Main > Gameplay

Carronades 1.3.2

<< < (8/30) > >>

Imagine:

--- Quote from: Captain Smollett on October 02, 2013, 03:38:49 pm ---As a person who has predominately flown throughout my tenure in goi, I would argue that blenderfish in particular, are not challenging to fly.

--- End quote ---
Challenging, I guess not amazingly so, no.

Overpowered? Also not the case.

RearAdmiralZill:

--- Quote from: Serenum on October 02, 2013, 03:47:57 pm ---
--- Quote from: Captain Smollett on October 02, 2013, 03:38:49 pm ---As a person who has predominately flown throughout my tenure in goi, I would argue that blenderfish in particular, are not challenging to fly.

--- End quote ---
That's because the goldfish is an easy ship, but still among its front weapon loadouts the carronade is the hardest for the pilot to use effectively.
And the goldfish isn't the only ship that can use a carronade you know. You can't balance a weapon around a single ship.
Otherwise I could just say "hey using the carronade is super hard on a Spire, you need to buff that weapon".

--- End quote ---

Which is why you dont balance guns based on ships. We always talk perfect situations to eliminate the many variables that is GOIO. Taking a Spire with blender is like taking a flak fish. It requires a lot of effort to be rewarding, and usually doesnt give enough in return.

Regardless of any of that, I dont know what you're trying to say to argue carronades are perfectly balanced.

Queso:
My pilot loadout always carries a drogue chute in case of carronades. The limited downward arc means they have to come within firing range of almost any high damage build. A drogue chute means they can't really guarantee moving you down very far. If you wanted to have an even harder counter to the blender, increasing the turn speed from what it is now on drogue chute would do a ton. However I think there is a larger perception issue with new players. It seems kind of odd that a pilot tool can be used to counter weapon choice, when most of the tools are simply slight temporary ship stat boosts. Overall I don't find it that harmful against me in normal play.

Captain Smollett:

--- Quote from: Serenum on October 02, 2013, 03:47:57 pm ---That's because the goldfish is an easy ship, but still among its front weapon loadouts the carronade is the hardest for the pilot to use effectively.

--- End quote ---

Ok, I'll stop derailing the thread after this, but I also disagree that the carronade is the hardest goldfish weapon to pilot and would argue the exact opposite since positioning and decision making are far more difficult and crucial with LJ and heavy Flak and stability of flight and timing maneuvers between volleys for Hwacha are all more difficult and experience dependent than piloting a ship within 500 meters of the enemy without dying.

In the highest level play using a blenderfish is a liability and in high level play it doesn't confer any major advantages.  However in lower level play, due to its ease of use, the blenderfish can make an average pilot and crew into rockstars.

N-Sunderland:
This subject really links back to discussions that were had between kill builds and disable builds from about a month ago. As I pointed out back then, there's an inherent problem with balancing GoIO. If outright killers (piercing-explosive mainly) get too strong, everybody starts finding the game boring and wants disablers to be given a chance. As soon as disablers get buffed, however, it creates a huge problem (mostly for new players), as it's much harder to deal with a disable build than a kill build if you're unprepared, even if the former takes longer (though that just adds to the frustration). The only way to get out of this cycle is for the game to prepare the players for that kind of thing. Better, mandatory tutorials are desperately needed.

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version