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General Discussion / Re: Back Log
« on: January 16, 2014, 09:31:59 pm »
Random idea- while the ship is impaled, make it temporarily lose a portion of its hull armor, kind of like a negative buff.
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Maybe one day a better game will come along and I will abandon this community for the other one. When that day comes I hope to drag as many of you with me as possible. You are all splendid folk.
You know you can outmaenuver art hades junker much more easily than triple art? Lower overlap with hades + hades is ahrder to shoot.
Pfft, fire weapon my arse! I wants my Sky Torpedo!
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.
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.
The largest problem is still a steep learning curve, and general gameplay quirks, not any of the changes (most of which I like). Small irks are making new players quit, as well as not understanding from the very beginning that Guns is a VERY team and communication oriented game. We have all seen the "ready up!" guys that have everything wrong in their ships or loadouts who ragequit after getting stomped. One of my good friends (and a great coder) quit after only a few matches because he kept getting stuck on stairs and other geometry, which still irks me as well.
Player falloff seems slower, so I would say the patches were a success.
I personally like the changes, as I have seen a lot of various ships being used with a lot of new gun configurations.