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Making ammo type determine damage type

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Shinkurex:
this is a very interesting suggestion... and I can see how this would make the gunner more viable in some other capt. eyes.... My only concern is balance... seems like it could be a nightmare. For instance the gat... sit a gunner on that, and all he would need are piercing and explosive type ammo.... with the gat's large clip, and fast reload, it could be way too OP... how would you guys overcome this balancing issue?

Ofiach:
Maybe something like a gat couldn't use explosive type ammo. And a mortar couldn't have piercing. A few realistic restrictions would make it easy enough to balance.

I couldn't imagine two gats going from piercing to explosive on the fly... that would just be STOOOPID.


Shinkurex:
hmmm... to be honest, I'm not too fond of that idea Ofiach... if we restrict the ammo, it'd put us right back where we started where some pilots devaluing gunners... to counter suggest, what if the ammo had the defined ammo (e.g. explosive gets 4 ammo, piercing 2 and so on).... The problem with this is that you would see ray-cast weapons the only weapons on a ship, as they can be a bit more accurate. Ideas to overcome this?

dragonmere:
Devil's Advocate:
This would reduce teamwork, and encourage maverick "I know better than you, captain!!" gunners. The fact that you need two warm bodies actually coordinating and cooperating to make the gat/flak combo "OP" means it's not OP. It's balanced for teamwork. It's a tool that quickly and effectively shows crews that working together is a must, and not an option in this game. Coordination and teamwork are the difference between chasing down a galleon for three minutes while your AI decides to switch randomly between guns while shooting at random ship parts, and a 10 second strip/kill with two players who understand what's going on. If any gunner could decide what damage type he feels like using, this would make teamwork more of a pain in the ass. Hard enough convincing new players that bullets shooting straight are more important than the seemingly appealing bullets that explode or put fire damage on components.

Barbariandude:

--- Quote from: dragonmere on May 27, 2013, 11:02:06 am ---The fact that you need two warm bodies actually coordinating and cooperating to make the gat/flak combo "OP" means it's not OP.

--- End quote ---

While you do have a point that it does encourage teamwork, the main problem is that there is no other weapon combination in the game that can do the same thing (which also has the knock-on effect that the only ammo type worth a damn is heavy clip, every other ammo type is redundant, making gunners useless). There are only 2 other armour-stripping weapons in the game (mercury field cannons and harpoons), and absolutely nothing that can strip armour in the heavy weapons category. This would even the playing field for captains selecting loadouts, and be a lot less restrictive. With the reload times on a lot of the guns (allowing enemy engineers enough time to bring the hull back up) it would still need teamwork to have one player with piercing and one with explosive in order to guarantee the kill.

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