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Carronades 1.3.2
HamsterIV:
I would like to see the carronades' power reduced at longer ranges. It fires a bunch of "pellet" scan lines. What if 100% of the Pellets made it 10 meters from the muzzle, 90% made it 20 meters from the muzzle, and so on until only 10% of the pellets hit at maximum range. It would make escaping easier since a opening a little bit of distance will reduce the incoming damage. It would make using the weapon harder because the gunner would have to gauge when the enemy is close enough to get the most out of the weapon.
Richard LeMoon:
Seeing lots of talk about being on the receiving end of this, or being the pilot and gunner. This illustrates part of the problem. I have been on blenderfish as an engineer. They are quite boring. Normally, I just stand around doing nothing as the gunner takes out balloons. I have taken to avoiding crewing them just for this reason. I would rather be on the losing side and have something to do, than be on a two-man ship.
I would remove heavy clip bonus for the gun at least.
HamsterIV:
That might be what makes the Carronade OP. It can be run by two competent players or 1.5 since the gunner doesn't have to be that good. In public games the player quality varies greatly taking a blenderfish eliminates variables and gives the pilot a more consistent platform to train on. The result is middle tier players who are very good at flying Blenderfish's but haven't quite mastered crew management.
At least a Metamiddion teaches crew positions and flack timing.
Sprayer:
When I'm captain on a blenderfish my engineers always got stuff to do since the engines take damage from phoenix claw, moonshine or tar whilst I also expect them to man the side guns when the enemy ship is sinking below carro arc. Having nothing to do on a blenderfish can have only two reasons, which both have nothing to do with the ship being a blenderfish:
1) Your captain is too lazy/afraid/inexperienced to use his tools and guns to their maximum potential
2) You are incapable of seeing what needs to be done
I don't think the Hellhound is overpowered at all. Keeping one enemy balloon locked takes the blenderfish out of the picture in public games, resulting in a 1v1 for the remaining ships. From here on the outcome of an engagement is entirely dependant on the other two ships.
With the right tools the locked ship can keep the blenderfish occupied for multiple minutes, failure to do so is no flaw of the locking gun.
With the right guns, those which have a high upwards arc (30° is often enough) they can even retaliate by taking out the blenders main gun.
The shatter damage increase might be a buff when taking out parts without heavy clip but each shot on parts is one shot missing on the balloon thus increasing the chance of loosing the lock. This especially becomes stressed when considering the increased reload time.
On that note: the time between two shots of the hellhound is neglible, so the time part in the dps calculation comes down to the reload time. An increase of 1,5s is ~40% increased reload time, resulting in a nerf to ~60% of its former dps. I saw that argument balloon locking results in long, dragged out fights which are really boring? How does not taking away the ability to lock down enemies but increasing the time it takes to finish them off with the Hellhound help on that?
Richard LeMoon:
I think you missed the point, and perhaps the fact that you have to use the claw/moonshine/tar means you are not as able a pilot. If you don't have to use ship damaging tools, then why use them? That nullifies point 1. Point 2 is also pointless. Aside from keeping the front gun buffed, there was very little damage taken in many of the matches I was in. Generally, this happens in stacked matches.
So, don't make pointless judgements on others' observations.
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