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Damage modifier normalization

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Queso:
These were just some initial test numbers awkm threw on there in a few minutes. It's a fairly simple change so if after we do some testing you want to suggest a few changes it shouldn't be too hard to do. That being said I think balloon damage should be a little less all or nothing than it is now as well. Otherwise it just turns into a giant piece of armor OR a giant weak spot depending on other team's gun loadout.

Echoez:

--- Quote from: Queso on July 14, 2013, 01:16:39 pm ---These were just some initial test numbers awkm threw on there in a few minutes. It's a fairly simple change so if after we do some testing you want to suggest a few changes it shouldn't be too hard to do. That being said I think balloon damage should be a little less all or nothing than it is now as well. Otherwise it just turns into a giant piece of armor OR a giant weak spot depending on other team's gun loadout.

--- End quote ---

Balloon damage output is something that is there to reward the difficult task that it is to close range with the carronades, the only weapon that breaks that law is the LJ, so with balloon damage you might want to take a look at the weapon rather then the modifier itself, if the Heavy carronade can't two shot the balloon then you end up with a very time consuming weapon which will be detrimental to its usage due to how risky it is to put yourself in range to use it already.

Lord Dick Tim:
I think one of the first things we may need to look at is breaking the game up into different phases when considering damage normalization.  We have the start, the long range/support/buffing phase, the Medium range/repair/positioning phase followed by the Weapon Melee/Ship Triage repair finished with death/retreat/repair.

When examining each of the weapons we can consider their respective role in each phase, and adjust accordingly what their values may be depending on their value in each phase and what they would best do to keep in their respective phase, this will also bring into consideration the various ships and how well they perform in each phase.

The Mobula would plainly do good in the Long range phase, while the Squid may be able to bring the fight to the Melee phase much faster before a team has a chance to buff up and get into a good position.

Echoez:
Yeah about that Heavy Flak age.. forget it..

All I have to say is that the Hellhound, with these modifiers would instantly break Junker level and below armours in one shot with Lochnagar loaded and buff.

(340*0.6+220*0.4)*(2.25+0.2) = 715.4 armour damage in one shot.

Also, PermaHull damage = 632.1

So about that Junker.. how do you like getting 2 shotted out of the sky? :P


Queso:
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.

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