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Carronades 1.3.2

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Nidh:

--- Quote from: RearAdmiralZill on October 02, 2013, 02:22:25 pm ---Well if we are going for a fix that generally makes the gun harder to use (that's the vibe i'm getting here), then an obvious issue is the "point 'n click" nature of the gun in order to hit things.

Shed some range, give it more ammo per clip (4 due to art style?), but distribute that damage across that bigger clip (so same or less damage now but across 4 shots). Basically, make it more likely to miss and take a smidge longer to cut the balloon.

This is kind of just an "out there" thought.

--- End quote ---

That sounds like a good idea to me, spreading out the damage would mitigate the "eternal balloon is dead" + "hull armor taking damage" and return it to more of a support zoning weapon than a killing weapon. Only problem would be no clear option for a brawling/killing Goldfish (maybe that's a good thing, encouraging variety? idk). But the Goldfish is a support ship imo anyway. Until the new heavy weapon comes out, depending on what it does.

Serenum:

--- Quote from: RearAdmiralZill on October 02, 2013, 02:22:25 pm ---Well if we are going for a fix that generally makes the gun harder to use (that's the vibe i'm getting here), then an obvious issue is the "point 'n click" nature of the gun in order to hit things.

--- End quote ---

But that's the point.
The carronade doesn't rely on the gunner, it relies on the pilot, just like the flamethrower. A good gunner can make it more effective, of course, but it's the pilot that makes it win or fail.
Long range weapons depend on the gunners, while the pilot just needs to think about positioning. Short range weapons are easier to use, obviously, but it's harder to put yourself it the right position to use them, so they depend on the pilot. Simple as that.
And that's implicit in the nature of short range vs long range, nothing new here.
Nerfing the gun on that basis is simply absurd.

awkm:
Zill, stop reading my mind.

RearAdmiralZill:
Im not sure how long you've played Serenum, but this discussion makes me think of Fire. I forget which patch when Fire was simply reworked into a new system from the 1 stack to disable guns, but this has the same underlying issue.

Back when Fire was one stack to disable guns, vets had it pretty easy. Any time someone would say it was OP, we'd tell them to stay away from the fire. The general population were getting locked by flame passes while we just stayed away or took the calculated risks. Then the fire change happened, and honestly fire is still viable and has its many uses. As a Cake member im sure you know.

It is a skill problem, and I say it in the nicest way possible. So instead of fighting change, just think up ways to get the same concept out of carronades.


--- Quote from: Nidh on October 02, 2013, 02:30:59 pm ---That sounds like a good idea to me, spreading out the damage would mitigate the "eternal balloon is dead" + "hull armor taking damage" and return it to more of a support zoning weapon than a killing weapon. Only problem would be no clear option for a brawling/killing Goldfish (maybe that's a good thing, encouraging variety? idk). But the Goldfish is a support ship imo anyway. Until the new heavy weapon comes out, depending on what it does.

--- End quote ---

It really is a support ship unless you use the side guns too. I can't think of balancing a gun based on ships. I mean, flak fish for example. It surely isn't balanced for the goldfish's sake, lol.


--- Quote from: awkm on October 02, 2013, 02:38:07 pm ---Zill, stop reading my mind.

--- End quote ---

<3

Imagine:
For the past month, I've watched and casted at the minimum nine games once a week. The only time I've seen a carronade of any type be super effective in the hands on a non-competitive team crew (aka a pug ship aka the general populous) was on Paritan, and only because ramming into terrain after balloon pops causes significant damage. That's not to say that they're not used on any other map, or that it's an ineffective weapon by any other means, but if you compare it to usage on a map like, say, Fjord or even Canyon Ambush, it takes a long long loooooong time to kill off someone with a carronade without the assistance of crashing them into buildings or the ground. Enough time that I've seen enough occasions to where a ship is rescued by a teammate, or gets their gun arcs turned on the carronading ship and blasts them into oblivion.

And you know what? I'm completely ok with that. Yeah, sure, getting your balloon popped repeatedly is certainly annoying, I've played enough engineer to know that. It's no different than mercs constantly taking down hull armor, or flamethrowers/flares lighting ALL the things ablaze. It's something people will have to learn to deal with as they play the game. Don't nerf something because someone had a game where they got pinned down a couple of times and came to cry about it on the forums >:(

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