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Messages - Frogger

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121
Gameplay / Re: 1.3 General Speculation
« on: July 06, 2013, 08:24:02 pm »
I also like Echo's suggestion of lessened damaged for subsequent penetration component hits. But I think the gun needs to be able to one-shot any component it touches initially, given its currently difficulty of use and reload time. Few people in the game are really able to use it effectively as a component buster, even with its relatively lower reload time and higher shell speed - it takes coordination from the captain to provide a steady shot, as well as a lot of skill on the part of the gunner.

122
Gameplay / Re: 1.3 General Speculation
« on: July 06, 2013, 08:18:14 pm »
For the record, as a frequent user of this gun, the only time I have difficulty disabling components is certain light weapon mounts on certain ships (but even these can be hit from certain angles). I would be much more frustrated by the increase in reload time or multiple hits necessary to disable single components. It works very well as-is as a component disabler.

123
Gameplay / Re: 1.3 General Speculation
« on: July 06, 2013, 08:15:16 pm »
Is it possible to make the Field Gun shells penetrate only hull/armor/balloon, but stop once they hit a component? That would mitigate excessive component destruction, and reduce the need for potentially gun-ruining nerfs like 10s reload time and 2 shot medium weapon kills.

124
Gameplay / Re: 1.3 General Speculation
« on: July 06, 2013, 07:21:00 pm »
As a regular user of the mercury field gun, here are my thoughts regarding your proposed changes:

I am not sure I am such a fan of penetration. It is indeed impressive be able to take out a row of guns on a galleon, but I think it is unnecessarily powerful. Considering the length of rebuild time on large guns, I think that the current dynamic is quite fine - simply let the gun one-hit kill the single component that it touches.

10s reload time is way too long; current reload time seems quite reasonable, given the difficulty of hitting components at range vs. the time it takes to repair them.

Increased rate of fire to double tap doesn't seem very realistic for the style of weapon that the merc is (a slow-loading long-range cannon).

Decreasing the projectile speed again seems unnecessary; plenty of leading is currently required to hit moving targets (or to hit while moving) with non-Lesmok ammos.

I regularly play with one of the best Mercury gunners in the game (Sunderland) and then current dynamic of 6s reload time, one-hit non-penetrating component kills seems like a good balance of risk vs. reward. I feel that your proposed changes would too seriously nerf the gun.

I do see the value in decreasing the piercing damage. It doesn't seem right that grouped merc fire should be able to singlehandedly drop targets from extreme distance.

125
News and Announcements / Re: Come test the new build!
« on: July 01, 2013, 03:43:29 pm »

126
The Pit / Re: So...
« on: June 22, 2013, 02:03:00 pm »
Wait, which one am I?  :o

127
The Lounge / Re: Players You Miss
« on: May 29, 2013, 11:06:26 pm »
That's too bad. He's a great gunner.

Also I miss Mawdjulus quite a bit. Actually talked to him yesterday - he still wants to play, but moved to China and is having problems with the Great Firewall there apparently.

128
The Lounge / Re: Players You Miss
« on: May 29, 2013, 04:34:36 am »
Does Krayt play anymore? He was a pretty solid dude.

129
The Lounge / Re: Players You Miss
« on: May 22, 2013, 12:39:20 pm »
Thanks guys :D Tis good to be back!

130
The Lounge / Re: Players You Miss
« on: May 22, 2013, 04:17:14 am »
Aw, you guys... :) I'm back! Sorry for disappearing - had a bunch of stuff going on. I won't be playing quite as much as I used to, but at least I am no longer MIA :D

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