The carronades are now a bane. Every goldfish gets a silver black dual cannon infront of their ships. Or every squid has 2 carronades.
And the damage that it does alone works better at times taking out the hull armor and health.
The shatter damage is a bit too much. It is not often that i see components braking by the carronade, i see more components disabled by the hwacha, and the hwacha still has problems. For some odd reason i cant disable the pyras guns. I heavy clipped a full barrage on those guns yet 4 or 5 hits from a hwacha could disable 2 guns. But on the pyra, nothing.
It probably has something to do with its front ram. It either absorbs too much dmg or it has a weird hitbox.
I tested mines on the pyra, and other ships. What i found out that the pyras front ram takes in a good deal of the front hitbox. If the mines hits aprox inbetween the front ram, a bit lower or on the actual ram then it recieves 40% of the mines damage, if it actually hits the hull, like it has to almost be going down at the mine then it is 100%.
Tested this on every other ship and no other ship has this problem. Maybe something to check on.
Other than that, i still think carronades are a bit too strong. Every baloon is universal, they take soo long to repair. Even for a very small ship. I also dont know why the logic for flachette to transfer over to the hull when the baloon is down. It just plainly makes the carronades a baloon and hull killing weapons. Hitting the ground is bad enough.
To add: I honestly dont know the design of having to change ammo on reload. Wouldnt it be great if it were possible to simply put ammo into a weapon from outside and then it automaticly reloads to that ammo type and stays that ammo type until wasted or reloaded again unto something else. But only dooable if no one is on the gun ofcourse.
This makes gunners to me very bad for just that reason. I would only accept gunners on heavy weapon ships but even on those i still feel like considering tripple engineers. Would be awesome if the ammo types and how you use them would change a bit to make gunners play a better role.
Saturating the ammo types is a great start. Like the lesmok nerf made lesmok exactly what it is intended for. "Wanna shoot something far away? use lesmok" For ammo types like the greased is not conrasted enough from Charged. It depends on the gun ofcourse, but compare other ammo types with eachother. Fire ammo vs greased, its not too different other than a different effect, and greased would have more benefitt for more weapons. Lochnagar vs Charged. Only 2 guns use lochnagar to its extent and that is the twin carronade and the heavy flak. While charged can be applied to almost all weapons. Having a great effect.
If you make them very different, there would be more uses for the ammo types. For example, heavy clip is almost a must on gattling, while the potential for default gattling shots can be better than heavy, but greased gattling should be devestating to the hull, but fire ammo should be chaotic, charged should force the gattling to be really strong but then it would be forced to get very close. etc...