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PILOTING and PILOT SKILLS Balance v1.3.2

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RearAdmiralZill:

--- Quote from: Captain Blueberry on September 23, 2013, 01:51:22 pm ---OK I think the nerf makes sense now.

My thing is just that the height tools aren't very useful to begin with. As you said, chute vent is only really useful on a blenderfish. Maybe decreasing the damage but increase the time it stays effective can help with that. So it can be used to travel great distances in height, but not for short quick boosts/drops as it is currently used.

--- End quote ---

I use these tools on many occasions on various ships. I find them useful in their current state as well, so a change like that would be worse off in my opinion.

Echoez:

--- Quote from: Captain Smollett on September 24, 2013, 10:57:40 am ---It's not as much of a nerf to the blenderfish as is being implied here.  The heavy carronade actually got a range boost and cone tightening allowing it to start blending effectively at midrange.  It also got an increase in shatter damage allowing it to be even more devastating against components than before. 

Chute vent still works just as well as always, only causing slightly more damage to the balloon than previously.  The less than 100 extra damage, is hardly noticeable on the 1400 health balloon if you have competent engineering (not to mention that chute vent is unecessary on blenderfish with a buffed balloon and pilot that can predict their opponent will start descending once the balloon has been popped).

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It's previous 220 shatter was more than enough to one shot any component, it's only a marginal buff on its effectiveness against armor and hull if anything, NOT against weapons since it already pretty much had Mercury gun effectiveness against them.

The range boost is laughable. The spread reduction was welcome though, that's probably the only true possitive thing about the changes to the Hellhound.

Reload time of 5.5 seconds is an extra 1.5 seconds to your cycling rate, massive bummer that this gun didn't need and yes it is overshot by a long margin since this gun doesn't bare the fastest reload in the game anymore, which was one of the factors that made it realy attractive.

Chute Vent nerf I realy don't care much about, I just think that the attempts to nerf the Blenderfish, of all things, were hilarious.

Zenark:
Blenderfish is still effective and annoying as hell. The nerf to its reload time doesn't really change its ability to lockdown  a ship, it just lowers its DPS. It is slightly easier to 1v1 against it though.

Puppy Fur:
I try never to fly without a hight tool. Having a little more control over hight is extremely helpful when dodging or going into a battle. If these tools weren't available ships would have a lot less control (control being the most powerful thing to a captain).

Omniraptor:

--- Quote from: awkm on September 23, 2013, 10:26:00 am ---Not everyone has access to dev app forum, but this is the reason behind the nerf.

While Chute Vent isn't particularly popular, when combined with a blenderfish it is far too easy to keep a victim's balloon in range.  By the time the engineers repair the balloon, the carronade will be reloaded and ready to pop it again.  The only solution is to get a friendly to come to your aid.  The additional damage on the Chute Vent will hopefully give the blenderfish's engineers enough of something to do, a distraction, to allow teammates to more easily save their poor balloon locked friend.

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I've flown my fair share of blenderfish and never used chute vent to keep up with falling enemies.. all I did was start descending one shot before their balloon goes down, actually overtaking the target a little at first. I'm kind of wary of any sort of vertical tool nerf because they're mostly what people use to counter shotguns.

Also, a suggestion- could we maybe have the drogue chute reduce angular drag, at the cost of increasing longitudinal drag? It would make it more effective for fighting shotguns because you'd be able to turn around more easily and bring your guns to face their cannonage.

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