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GUNS & GUNS SKILL v1.3 Balance Issues

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Echoez:

--- Quote from: N-Sunderland on July 13, 2013, 07:01:24 pm ---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.

--- End quote ---

Will totally test.

Lord Dick Tim:
But it also limits the effect of shatter on components and flechette on balloons for now in the test server, which generally speaking isn't as much of a concern to me as the overall death of a ship that is facilitated by piercing combinations.

Echoez:
I personally think that every weapon right now is mostly fine other then the Gatling and the Mercury (Dun dun duuun, you never expected that!), the fact that both of these guns double as disablers is also something to look at. I think that just lowering the current piercing modifier to something like 1.3 or 1.2 would be most beneficial instead of making everything mostly the same.

Queso:
Yeah, I really need to get my stuff together for that test. Just been having the busiest week of my summer at the moment.

awkm:
Please make a normalization thread.

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