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Would need some major modifications to the damage of some of those guns. To balance it out in PvP, while not disturbing PvE, where these guns can have a bit more of a silly damage, duplicates would have to be made. That is why the mks exist. In principal, not a bad idea to put more guns in (apart from the lag mortar), but the numbers have to be balanced out. I do not think putting more mks in is feasible at the moment with only volunteer development effort (if at all, no code changes really) or at least only very limited and slow.
I think the real issue we faced so far with the rest of the PvE guns, is finding a niche for them that wont make other guns obsolete.
The rail gun for example competes with Lumberjack, Nemesis and Minotaur.
The Coil doesnt work in PvP at all (coding issue)
Lag Mortars are out of the picture as well.
Laser is already in, so are seraph and Tiger.
From what I remember:
The coil isn't very reliable in where the lighting chooses to arc to. It could be added to PvP as is, but wouldn't really have a niche and would be outclassed by other guns. In principle that isn't necessarily a problem, although we should make it somewhat viable.
The gas mortar does have lag issues and having a gun that slows down enemy ships and is effectively a tar launcher was deemed unfun to play against - which I would tend to agree with. However modelling it after the MK2 with only a brief duration and a smaller cloud might be an option. There is still the question of what role we would want it to fill.
The accelerator has a massively longer range than all other guns and also a super fast projectile speed and no drop. This has the potential to make it oppressive at range and might make it difficult to walk the fine line between it being too strong and being too weak. There is also the question of which damage the PvP version should focus on - the PvE versions are anti-armor and anti-component.
Also, if we add these guns I would be in favor of adding MKS versions instead of using and changing the PvE versions. Overall it wasn't the right idea to go down this route in the first place (as it confuses new players) but now that we have done so, we might as well follow through to completion. Not that much dev work is needed because MKS versions can use one of the two existing models for each gun.
The MkII Accelerator does fire damage to be fair
If I remember correctly, one can do player vs player with the PvE guns by hosting a PvE practice match. That could be a good way to test how the guns currently feel (and also to test the armor kit).
Gas Mortar Mk2 seems very pvp-able, and some players suggested stats for an Accelerator in pvp too (the gun is pretty cool), Mino exists in a "balanced" state so the Accel shouldn't be impossible.
I think the only problem would be the Coils. When the Lighting does work as intended it does actually hit and destroy numerous components at once, this could be pretty hardcore when taking a high mobile ship like Squid or Junker, but maybe it could be made similar to a Mine and Flamer, doing some damage on everything?
Coil and gas mortar would make things so much worse for engineers though. Mortar with chip damage splashing all over the ship, and coil straight up frying half the components on the ship if you're small enough.
Because you just know that if coil mk 2 exists, someone's gonna slap greased in it, mount two of it on a squid and perma disable something.
You don't want a situation where you "need" to bring the armor kit. It should be an option. The coil will probably have to do less damage so it doesn't one-shot components.
Then it may run into the same problem that it has in pve, that the enemies heal faster than it disables.
Optimally it should probably do a decent bit of damage(~75%) to a primary target and then a lesser(~25%) to a secondary component.
Basically have it be a short range disable weapon that sacrifices some direct damage to RNGesus in order to hit other components in the same shot.
We have burst artemis for one shotting light components.
Ideally yes, every gun should be different, and have different situations were it's most effective.
Gas mortar is a weird weapon and probably won't be added because it's low effort for massive area damage.
You hardly need to aim with the thing, and you'll hit the entire ship
Depending on how the stats work out with incendiary, you could end up with fire tar, and just no.
Perhaps instead we might consider it as a speed control weapon?
In the same vein as mine-launcher to inhibit the approach of the enemy. The damage over time from being in the cloud won't do too much, and it could serve to help long range builds by interfering with items like moonshine and driftsail.
The slowdown effect of the mk 1 in pve is murder on attempts to use driftsail.
Since I believe the slowdown effect is a percentage, it also would affect squid and shrike more and give spire and judgement the option of gassing themselves to try and get a circle strafing ship.
The mk 2 probably wouldn't be fair in any scenario, it would likely end up with the same lot as the tempest mk s, useless spacefiller.
You'd probably need to remove the mk 2 ability to remote detonate the canisters
"Some aiming required"
I don't really think the mk 2 gas mortar should be added to pvp, as it would probably either never be used or fall into the same category it has in pve, as a "better gatling".
mk 2 mortar doesn't really bring anything new, unless you wanted to go high burst damage, low sustained damage.
Not really
The mk s variants already behave differently
And we'd be changing the rest of the gun too anyway.
But they also do different things
Atens is long range armor break/suppression with it's secondary damage type being fire.
Tempest seems to be attempting to be mini hwacha, you lose the accuracy of the artemis for wider damage spread.
It's hard to give mk 2 gas mortar something that isn't disable or AOE gatling
I believe as it stands mk 1 is effective against guns, armor, and engines, and mk 2 is effective against armor and guns
Tempest got COGed after someone figured out that putting incendiary ammo in it turned it into a weapon that deals psychic damage to engineer mains.
Atens is at least still useful.
On certain builds
At that point you're skirting back to the mk 1
At this point we basically need to take the guuns out and use them in a practice lobby against other ships and ee how they pan out.
Preferably use them in conjunction with known pvp builds to see how well they mesh with certain loadouts and guns.
We also need to make sure to test incend mortar so we can preempt that if it turns out to be a nightmare.
Test first, speculate later.
Anyway, I must sleep
Mk1 can do that as well
It's not as much of an issue with mk 1