Main > Gameplay
1.3 General Speculation
awkm:
--- Quote from: James T. Kirk on July 06, 2013, 07:24:26 pm ---Nerfing Heavy, in my opinion, is either going to cause more coordination between Combat Engineers in pub matches (everyone bringing Heavy won't cut it for close quarters engagements) or cause us to see a few more gunners.
--- End quote ---
Heavy is now no recoil but -30% ammo in clip.
All balance changes have a heavy focus on pub matches. While yes, field gun could always kill stuff with one hit... it's very hard to position to kill those things. Penetration makes it easier for pubs. However, it makes things WAY TOO EASY for pros. Now there's dbl tap kill. 2 shots to kill all engines and medium guns.
I hope it works.
N-Sunderland:
Which components in particular are you referring to with regards to the invisible hit boxes? I've only ever found the guns on the Pyramidion annoying, apart from the occasional dead hit on a heavy gun with absolutely no effect.
Echoez:
--- Quote from: awkm on July 06, 2013, 07:23:58 pm ---Problem is that many components are occluded by invisble hit boxes that I cannot solve.
I think Penetration needs to stay to mitigate this. It might be time to bite the bullet and accept changes to the gun.
If you're a tester, please try it.
I am looking forward to tester feedback on this.
Although, the Field Gun is just a big goddamn slippery slope. Every time I touch it, I'm asking for it. So yeah, I know this. FML.
--- End quote ---
Penetration could stay, but penetration through the whole ship is unessesary.
I think the one shot kill of components needs to remain for the Mercury, making it harder to hit with by slowing down the projectile is fine, but not absolutely nessesary. But here is where the penetration becomes a bit too powerful, but if you can reduce the damage it does after it hits one component, I think it will be fine. You can still hit engines and weapons a bit more easily, but it can't destroy a row of components easily and can not be used to both destroy a component and damage the hull as well for a full shot's damage.
I also think that if penetration is to stay, the piercing damage the mercury deals should be lowered, then it can keep its original 1.2 reload and shatter damage.
MetaFive:
I still think that if Explosive damage type was a bit better at getting armor broken down and a bit worse at getting killshots at an exposed hull, it would be a step in the right direction. The damage types have been drifting further apart into extreme specialization, and I think it's compounding the issue with paired weapons, especially THAT set of paired weapons. And right now, because of this, a ship with armor stripped either takes almost instant death or almost no damage at all, and gatling/flak hasn't so much become the preferred strategy as it's become practically the ONLY close-range strategy. This game is so unique and interesting in part because kills aren't GOING to be lightning-fast like in so many FPS games nowadays and instead calling for a lot of interaction between everyone involved... but lately, the kills have been getting faster and faster.
Assuming that explosive rounds become a more generalized damage type, ships that are unable to use paired weapons now have a better chance at being able to get kills or finish a ship on their own power, piercing weapons stop being a strict requirement and accelerate the process instead of being a requirement, and the flak finisher is still able to deal big chunks of permanent hull damage at once without bringing engagements to an all-too-rapid close.
And that last point I think is perhaps most important of all. The fact that we have a hullbreaker type and an armor piercing type means that a ship becomes vulnerable very quickly and vulnerability is a death sentence for many ships; to be honest, I don't think that a single armor break (assuming a fast and dedicated response) should be enough to conclude a battle.
Or if that's too far gone to consider at this point, give the gatling a much longer reload time, give the flak a slower firing rate and a slightly faster reload time. Make it so people will want to actually fire off a few flak shells instead of holding their shot for the inevitable (and very reliable) armor break, and so the flak cannon can't dump all its damage in the span of a second or two.
Echoez:
--- Quote from: awkm on July 06, 2013, 07:27:18 pm ---
All balance changes have a heavy focus on pub matches. While yes, field gun could always kill stuff with one hit... it's very hard to position to kill those things. Penetration makes it easier for pubs. However, it makes things WAY TOO EASY for pros. Now there's dbl tap kill. 2 shots to kill all engines and medium guns.
--- End quote ---
My concern with this is, if a pub can't position correctly and make the shot, the penetration isn't gonna benefit him at all anyway, while it does break the gun in the hands of a decent player, for better or for worse. The double tap currently is a bad thing in my eyes, while the penetration along with the one shotting components is definately a nightmare come true.
I stand by my suggestion to make the shot penetrate a bit but deal 70% less damage to each consecutive component it strikes. So first hit is 100%, second hit is 30% and then third is even less.
Navigation
[0] Message Index
[#] Next page
[*] Previous page
Go to full version