to the fact that an increase in artemis upwards arc is essentially an overall buff to the gun even if turning arcs and downward arcs are reduced.
At 1100m, an artemis with 10' upwards arc should have about a 200m upwards range. Add to this the fact that if you start going up even slightly, your ship will tilt backwards, adding another 5-10 degrees to your arc. An artemis can currently easily hit a max height ship from the bottom of the map, especially on dunes where the ceiling is so low.
Okay, show me a screenshot or video then. I don't care for mathhammer.I'm not somewhere I can actually get a screenshot or anything, but later tonight I'm sure Geo would be happy to jump in practice with me and set up a screenshot. It's basic trig. 1100*tan(10). Draw a triangle. The farther away your target, the higher they can be in relation to you. At small angles like this, there is a fairly linear relationship between angle and max height achievable. So if we were to halve the max angle of the artemis, it would only be able to hit about 100 meters above itself in our example situation. If a ship could achieve an upwards angle of 10' and an artemis works the same way it currently does, the max height would be around 400m.
If they were truly at the ground level and another ship was at the sky limit there is no way an artemis can hit that. Something isn't adding up. Maybe it was a merc or two. I think you need to go shoot an artemis and truly see how limited it's upward arc is.
-edit- I was going to complain about Dunes, but it doesn't belong here, so I removed it.
That really doesn't strike me as outrageously high especially since you were using Lesmok, an ammo type that will functionally never be used on an artemis.
Sacrilege just won the sunday rumble using double mobulas fully loaded up with lesmok on Battle of the Dunes. We were able to merc/artemis the Gent's mobula from outside their artemis' range.That really doesn't strike me as outrageously high especially since you were using Lesmok, an ammo type that will functionally never be used on an artemis.
Lesmok artemis on dunes can be extremely devastating from the southern spawn and is a valid ammo type for the artemis. these screen shots do not take into account the fact that your ship would be bouncing slightly higher from the floor that the absolute bottom and would be pitching back due to the captain beginning an ascent.
That really doesn't strike me as outrageously high especially since you were using Lesmok, an ammo type that will functionally never be used on an artemis.
Lesmok artemis on dunes can be extremely devastating from the southern spawn and is a valid ammo type for the artemis. these screen shots do not take into account the fact that your ship would be bouncing slightly higher from the floor that the absolute bottom and would be pitching back due to the captain beginning an ascent.
Sacrilege just won the sunday rumble using double mobulas fully loaded up with lesmok on Battle of the Dunes. We were able to merc/artemis the Gent's mobula from outside their artemis' range.
If you're fighting at a range where you need Lesmok Artemis, you would probably be better suited using Heavy Flaks, Lumberjacks and Mercs. Regardless thats hardly an amazing vertical range and would be difficult shots if you're fighting a moving target or a ship that isn't a spire.
Sacrilege just won the sunday rumble using double mobulas fully loaded up with lesmok on Battle of the Dunes. We were able to merc/artemis the Gent's mobula from outside their artemis' range.That really doesn't strike me as outrageously high especially since you were using Lesmok, an ammo type that will functionally never be used on an artemis.
Lesmok artemis on dunes can be extremely devastating from the southern spawn and is a valid ammo type for the artemis. these screen shots do not take into account the fact that your ship would be bouncing slightly higher from the floor that the absolute bottom and would be pitching back due to the captain beginning an ascent.
Awkm, I gotta say, the the balloons you added to the missles that make them arc up after you fire them are really interesting but I am not sure if you needed to added 400 impact damage to the shot. I mean the 60% fire chance seemed like enough.lol, In the mythical world where this happens though it has totally nerfed the artemis because I can just pop artemis balloons out of the sky with my carronade as they come at me - dropping the artemis bullets to the ground. Carronade is back to being OP.
Proposed Artemis tweaks are on dev app. Looking forward to testing and feedback. Please remember to keep dev app activity to the dev app forums boards.
glad to see everything is just as I left it; "you want to counter long range? well then bring long range duh..." back to leaving it...
Wait, doesn't the gat do something like 17-ish damage per shot?
Still too strong vs. heavy guns, especially the gallon's, personally, the gun can just vanish and I would not even care.And goldfishes and squids, which are both very vulnerable to art bi- and trifectas.
How many Artemis shots does it take to brake a heavy gun? Two with burst ammo?I don't have that answer, but burst ammo doesn't affect damage output, only clip size and blast radius. 2 shots with burst is the same as 2 shots standard ammo. ^.^
How many Artemis shots does it take to brake a heavy gun? Two with burst ammo?