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Carronades 1.3.2
RearAdmiralZill:
I need to add a disclaimer that any heavy carro changes will also be somehow applied to the light carro for balance purposes.
Having used the blender, I don't see the nerf. The added shatter, range, and spread make up for the reload. I mean, not going to say it got a buff either.
450m was production right? So going to 400m would at least be worth a test. Maybe 450m was just the ultimate sweet spot and we should do that. Id not want it shorter than 400m.
Echoez:
Having used the Blender extensively in 1.2 as well as all the latest patches I can safely safe that the cycling rate of the gun feels MUCH slower than before and it is. I simply can't compare 5.5 seconds of reload to the old glory that was the 4 seconds, so to me it is a massive difference while the damage it got in return was simply not worth it compared to that reload time, so it is a nerf. the range buff on both the carronades was a bit excessive though I will have to agree, it should be taken back to 1.3.1 values.
The extra shatter damage doesn't matter anyway, it already had enough of it to destroy heavy guns instantly and the Shatter damage modifiers on anything else than components is so low, that the buff was minimal.
If you ask me I would prefer both carronades to be brought back to how they were in 1.3.1 with no changes, any change that was made in 1.3.2 somehow seems to have broken both of these guns. (according to what most people are complaining about)
More range that wasn't needed, more shatter damage that wasn't needed and actually only buffs the gun on something it should be bad at and that's Permahull damage (cause all damage modifiers are low on that anyway, so any kind of extra damage makes a difference) and a longer reload that makes the gun feel sluggier than it was before.
Bad, bad and more bad.
the only good thing was the reduced spread which should have been there in the first place.
Wundsalz:
--- Quote from: Echoez on October 04, 2013, 01:28:34 pm ---Having used the Blender extensively in 1.2 as well as all the latest patches I can safely safe that the cycling rate of the gun feels MUCH slower than before and it is. I simply can't compare 5.5 seconds of reload to the old glory that was the 4 seconds, so to me it is a massive difference while the damage it got in return was simply not worth it compared to that reload time, so it is a nerf. the range buff on both the carronades was a bit excessive though I will have to agree, it should be taken back to 1.3.1 values.
The extra shatter damage doesn't matter anyway, it already had enough of it to destroy heavy guns instantly and the Shatter damage modifiers on anything else than components is so low, that the buff was minimal.
If you ask me I would prefer both carronades to be brought back to how they were in 1.3.1 with no changes, any change that was made in 1.3.2 somehow seems to have broken both of these guns. (according to what most people are complaining about)
More range that wasn't needed, more shatter damage that wasn't needed and actually only buffs the gun on something it should be bad at and that's Permahull damage (cause all damage modifiers are low on that anyway, so any kind of extra damage makes a difference) and a longer reload that makes the gun feel sluggier than it was before.
Bad, bad and more bad.
the only good thing was the reduced spread which should have been there in the first place.
--- End quote ---
- extra shatter damage matters when it comes to hull stripping power and disabling components with ammo other than heavy clips while stripping the hull at the same time.
- additional 50m max distance matter, as they allow you to deal damage earlier (1.2 seconds earlier if a blenderfish engages a static target at max speed). It also allows the pilot to easier keep out of distance of very close range weapons like flame throwers, mine launchers and light carronades.
- the reduced cone angle for the projectiles makes a major difference as it makes the usage of other ammo types than heavy clips viable way earlier than prior to the patch. Here's the hit circle diameter plotted as a function of distance:
red: 1.3.1 diameter, blue: 1.3.2 diameter, orange: difference between those two
in my opinion all those minor buffs of the carronade overcompensate the reload time nerf of the gun.
Echoez:
As I said, none of those changes were needed.
Edit: By the way, it was not worth it for various reasons, including the fact that now everyone is complaining about a gun that was alright before, this is extremely annoying to me since I kept insisting that it should NOT be changed at all in 1.3.2, this is a very frightening fact considering what has happened to other guns due to massive complaints because of simple changes that guns didn't realy need.
The carronade was fine in 1.2, just bring it back to how it was and leave it alone, please?
Mr. Ace Rimmer:
--- Quote from: Echoez on October 04, 2013, 03:53:36 pm ---The carronade was fine in 1.2, just bring it back to how it was and leave it alone, please?
--- End quote ---
^This^
It worked fine in 1.2, and was still incredibly powerful in the right hands (both the light and heavy versions). There was no real need to buff either guns. In some cases you managed to turn viable builds from high risk high reward to point, shoot and laugh at your enemy.
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