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Gameplay / Re: Reload time to damage on gun ratio?
« on: May 30, 2014, 08:31:35 pm »
Reeeeeeeealy... if this is true then the notion that a gun with 1hp left is as dangerous as a gun with full hp just took one on the noggin
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I prefer the mercury to the Hades, but only because i have a hard time hitting anything with the Hades.Why do people pair flak up with gatling guns? It seems like it's gimping the flak guns range. Wouldn't the Scylla mortar be a better fit for the gatling gun? Better sustained DPS and no minimum range to worry about.Mortar is what is usually used, yes. Flak pairs better with Hades.
my favorite story is that time I asked someone to stop they didn't and i gave them a 30 minute time out. I haven't seen em since ^.^
also another trick is to park your ship in a safe corner of the map where there are no enemies in sight and explain to the crew how the ship is going to work and wait for responses (which at times come in the form of DCs)
I'd rather have engineers not be allowed to carry an ammo type at all than gunners carry two engineer tools, just throwing that out. I'm not suggesting it, but if it is that crucial to enforce a gunner on every ship this feels better than a lot of the suggestions I've so far read.
Some engineers are responsible for Everything, buffing and repairing and Gunning. This is probably the hardest and most effective one to have. However you loose the ability for him to spot as he is in his limits.
Ha, finally a greenhorn voicing his opinion - thanks XtremeNameX!