GK Balance Suggestions

Issues dealing with gameplay balance.
Tex
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Re: GK Balance Suggestions

Postby Tex » Mon 18 Nov, 2013 4:29 pm

I was under the impression that the GK plasma cannon got too many nerfs last time I used it. I mean yes, I do remember it being way too strong when it didn't do friendly fire AND it could fire on the move, but for the price you pay for it, right now its fairly bad.

I could definitely see it getting fotm back if the range stays the same.
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Ace of Swords
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Re: GK Balance Suggestions

Postby Ace of Swords » Mon 18 Nov, 2013 5:12 pm

fotm no.

But a faster fire rate could do.
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Ar-Aamon
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Re: GK Balance Suggestions

Postby Ar-Aamon » Mon 18 Nov, 2013 10:41 pm

Or increase the range?! As now the plasma dread is easy to shootout and even easier to tie up in melee.
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Torpid
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Re: GK Balance Suggestions

Postby Torpid » Mon 18 Nov, 2013 11:05 pm

Well increased ROF would surely fix that more so than FOTM or increased range would do?

I mean, obviously lascannons and such need to out-range it for barrance reasons, the thing can attack ground and with increased ROF it would be more dangerous to merely shoot at and it could AG more to punish melee.
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Faultron
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Re: GK Balance Suggestions

Postby Faultron » Tue 19 Nov, 2013 1:27 am

plasma cannon dread has 35 range not 27
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ThongSong
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Re: GK Balance Suggestions

Postby ThongSong » Tue 19 Nov, 2013 2:55 am

The thing either needs a range increase or keep it's measly range but let it FOTM. it's pretty much impossible for this thing to fire on any tank as by the time it starts to wind up, the target has already moved out of range and the dreadnought takes a step forward and cancels it's windup
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Orkfaeller
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Re: GK Balance Suggestions

Postby Orkfaeller » Tue 19 Nov, 2013 9:30 am

Well, its not really there to fire on tanks, its there to fire on infantry blobs and enemy setup teams, CPs etc
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Ar-Aamon
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Re: GK Balance Suggestions

Postby Ar-Aamon » Tue 19 Nov, 2013 10:18 am

Range 45 would be fine (like Land Raider Phobos). Now the Plasma Dread can outshoot normal units but he is still vulnerable to long range AV such as lascannons or autocannons. It would really help to counter bunker play with attack ground.
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Nuclear Arbitor
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Re: GK Balance Suggestions

Postby Nuclear Arbitor » Tue 19 Nov, 2013 7:39 pm

plasma cannons do knockback though so you'd only get one shot off before your setup team was either wiped or forced off.
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Torpid
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Re: GK Balance Suggestions

Postby Torpid » Tue 19 Nov, 2013 7:43 pm

Exactly, which is why range is not an option.
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Tex
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Re: GK Balance Suggestions

Postby Tex » Tue 19 Nov, 2013 11:58 pm

So essentially it needs a very frontloaded kind of firing, just like that las cannon havok, if it isn't going to be gifted with a short range fotm cannon. Otherwise it will continue to wind up and then not even fire as it currently does.
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Flash
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Re: GK Balance Suggestions

Postby Flash » Wed 20 Nov, 2013 2:42 am

frontloaded?
ThongSong
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Re: GK Balance Suggestions

Postby ThongSong » Wed 20 Nov, 2013 3:14 am

frontload as in the las cannon havoc fires the instant they are set up. unlike plasma cannon devs or las cannon devs who have a windup before they fire.

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