Main > Gameplay
GUNS & GUNS SKILL v1.3 Balance Issues
Echoez:
--- Quote from: Nidh on July 13, 2013, 02:57:47 am ---
--- Quote from: Lord Dick Tim on July 13, 2013, 01:33:17 am ---I'm still of the opinion piercing does to much damage to quickly to Armor. I like the utility we have with the different guns and various play styles that can be achieved, but I feel strongly that more diversity could be found, more use for various ammos, if the over-all effectiveness of piercing was brought down so breaking a ships Armor is more a result of overwhelming the teams Engineers with good positioning, timing and applied spread grouped weapons from multiple ships, rather than a single ship with a good dual or trifecta combination that requires piercing as part of its damage equation.
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I agree with this ^
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I second this, there are so many interesting loadouts that get ignored completely due to piercing's effectiveness.
Pickle:
I agree with the above.
Shave a bit off the Piercing damage modifier vs. Armour, down to 1.2 or 1.3 (from 1.5)
awkm:
For the record, we moved towards specialization due to feedback received from beta and early in the retail release of the game. It was more normalized in the past.
Queso and some other asked to test normalized damage modifiers again on Dev App. For testers, the normalized data has been set so you can go play around in there.
EVERY damage modifier has been normalized, not just piercing. Engagement times will be MUCH longer.
Echoez:
--- Quote from: awkm on July 13, 2013, 04:42:48 pm ---For the record, we moved towards specialization due to feedback received from beta and early in the retail release of the game. It was more normalized in the past.
Queso and some other asked to test normalized damage modifiers again on Dev App. For testers, the normalized data has been set so you can go play around in there.
EVERY damage modifier has been normalized, not just piercing. Engagement times will be MUCH longer.
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Normalized as in how? I honestly do not understand, excuse me for the incovenience ^^'
N-Sunderland:
They're less specialized. So for example with piercing they'd reduce its effectiveness against armour and increase its effectiveness against hull. The idea is to have less "required" damage types as is the case currently with explosive and piercing.
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