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Gameplay / Re: Field Gun v1.3.1 Discussion
« on: August 13, 2013, 08:22:42 pm »
I think the changes are extremely good, though I was not using Lesmock so can't comment on that.
Engineering on a Junker with 1 side double mercury: it was an effective support platform at range when we were parked. Not crippling, but with communication with our captain we could lay down a pretty steady fire. If we moved at all, our hit rate at long range went down to maybe 1/8. The guns were completely useless at close range - once the enemy team found out they pressured us and we had to switch completely to the brawling side.
This is IMO exactly as it should be.
My only complaint is that the lack of downward arc ruined a completely ridiculous Mobula build that RomanKar had developed. It was so horrendously effective that it probably would have been meta in like a week
.
Engineering on a Junker with 1 side double mercury: it was an effective support platform at range when we were parked. Not crippling, but with communication with our captain we could lay down a pretty steady fire. If we moved at all, our hit rate at long range went down to maybe 1/8. The guns were completely useless at close range - once the enemy team found out they pressured us and we had to switch completely to the brawling side.
This is IMO exactly as it should be.
My only complaint is that the lack of downward arc ruined a completely ridiculous Mobula build that RomanKar had developed. It was so horrendously effective that it probably would have been meta in like a week
.
. They don't know if the 'actual' rounds are ahead or behind the tracers so don't know which way to adjust - heck, I still get confused by them sometimes!
Might be a bit too much. But bring the shame. SHAME.