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Ships with the power to kill

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Plasmarobo:
I'm honestly not sure that lowering damage is a good solution. If your engineers are doing it right, it can take more than a full clip to get that armor down. I've hit with every shot in a 45 clip, and the damn armor never went down, cue other ship booking durning my reload.

I think the current situation requires great engineers. I'd love to see it timed so that as long as the hull engineer has split second timing, he can at least get the gat to re-load before the armor goes down. However, I foresee it being too easy to keep the armor up if the piercing damage is lowered.

Something to test out in the dev app maybe? Also I like quick kills and prefer a quick game where every tactical decision has dire consequences, so it might be down to a difference in desire here! To me, tactics happen before a single shot is fired!

Captain Smollett:
With top notch engineering by an entire crew; all ships other than the goldfish, spire and squid can survive a full clip of heavy ammunition before their armor breaks.

QKO:
A proper Galleon is most definitely a kill ship. As for the damage vs hitpoints talk, meh. People take piercing because it has the longest range weapons available with that purpose. People take mortar because it's OP. And that's that really. There's no point in spending brainpower on the issue.

If the pilot wants, he could be running a much more brawly build by using carronade flamer, or he could go longer range and use lumberjack + explosive weapons. Though both of these options are vulnerable to the range of a ship with gatling+mortar on board (effective range vs arming time).

I do however think, and have thought for a while, that the repercussions on killing a support ship is too high. The ships would be balanced around this concept, but not really. And since hull is zapped the first time the armor goes down(by the OP mortar+greased rounds) anything with a low armor value is not really viable. That is why Pyramidions and Junkers are so common and why the Galleon is picked over Spire.

Instead of having it cost one full point to lose a squid or goldfish, it would make much more sense to lose just a fraction of it. Then the hull life on these ships can also be lower and the ships would see a lot more use far more easily(because then they are cheap). In comparison now, a ship that gets lasered out of the air like nobody's business, like the spire is now given the same worth as killing a Galleon that can stay in the air almost indefinitely, doing the exact same thing, just better.

The point system I'd propose is the one used in the Gundam VS games. http://www.youtube.com/watch?v=CX4qE5FhfjU In the loading screen you can see their points (2500, 3000, 3000, 2000), the max points to be expended in that game is 6000. That is the green and red bar you see in game. When a suit dies, it's points are taken from the amount of points a team has to spend. So if a 3000 ship dies, 3000 points will remain, if it dies again 0 points remain, if either ships dies then they lose.  Support suits in that game are far less costly than the mid range and high range suits in that game, which is also why they see quite a bit of use in there.

The same thing could be done in GoIO making it much easier to balance the game and balance certain ships in the competitive context of the game.

Echoez:

--- Quote from: Captain Smollett on September 05, 2013, 01:51:51 am ---With top notch engineering by an entire crew; all ships other than the goldfish, spire and squid can survive a full clip of heavy ammunition before their armor breaks.

--- End quote ---

Does it realy matter? Now that they added visual effects of the armor being weak (few smoke clouds here and there indicate that their armor is low) you just begin spamming mortar shots before the armor goes does, break it and procceed to maul their hull, not too hard to learn and pretty damn effective.

Again, that's not realy the problem, but I think I've wasted enough brain power explaining it already so do excuse me.. I'm not doing it again.

Zenark:
I've avoided using heavy clip on a gatling in favor for greased. (I know, I've heard the arguments, I still prefer greased)

It seems that every gun has a weakness except for the gatling and mortar. Artemis can't aim up, carronade has short range and can't aim down, flamer has incredibly short range, flak is inaccurate and has a relatively small clip, Mercury can't aim down and has low ammo, Harpoon is useless, hwacha has a long reload, heavy flak has only two shots and is only long ranged, heavy carronade has two shots and can't aim down, lumberjack has a small Horizontal arc, etc.

The mortar is supposed to be short range, but Lesmok rounds turn it into a laser gun which still has enough ammo to kill a ship outright. The gatling is 'inaccurate' but ships are big enough that most shots will hit unless you're at max range.

I can't think of any other weapon that can kill a ship in one clip, not to mention so easily. Any ship that can get a gatling and mortar on a target becomes a kill ship, so I still think the issue isn't with the ships, but with these two guns.

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