Author Topic: The Real Goldfish Fix  (Read 25879 times)

Offline GeoRmr

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Re: The Real Goldfish Fix
« Reply #30 on: April 25, 2014, 07:20:37 am »
Okay, I'm not going to give away anything, but let me just say: wait for the next patch ;)
There is no balancing for the goldfish coming in the next patch, what are you saying?

Offline Milevan Faent

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Re: The Real Goldfish Fix
« Reply #31 on: April 26, 2014, 06:04:49 pm »
The goldfish will be effective in the next patch. Since it was talked about in the last Dev App, I'll just outright say it now. Flamers on the goldfish + their heavy weapon will be devastating.

Offline Mysterious Medic

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Re: The Real Goldfish Fix
« Reply #32 on: April 26, 2014, 09:46:54 pm »
I don't see how the flamer buff will somehow stop the goldfish's front gun from being taken out.

Offline Dutch Vanya

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Re: The Real Goldfish Fix
« Reply #33 on: April 26, 2014, 10:08:46 pm »
I also don't see your point milevan. The flamethrower will be used AGAINST the goldfish just as effectively.

Offline Milevan Faent

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Re: The Real Goldfish Fix
« Reply #34 on: April 27, 2014, 03:23:47 am »
The flamethrower is practically as good as having gattling/mortar, if not as fast. Having that on both sides, plus the heavy gun, makes it a viable ship. Or at least more viable than it is now.
« Last Edit: April 27, 2014, 03:27:12 am by Milevan Faent »

Offline GeoRmr

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Re: The Real Goldfish Fix
« Reply #35 on: April 27, 2014, 06:11:47 am »
Milevan, not meaning to sound rude or derail the thread too much, but do you ever actually play Guns of Icarus Online? You seem to make myriad of erroneous comments on this forum... ^^
Buffing one light weapon will not change the goldfish's situation at all, especially not one that can be completely countered by chemical spray.
« Last Edit: April 27, 2014, 06:15:01 am by GeoRmr »

Offline macmacnick

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Re: The Real Goldfish Fix
« Reply #36 on: April 28, 2014, 02:19:09 am »
*Almost completely countered... don't forget the 'impact' damage as I like to call it...  flame particles still do damage upon hitting a component.