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Thread: cannons in RW

  1. #1
    Player
    Waffles298's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    113
    Character
    Waffles O'malley
    World
    Ultros
    Main Class
    Thaumaturge Lv 90

    cannons in RW

    so, with the changes they made to RW not too long ago i noticed there were two changes made regarding Cannons, the first change (altering potencies so the cannon deals less damage to mechs and mammets) i can understand and aggree with, but the decreased range feels a bit much, used to be from my experience that the cannons already had some blind spots due to level terrain (can't fire if a tree or other object is the way of the targeting reticle), now the cannon is less useful for base defense than a standard mech or a few players on foot. the only advantage it has is it costs no ce, but it kind of doesn't outweigh having a blind spot as large as the entire back half of your base, and being of little use helping to defend either pushes on the core from North or South.
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  2. #2
    Player
    ThirdChild_ZKI's Avatar
    Join Date
    Jan 2014
    Posts
    3,229
    Character
    Lace Valeria
    World
    Jenova
    Main Class
    Machinist Lv 80
    What I feel was largely overlooked was the reasons why matches were taking long ("faster matches" was a large idea behind the 4.18 changes):

    1. People were still new and didn't quite know what to do. In a way, they still don't.
    2. People often would throw away a clear opportunity to attack the enemy core, often in favor of fighting for mid, and losing out on the momentum the built up to that point.
    3. People were content to ride out the clock if they had the lead, instead of pushing for a decisive victory.

    The cannon nerf was a bit too much of a kneejerk change - and an unnecessary one, especially weighed against other, larger issues with the mode. I would hope 4.2 sees them readjusted to what they were, as the change has only compounded the other problems, and now makes turning the tide of battle almost impossible. Now, once a team is forced to defend their core, so long as the attacking team keeps attacking, they can do nothing but defend, already in a losing position, whereas once before, a strong defense could at least give you breathing room to mount a counterattack.
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  3. #3
    Player
    saucyshortcake's Avatar
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    Sep 2013
    Posts
    100
    Character
    Kenzeil Zolas
    World
    Behemoth
    Main Class
    Conjurer Lv 30
    Cannons are such a joke. They should do more damage vs machines and have a way better range. I can agree with nerfing them vs players, though. The operator should get some kind of defensive bonus too, probably. Hopping on one is just a death sentence versus any competent player, and most people have learned the cannon blind spots by now.
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  4. #4
    Player
    ThirdChild_ZKI's Avatar
    Join Date
    Jan 2014
    Posts
    3,229
    Character
    Lace Valeria
    World
    Jenova
    Main Class
    Machinist Lv 80
    That was the actual purpose behind the few videos I made showing myself going up against the cannons. Not-so-smart, but highly effective cannon familiarization training.

    Sure, I'll still die to a cannon if the player is a good shot/knows how to lead shots, but if they don't, I've become an anti-artillery artist.
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  5. #5
    Player
    uvuvwevwevweonyetenyevweugwemu's Avatar
    Join Date
    Dec 2016
    Posts
    408
    Character
    Pa Lin'guine
    World
    Siren
    Main Class
    Blue Mage Lv 60
    Nah boost cannons all the way. 1 shot kill, mechs/players, they all the same. Ground targeting is pain in the ass. Unless someone able to macro direct ground targeting? I can't do that with magitek mount, so doubt it.

    Quote Originally Posted by Waffles298 View Post
    entire back half of your base
    If they are melee hitting core, you can still target the core but sort of guess work and takes practice. The back far sides near spawn is totally blind spot for ranged/healer hiding there, respawners/brute should take them out quick.
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