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Damage modifier normalization

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Echoez:

--- Quote from: Queso on July 14, 2013, 07:57:27 pm ---Alright, now that we have some math down, want to see what the game is actually like in this state? How about Tuesday night for testing? Around 8PM EDT? After we do some testing we can play around with the numbers a bit and see if it's an interesting idea still or if I get forced to walk the plank.

--- End quote ---

Not sure what timezone EDT stands for as I am european, I am in GMT+2, hope that helps.

After I did the math, I tested it, as you see in the screenshots, Lochnagar destroyed my heavy gun instantly instead of just damaging it.

N-Sunderland:
EDT is the same as EST

The numbers will take quite a bit of playing around with to make sure we don't have silly situations like Junkers getting two-shotted.

Echoez:
My concern is that Flechette is already fine where it is, so I don't think it needs any changes, no damage type other than probably explosive and piercing need any changes what so ever, explosive to a lesser extend, I support that we lower piercing to 1.2 and get done with it instead of messing with a lot of delicately balanced weapons. If the Carronade one shots armor, just think what the LJ could do, destroying balloon, armor and hull like its nothing, from range.

N-Sunderland:
Agreed. Flechette is nice in that it deals lots of balloon damage while still doing a decent amount to armour, so the main focus should be to lengthen engagements and diversify strategies by making piercing and explosive less specialized.

Keon:
What's the HP of a target dummy compared to, say, a pyra?

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