Main > Gameplay

Carronades 1.3.2

<< < (23/30) > >>

Captain Smollett:
Actually Zill, as I understand, hull spill over was removed for everything except double explosive weapons (like flak, mortar, carousel etc).  But it only works if the direct explosive damage is sufficient to  break the hull; if so the explosive aoe should spill over.

Echoez:

--- Quote from: RearAdmiralZill on October 04, 2013, 12:10:06 pm ---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.

--- End quote ---

The fact that not many people realize and makes them think damage spilling is still in the game is that they forget that the Carronades actually fire more than one shot per shot.. well, they fire multiple pellets, each one with its own damage value, so if a Carronade destroys your balloon with a shot, then yes, the remaining pellets will go straight to your armor, even if all pellets hit the balloon before it got destroyed, the game will calculate how many pellets are needed to take down the balloon and then will apply the rest of them to the hull with hull modifiers.

Range should be brought back down to production and nothing less, don't even go there, both guns are already trumped in range by anything that isn't a Flamethrower, I'd hate to see this game's shotguns be turned into its own version of cotton candy shooters with magically disappearing shots, it will look even more ridiculous when they are being fired from a giant cannon.

RearAdmiralZill:

--- Quote from: Captain Smollett on October 04, 2013, 12:16:04 pm ---Actually Zill, as I understand, hull spill over was removed for everything except double explosive weapons (like flak, mortar, carousel etc).  But it only works if the direct explosive damage is sufficient to  break the hull; if so the explosive aoe should spill over.

--- End quote ---

Maybe, and probably only able to be 100% confirmed by a dev at this point.

Back to carronades though.


--- Quote ---Range should be brought back down to production and nothing less, don't even go there, both guns are already trumped in range by anything that isn't a Flamethrower, I'd hate to see this game's shotguns be turned into its own version of cotton candy shooters with magically disappearing shots, it will look even more ridiculous when they are being fired from a giant cannon.
--- End quote ---

No body stays at the max range of a carronade. Even at production it was just a spot where you could finally start hitting them, but you immediately got well within that to keep the pressure on and give your target less maneuvering options. Lowering its range by 50m just gives people that much more of a second to disable/evade/ect is not going to kill it.

Echoez:

--- Quote from: RearAdmiralZill on October 04, 2013, 12:27:41 pm ---No body stays at the max range of a carronade. Even at production it was just a spot where you could finally start hitting them, but you immediately got well within that to keep the pressure on and give your target less maneuvering options. Lowering its range by 50m just gives people that much more of a second to disable/evade/ect is not going to kill it.

--- End quote ---

That first hit is still important though and don't forget that from the current stage of the gun, which is pretty balanced, not sure why people are whining about it all over the place, that would be an 100 meter range nerf. I understand that the vast majority of players are only used to seeing their armor go down and not the balloon, but that is no reason to nerf a weapon that was fine any further than it used to be, it's already been nerfed in a way, no need to take away more range than it used to have and if you do take it away then you will have to take it away from the light carronade as well else the two guns won't have much of a difference in range and that's bad on its own, especially since they fill the exact same role.

Zenark:
Decrease Flechette damage, carronade and LJ equally nerfed, both still the best at balloon popping.

Honestly, though my original post states I felt the Carronade is OP, I think differently now. While I think it does need looking at, it's hardly the 'OMG SO OP' I felt before. My change of opinion comes with the many valid points brought up here, and that another Carronade works as a good counter. They'll be falling too if they're balloon is popped as well.

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version