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« on: July 30, 2013, 07:55:24 am »
Echoez, most of your complaints seemed centered around the "OMG GOLDFISH IS USELESS AGAINST A MERCURY" argument and the fact that it can disable components too well.
Please tell me how is changing its ability do do permahull damage going to fix that? I can still snipe your Goldfish or Galleon or wathever and by the time you get close I'll just finish you off with something that deals explosive damage while keeping your guns disabled 100% of the times, at least this seems to be your opinion.
It seems to me that your opinion is heavly biased against this gun, meanwhile the few people that support the idea of changes to the Mercury do so because they play in the competitive scene where apparently long range spamming is an issue.
An issue with the players, in my opinion, not the guns, but I've already voiced my opinion on the matter in other threads.
I never had the impression that the Mercury can absolutely dominate a game, it's a strong weapon no doubt, but you are basically denying all its flaws and pointing at your math as your only argument, which in the complex reality of a real match I'm sorry to say but isn't as important as you make it seem.
You are also totally convinced that brawling isn't a viable solution unless the enemy captain has the piloting skills of a tomato, something which I find simply false. Even in Dunes there are dust clouds, wreckages and uneven terrain that can be used to move undetected and to provide cover against long range fire, in addition to good old piloting skills that is.
And I know this from experience, having been on both sides of the issue and having found ways around it.
Theorycrafting can deal some serious damage to the game balance.
Finally, I don't think that every ship and every weapon loadout should be equally viable in every map and against every opponent. There should be some tactics involved in choosing your loadout and ship, if you take a Galleon in Canyons you are at an objective disasvantage because it will take you a long time to navigate and there are many narrow passages. Same thing for the weapons, brawling in an open map is doable but risky unless you pick a fast ship that can quickly close the distance. I don't see the problem with that.
Anyway, I agree that baby steps is the best way to fix any balance concern, radically changing how an entire category of damage works or taking away any kill power the Mercury has will absolutely wreck this game and make it even more frustrating for new players.
I'm happy to see the devs taking the reasonable approach.