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GUNS & GUNNER SKILLS Balance Discussion v1.3.1

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Nidh:
I agree, things seem to be evening out with the addition of clouds and the Mercury nerf. 700-1200 meters will be a good range to allow finishing to occur, that's almost mid-range imo. 700 meters can be closed rather quickly.

awkm:
Re-post of something I said in the Heavy Flak thread.


More ways are being added to allow ships to approach long range ships.  I've added additional cloud cover and reduced the effectiveness and easy of use of the Field Gun.  They're small steps but I think are important ones.  Hyper long range (1500m or more) engagements (with killing at those ranges) doesn't really differentiate GoIO from other shooters.  This game really shines at close to mid range combat when you see ships moving tactically, broadsiding, etc...  Long range is still pretty interesting though but there are fewer options for those engagements to take place (Heavy Flak after the coming hot patch).  In general, yes I want to bring combat closer.

The way guns behave (damage, damage types, etc...) will need to be changed in order to facilitate the move in this direction.  Things aren't going to change drastically, that's not what I want either.  Gentle nudges and realignments.  Some potential changes and effects are regrettably missed, but sometimes it reveals other issues (like Lesmok + Heavy Flak crutch).  Also, we'll need to implements new mechanics as well to ensure that these engagement ranges are possible and can be pulled off not easily but with medium amount of effort.  A cloud creation skill is in the works, we have the hooks for it so it just needs some tweaking (Tar Barrel).  Other ideas include the addition of impulse force (like when you hit a mine you get pushed a little) to weapons or specialize it to a single weapon so that you can deny angles to some extent.  This will also be important as we reexamine CP maps and how they do and don't work for us.

Some ideas I've mentioned are very experimental so take what I've said with a grain of salt.  This is just to give everyone an idea of where the game is going and what things we're working on to improve it.

Captain Smollett:
Guns are really coming in to balance now for sure.  With the Flaks already under consideration the only weapons that I feel need a look these days are certainly already known by you awkm, the banshee is a bit underpowered and..........

The Harpoon!!!!!!!!!!!!

Now that you've got the game in a pretty good state of balance, after the rebalance for the new weapon, maybe we can finally get the harpoon we've always wanted.  That gun really has so much potential for awesomeness, just give it more piercing and more tow power and people are going to be like, don't get too close to that Junker, he's going to tow you into his broadsides and tear you apart.

awkm:
Just made sure harpoon was in our backlog.

Almost forgot about that for denying movement.

QKO:
Continuation on Mortar being OP: https://gunsoficarus.com/community/forum/index.php/topic,1615.msg36970.html#msg36970

Surrete(I cannot seem to quote it anymore):
How is a Galleon supposed to outrun a Junker or Pyramidion? Nevermind the goldfishes and squids that can outmaneuver Galleons with relative ease? And the mortar range is quite large, quite frankly, it is larger than the heavy carronade, which so happens to be one of the few supposed answers that the Galleon has.

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