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Carronades 1.3.2
Captain Smollett:
35% is correct.
DPM does matter when talking about armor damage specifically since unless you're firing at a squid or goldfish, or focusing fire with an ally; properly engineered armor almost always takes more than one clip to break.
But if you insist on arguing over the invalidity of this data point, carronades do more burst damage to armor than chaingun since they release their clips much faster than a gattling can.
RearAdmiralZill:
Which is why the idea of spreading out the damage across 4 shots is here (Heavy carronade). Also realize I expect a RoF increase if that is put into testing.
@Shadow : I thought spill damage was axed in a patch long gone? It was to combat mercs killing power, among other things.
Captain Smollett:
I think he used the wrong term. He's not talking about spill damage but rather the fact that a balloon turns into a hull hitbox once it gets popped.
Oh, and just to put in my 2 cents I'd rather not see the carronade go to a 4 shot gun. There's so few low clip guns let that can utilize charged and lochnagar effectively these days not to mention that I think it'd effect the fun factor of the gun for me. I'm really happy the heavy flak stayed at 2 shot clips since it just feels so awesome to have so much power per shot in a heavy weapon. I wouldn't want that to have to change in the heavy carronade either.
shadowsteel:
--- Quote from: RearAdmiralZill on October 04, 2013, 11:34:10 am ---Which is why the idea of spreading out the damage across 4 shots is here (Heavy carronade). Also realize I expect a RoF increase if that is put into testing.
@Shadow : I thought spill damage was axed in a patch long gone? It was to combat mercs killing power, among other things.
--- End quote ---
--- Quote from: Captain Smollett on October 04, 2013, 11:39:53 am ---I think he used the wrong term. He's not talking about spill damage but rather the fact that a balloon turns into a hull hitbox once it gets popped.
Oh, and just to put in my 2 cents I'd rather not see the carronade go to a 4 shot gun. There's so few low clip guns let that can utilize charged and lochnagar effectively these days not to mention that I think it'd effect the fun factor of the gun for me. I'm really happy the heavy flak stayed at 2 shot clips since it just feels so awesome to have so much power per shot in a heavy weapon. I wouldn't want that to have to change in the heavy carronade either.
--- End quote ---
Yes. What Smollett said. I guess I got the terms confused. Just so I get this right, spill damage is when, for example, 100 damage destroys armor with 50 health and then spills the remaining 50 to hull right? If so, what do you call my version of it? When damage hits destroyed components and gets transferred to hull?
And to keep this post somewhat on topic, I agree with Smollett about clip size. Besides Loch though, I feel it would be too similar and frankly worse than the Light Carronade.
RearAdmiralZill:
--- Quote ---Just so I get this right, spill damage is when, for example, 100 damage destroys armor with 50 health and then spills the remaining 50 to hull right? If so, what do you call my version of it? When damage hits destroyed components and gets transferred to hull?
--- End quote ---
That's the right term, but it just doesn't happen anymore. My understanding is that Muse patched that out of the game. So, if I take out your balloon at 50 health with 100 damage, none of the extra is transferred. If I hit that destroyed balloon with a fresh shot, it all goes to hull using the proper modifier.
I do agree that going to 4 shots would then kill loch's use. I only suggested it because of the way a carronade shoots, which is raycast, not a projectile like flak. This whole debate is much more to me a "make the gun itself harder to shoot effectively" vs "is it currently balanced."
The range needs to go down regardless. Back to production is fine, and I could stand for even 50m under it.
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