' Wrote:You are mistaking gatling stats with standart solaris stats:
a) you don't have correct update 3 stats, in update 3 gatling solaris uses exactly same energy/s and does almost 50% more damage/s than normal solaris
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b) there's nothing wrong with my statement, if you remove dispersion from gatling solaris, they will do more damage than normal ones for same energy and only "disadvantage" will be higher refire.
Igiss says: Martin, you give them a finger, they bite off your arm.
I will speak about bs turrets that i used... I think cerberus, mortar, primaries are balanced. Flaks use too much energy. Solarises - I don't know..in 4.85 I used 4-6 solarises depending of ship, now I have the same number or two times more of them and I can't even deshield someone before he breaks off attack... Gatling Solaris - I like them in theory and I would mount one or two of them depending of number of class8 and arcs but I can't cause I find normal solarises unserviceable so I can't give place to gathlings...
Eh, everything is mostly fine,only a few things really.
BS Solaris:. On the Valor, I could have a Umibozu at 300m and my shots wouldnt do much to him. A slight damage upping imo would make them a bit more effective.
Criiser slots: Both the Class 7 slots are up front iirc on the LSC. Need one in the back for a mortar, or the LSC's ability to run n' gun when needed is way harder.
Resheph: Main problem. With the way you put the class 7 slots, makes the thing useless.
If the last slot and the first slots can be switched, so the Mortar is on the top middle slot facing forward, the Resheph is more effective in fighting.
That, or buff the core for duel LMs, cuz one LM facing backwards or one covering only one side is not gona cut it.
Otherwise, not bad.
Missiles are fine as is imo. Don't screw up my symmetry :s
Erm, edited due to using K not M for distance. (doh) just realised it.
BR's. Still useless, now even moreso now that they take the same slots as a heavy. They are too slow to hit anything small and too short ranged to work against their primary purpose, anti gunboat.
I would suggest either making them very high range or speed or increasing refire and lowering energy use. Currently even a primary does a better job at anti gb.
another problem, pulses. While i understand the idea behind them on primary slots for bs, the execution fails, with the primary turret destroying the sheild faster than a pulse in the same spot, and since ships are armor-tanks a weapon that only is useful for the first 5 seconds of a capital engagement is useless on that slot. suggest either increase refire rate and lower energy cost to compensate, or the better option, weaken them and move them to light slots, cutting damage and energy usage accordingly.
Also, Not exactly a prioroty atm but with everything limited to so few slot choises now the cap guns need more variety.
4 options on light, (flak, solaris, gatling, secondary)
2 options on primary (pulse, primary)
5 options for heavy (M, HM, BR, Missle, CERB)
I would suggest adding versions with lowered refire and speed but increased range, making it so at range a heavy bs can dodge if needed but at the same time increasing battleship engagement slugmatches to avoid the point-blank dakka dakka type battles.
I would also suggest adding a option to mount lower-class guns on the battleship slots, such as putting a primary on a heavy slot. This would encourage a little more fleet-setup and would mean more variation in loadouts. Currently due to the limited options in feasibility most loadouts either use solaris and flak or secondaries and cerbs/missles/mortars depending on the ship.
Kitting up for a fleet engagement type no longer has any point since you will lose to both.
Well i didnt thought i would write it, but since i have tested it in fights i am satisfied with the armament at the moment, as for my Storta Dessie i kept the setup from 4.85 - works still fine, then on battleships i like the quad cerbs and prims and i tested also the BS solarises in fights - works fine for me. If there will be some minor buff changes to BS solarises like proposed from other players in this thread it will be also appreciated:)
The BR being a class 10 rather than 9 is kinda... weird.
id suggest making BR class 9. of cours epeople will be able to mount up to 4 of the things. But it'll eat their plants. and it hurts your anti-cap ability a lot. Right now mounting BR means you castrate yourself unproportionally when fighting other caps.
Looked at this some more and now I'm convinced that the cruiser battle razor is just too slow for the damage and energy. Right now the refire rate is so long that the power core regenerates more than was consumed before it can be fired again; the weapon should fire faster than the core recharges the energy that was consumed. For what it uses now it should probably be bumped from .25 to .33 (the same as gunboat rzor) or maybe even to .50 (the same as gunboat forward gun). That seems wrong to me. If you want the refire to stay this slow, then the damage and energy consumption both need to be bumped up at least 1/3rd.
The turret split totally killed ability of caps to defend themselves. While your goal, weaken the caps without ability to solely focus on single task is more then complete, its kinda meeeh.
First off - class 10 slots have most various turrets, BR, missile, mortar, HM and cerbs. Great. Well honestly, good battleship needs three outta these five, at best dual. Now with 2-4 slots, its kinda impossible to have ship that can do decent damage to more then one ship type.
CLass 9 - prims and pulses. Okay, too few of them to make a difference, pulses are still not really that viable since they can only really hit battleships and stupid stationary targets.
The turret split is well done, but as said before, making BRs class 9 would make them more useful, right now I dont know anyone 'wasting' a Class 10 slot for them and wouldnt do so myself. Missles are fine at Class 10, I dont really miss the BS missle spam.
like mentioned before, the Razors should be made Class 9.... If you think that the BR is too powerful as it currently is, then make it follow the same damage/energy usage line as GB and cruiser does.... because currently the BR is a friggin short range LM