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1.3 General Speculation

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Frogger:
I agree with Sunderland. Make the gun penetrate armor/balloon/hull but stop at components, drop piercing damage to prevent massed mercings at range, keep current shatter damage (that seems to be the primary purpose of the gun now, as opposed to pure armor/ship destruction), keep current reload time and ballistics.

Again, having to two-shot main engines & medium guns seems an unnecessary overnerf due to the skilled involved to hit such components at range. Keep in mind that the gun has to be fired at medium to far range due to its small rotation. Depending on how much the shatter damage is reduced, it could take three or more hits to disable medium guns if the gunners are on the ball repairing their guns with mallets, or possibly even wrenches. This seriously complicates one of the main uses of the weapon, as a viable counter to ranged medium weapons that allows brawl teams, with some skill and luck, to suppress enemy sniping fire and move in for a close-range kill.

awkm:
@Frogger:  Are you a tester?  If you are, then I urge you to try the dbl tap.  The rate of fire now is very fast.  It will still require slight adjustment between shots or a the proper lead up to it, but I think it's very nice.

If you are not a tester... then I can't really respond a whole to speculation.  Your feedback is of course appreciated though.

Right now, of all the recommendations: dbl shot is the only thing that's in the build.  Everything else requires code changes and I don't know if we have time for that.

The team is deciding on this matter soon.  In the meantime, try dbl tap.

Frogger:
I am a tester, and I just logged on to give it a shot.

Admittedly, I only tried it Sandbox vs. the floating dummies, so I can't give you a thoroughly battle-tested opinion.

First, I personally do not like the feel. It suffers badly from the ever-present ghost shot bug. Though I make two or three clicks in rapid succession, I get BOOMBOOMBOOMBOOMBOOMBOOM, whereas I would expect only BOOMBOOM. This has been an issue for a while with a number of other guns (merc, med flak, light flak), and it'd be nice to have it fixed, though knowing nothing about code I cannot say what would be involved.

Second, it seems like the shots are fired so quickly that they might as well go off at the same time. Why bother with double tapping?

Third, it doesn't seem appropriate for the weapon. It's a long range cannon, not a machine gun.

Those are my preliminary thoughts. I will try to log on tomorrow with a few of my clan members to give it a shakedown in battle.

Frogger:
Also, the visual jitter effect from firing the weapon makes the follow up shot much more difficult (though perhaps that's intended, can't say it's necessarily a negative)

Finally, I don't always reliably see two shells exiting the weapon upon dbl-tap firing. This makes judging the effectiveness of your shots and recalibrating your aim much more difficult, and just doesn't feel right.

PS thanks for all your hard work. Goes without saying that I love this game :)

Moo:
I have to say... Shouldn't the release of the new version be when it's ready, rather than in whatever state it's in at a pre-determined time?
I'm sure most players would understand a delay if it meant a better version eventually releases, and also less needing to adapt several times to things being changed again.

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