Author Topic: GUNS Balance Questions and Concerns v1.2  (Read 242628 times)

Offline Captain Smollett

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Re: GUNS Balance Questions and Concerns v1.2
« Reply #165 on: May 21, 2013, 11:38:06 pm »
What if the harpoon was the new close range gun.  200 piercing anyone?  We do need a new piercing weapon badly.

Offline Moriarty

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Re: GUNS Balance Questions and Concerns v1.2
« Reply #166 on: May 22, 2013, 12:10:20 am »
god forbid, 2 LJ's are stomping a ship.

Not as effective as you'd think.

Offline Kestril

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Re: GUNS Balance Questions and Concerns v1.2
« Reply #167 on: May 22, 2013, 12:25:20 am »
I would like to see something that hurts up close for a squid. The flame used to fill that role, but now it takes too long for a hit and run and isn't reliable enough for a sustained chase.

Oh goodness, potential new gun ideas.

I've got a cool-sounding steampunk-ish name for it:

Kinetic Silver Revolver

Perhaps a cross between a shotgun and revolver weapon which does more damage the faster your ship is going. That would open up some hit-and run options for a squid, and be useful on other ships as well.


Annyways, another thought that has bubbled up off the top of my head: as far as weapon-balance goes, I'm not really see banshees used a whole lot. It may be just because of the current gat/flak meta. I'm not sure if banshees need an outright buff, or if they just need a better appeal. I think they are decent all-rounders, but usually ships are specialized, so they don't quite fit in in my opinion.

Offline N-Sunderland

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Re: GUNS Balance Questions and Concerns v1.2
« Reply #168 on: May 22, 2013, 12:29:19 am »
That's the problem with the carousel. It's pretty decent at lots of things, but decent doesn't cut it.

Offline RearAdmiralZill

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Re: GUNS Balance Questions and Concerns v1.2
« Reply #169 on: May 22, 2013, 12:31:08 am »
Put a banshee on top deck, and carronade on bottom deck of a junker broadside. Have fun.

Offline Machiavelliest

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Re: GUNS Balance Questions and Concerns v1.2
« Reply #170 on: May 22, 2013, 04:31:32 am »
Something like a slug for a shotgun?  Massive shatter, but a relatively short range and just one shot to make it happen?

Offline awkm

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Re: GUNS Balance Questions and Concerns v1.2
« Reply #171 on: May 22, 2013, 10:37:46 am »
The need for an extreme close range weapon has been identified.

Let's please move new gun ideas into another thread.

Offline Moriarty

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Re: GUNS Balance Questions and Concerns v1.2
« Reply #172 on: May 22, 2013, 12:29:21 pm »
In other news you never see a typhon fish anymore, the arming time + the armour mod seem to have killed this once ubiquitous breed of fish. Seeing as the fjords tournament is a distant ( and somewhat sour) memory it could be worth looking at the flak again.

Offline Machiavelliest

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Re: GUNS Balance Questions and Concerns v1.2
« Reply #173 on: May 22, 2013, 12:47:57 pm »
Nah awkm, I'd keep it here until it's fielded so that people can offer their dissent beforehand.

Glad that caught your attention, but the totally broken fucking physics on aiming need attention, too.

Offline Kestril

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Re: GUNS Balance Questions and Concerns v1.2
« Reply #174 on: May 22, 2013, 03:00:51 pm »
The need for an extreme close range weapon has been identified.

Let's please move new gun ideas into another thread.

I went ahead and made a thread on it: https://gunsoficarus.com/community/forum/index.php/topic,1153.0.html

I think the heavy flak is fine. I prefer it over the lumberjack, actually.




Offline awkm

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Re: GUNS Balance Questions and Concerns v1.2
« Reply #175 on: May 22, 2013, 03:34:12 pm »
Nah awkm, I'd keep it here until it's fielded so that people can offer their dissent beforehand.

Glad that caught your attention, but the totally broken fucking physics on aiming need attention, too.

Any non balance issues will be deleted or moved.

If you have a bug to report, report it to feedback@musegames.com and provide reproduction cases.  For your issue, if you can record video and explain how you expect it to work and how that differs from what you are getting would be most helpful.

Offline RearAdmiralZill

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Re: GUNS Balance Questions and Concerns v1.2
« Reply #176 on: May 22, 2013, 04:37:31 pm »
So, with carronades and artemis getting firing arc nerfs, when is/will the gatling going to get in those crosshairs?

Yes, I went there.

Offline awkm

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Re: GUNS Balance Questions and Concerns v1.2
« Reply #177 on: May 22, 2013, 05:06:05 pm »
So, with carronades and artemis getting firing arc nerfs, when is/will the gatling going to get in those crosshairs?

Yes, I went there.

You mean the crosshairs that shrink and grow?  That's a feature request... so not for a while.  Very low priority at this point.

Offline HamsterIV

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Re: GUNS Balance Questions and Concerns v1.2
« Reply #178 on: May 22, 2013, 05:18:01 pm »
I think he is asking when/if the Gatling gun is going to have its effectiveness reduced. This is a question that weighs on my mind as well. The Mo' Dakka Dakka Dakka (my Pyramidion) is currently sporting three Gatling guns. When used in conjunction with an ally ship that has a Manticore the combination is very powerful. I have won games that I don't feel I should have been able to win by throwing a crap ton of bullets at my target via multiple Gatling guns.

My thinking is as follows:
Against a good team 80% of the time your bullets are going to be hitting hull armor so I should take the gun that does the most dps against hull armor.

Offline Kestril

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Re: GUNS Balance Questions and Concerns v1.2
« Reply #179 on: May 22, 2013, 05:24:25 pm »
I do agree that the gatling gun could be toned down as well, or an alternative armor shredder could be introduced.  As of now, the gatling gun pretty much an auto-take on most medium-sized ships.