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Re: GK Balance Suggestions

Posted: Mon 18 Nov, 2013 4:29 pm
by Tex
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.

Re: GK Balance Suggestions

Posted: Mon 18 Nov, 2013 5:12 pm
by Ace of Swords
fotm no.

But a faster fire rate could do.

Re: GK Balance Suggestions

Posted: Mon 18 Nov, 2013 10:41 pm
by Ar-Aamon
Or increase the range?! As now the plasma dread is easy to shootout and even easier to tie up in melee.

Re: GK Balance Suggestions

Posted: Mon 18 Nov, 2013 11:05 pm
by Torpid
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.

Re: GK Balance Suggestions

Posted: Tue 19 Nov, 2013 1:27 am
by Faultron
plasma cannon dread has 35 range not 27

Re: GK Balance Suggestions

Posted: Tue 19 Nov, 2013 2:55 am
by ThongSong
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

Re: GK Balance Suggestions

Posted: Tue 19 Nov, 2013 9:30 am
by Orkfaeller
Well, its not really there to fire on tanks, its there to fire on infantry blobs and enemy setup teams, CPs etc

Re: GK Balance Suggestions

Posted: Tue 19 Nov, 2013 10:18 am
by Ar-Aamon
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.

Re: GK Balance Suggestions

Posted: Tue 19 Nov, 2013 7:39 pm
by Nuclear Arbitor
plasma cannons do knockback though so you'd only get one shot off before your setup team was either wiped or forced off.

Re: GK Balance Suggestions

Posted: Tue 19 Nov, 2013 7:43 pm
by Torpid
Exactly, which is why range is not an option.

Re: GK Balance Suggestions

Posted: Tue 19 Nov, 2013 11:58 pm
by Tex
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.

Re: GK Balance Suggestions

Posted: Wed 20 Nov, 2013 2:42 am
by Flash
frontloaded?

Re: GK Balance Suggestions

Posted: Wed 20 Nov, 2013 3:14 am
by ThongSong
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.