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Carronades 1.3.2
geggis:
--- Quote from: Echoez on October 14, 2013, 08:03:00 am ---It was always like this, even back in 1.2 and it's how it should be, else there would be no point to the gun, why the hell bring a Heavy gun to pop a balloon and be mostly useless against anything else aside maybe the occassional enemy heavy gun or big engine, which you have no time to shoot for anyway cause you have to keep the balloon down.
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I'm not sure what exactly you're responding to here Echoez.
--- Quote from: Echoez on October 14, 2013, 08:03:00 am ---[...] the Goldfish has 1 extra free engineer, but only one maingun [...]
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The front mounted Hellhound on a resilient fast moving, fast turning ship coupled with that spare engie goes a long way though, that's all I'm saying.
--- Quote from: Echoez on October 14, 2013, 08:03:00 am ---Also, 'Matter of time', how much time? Cause it honestly couldn't have been faster than a Gat/Mortar.
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Of course not. You're busting my balls Echoez! I'm not outright moaning about the carronade or the slow spiral of death here.
--- Quote from: Echoez on October 14, 2013, 08:03:00 am ---If the two carronades have similar ranges that kills the point of even going for the Goldfish and not just bringing a Light one on a tankier ship, which has more overall damage per clip and does the same job with marginal difference, plus gets even more damage per clip than the Heavy one with the right ammo up close. Range and faster cycling rate are the only differences between the two.
If anything, the range of both guns should be brought back down to what it was in 1.3.1, even though I honestly can't see how 50 meters affect anything that much. I disagree to making it lower cause then the gun would always be at an extreme disadvantage against ANYTHING that outranges it, which is.. pretty much any gun that isn't a Flamer. It's already at a disadvantage at range.
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I agree that the two shouldn't have similar ranges, that would make the Hellhound practically obsolete hence why I said 'closer to'. What are the max ranges of both weapons currently?
--- Quote from: Echoez on October 14, 2013, 08:03:00 am ---Damage spill always uses correct modifiers, so nothing wrong with that.
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I didn't say there was anything wrong with that -- it is a formidable mix -- I was just asking how it works!
--- Quote from: Echoez on October 14, 2013, 08:03:00 am ---Carronades are supposed to be the big bad cannons up close that wreck your shit, I don't get why people keep complaining about them working in their intended range [...]
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I absolutely agree that they're big bad cannons but my tentative issue is with the range at which they can be big and bad because once they're in range and have fired those first two shots into your balloon, they only get closer, bigger and badder until you die or your teammate helps you. I'm not crying OP here, or that it's broken; simply that it seems to be a particularly easy weapon to use particularly effectively in a lot of situations, thanks in no small part to its range.
Echoez:
Sorry Geggis, it was not my intention to stress you dude, don't take what I said personaly btw, this topic is just so frustrating to look at sometimes, I can't help but spill some spite in each post and most of them look like they were written by angry Joe. So my honest apologies there.
For the first quote, I simply state that the Carronade while being a balloon popper must not lose its current secondary utility, which is taking out armor, brought it up cause you were talking about damage spilling to hull.
As for the Goldfish, it's not as resilient, a Gatling will still mostly strip your armor in one go and they can finish you while you get in range easily. Of course if you flank them, then they have to play in your advantage field. Also the gun IS exposed, so charging blindly doesn't work that well unless you are already near range.
Third quote: Sorry xD
Current Max ranges are 400 for the Light, 500 for the Heavy, old values were 350 for the Light and 450 for the Heavy. Could be brought back down, I won't deny that the range increace was not needed.
For the damage spill, it happens cause of the multiple pellets that don't all disappear after your last shot takes out the balloon and just hit the hull, with hull modifiers though, so don't worry about that, there's no crazy damage spil going on :P
That aside, the range should probably be brought back to what it was before 1.3.2 and the gun should have 5 seconds reload because OCD. (5.5 looks irritating beyond any belief and also overdone.)
Echoez:
--- Quote from: RearAdmiralZill on October 14, 2013, 09:41:13 am ---I'd like to switch focus here from the heavy carro to the light one. I've been seeing a lot of pyras taking the double carro front, and the dps those things pump out is...no. Its over that of the heavy carro for sure. So, without putting any ideas in, I want to get people's take on the light carro.
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haha, this is why I always said that the Light carronade having the same and more total damage output as the Heavy was so ridiculous.
Double Carro Pyra was standard practice for me when I wanted to play Pyra in 1.2, it was even more powerful back then cause Heavy let you have the full 5 shots magazine, but Gat/Flak was so broken, it eclipsed even that.
double Light carros can destroy a LOT of shit in no time and keep doing it, the DPS is otherwordly and your health bars won't be going up any time soon, once those are on you, this is where you are realy dead with no hope of coming back unless your ally REALY does something (or you somehow escape their arcs)
and THIS is why I'm so frustrated by people always blaming the Goldfish and the Heavy one.
RearAdmiralZill:
Well then what would "fix" the light carronade issue? I mean, one on it's own isn't too bad, but put two together and it's as you say "otherworldly."
RoF? Damage? Im thinking RoF as we still want it popping balloons. Most drastic change would be 1 less ammo.
I still think the ranges can go back to stock at least as well.
Echoez:
--- Quote from: RearAdmiralZill on October 14, 2013, 12:22:56 pm ---Well then what would "fix" the light carronade issue? I mean, one on it's own isn't too bad, but put two together and it's as you say "otherworldly."
RoF? Damage? Im thinking RoF as we still want it popping balloons. Most drastic change would be 1 less ammo.
I still think the ranges can go back to stock at least as well.
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Range back to stock for starters, that is a given and then either RoF or a longer reload. 1 less shot is a bit much.
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