12-25-2015, 09:30 PM
While these new changes made cap combat slower paced and good for some BSs. (others left unchaged) This update made the mako the worst battleship in the mod.
Its weak armor and sluggish turn rate combined with this cerb nerf makes it literally useless. Getting into combat range means certian death for it against literaly -ANY- battleship in the mod. It can only fire 2 primaries backwards 2 up and 2 down the only direction it can fire all 4 of its prims is foward and because of its weak armor it cannot tank into anything.
My opinions:
- needs a turn rate increase
-needs better arcs.
And this brings me to the other topic.
All the cerb nerf really did was slow the pace of cap combat (which I hate slow paced combat), while others like it I still think primary turrets should be more diverse/flexible so it allows certian caps to have loadouts unique to others in terms of primary turrets. As it is all houses have basic prims and their house prims. There should be a wider range of house primary turrets.
Example: Give houses with dreads a range of more slow but heavier damaging prims that require the same energy they do now. While giving houses with medium/lighter BSs a wider range of less damaging, but faster longer ranged prims that require less energy.
Just my opinions hope devs take a look at this.
Its weak armor and sluggish turn rate combined with this cerb nerf makes it literally useless. Getting into combat range means certian death for it against literaly -ANY- battleship in the mod. It can only fire 2 primaries backwards 2 up and 2 down the only direction it can fire all 4 of its prims is foward and because of its weak armor it cannot tank into anything.
My opinions:
- needs a turn rate increase
-needs better arcs.
And this brings me to the other topic.
All the cerb nerf really did was slow the pace of cap combat (which I hate slow paced combat), while others like it I still think primary turrets should be more diverse/flexible so it allows certian caps to have loadouts unique to others in terms of primary turrets. As it is all houses have basic prims and their house prims. There should be a wider range of house primary turrets.
Example: Give houses with dreads a range of more slow but heavier damaging prims that require the same energy they do now. While giving houses with medium/lighter BSs a wider range of less damaging, but faster longer ranged prims that require less energy.
Just my opinions hope devs take a look at this.