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Carronades 1.3.2
RearAdmiralZill:
There's already a hwacha thread up. Lets try to keep this on carronades.
Echoez:
--- Quote from: HamsterIV on October 03, 2013, 12:10:19 pm ---IMO the Hawcha is a more team friendly weapon where as the carronade is better lone wolf weapon.
--- End quote ---
I've worked in a competitive team with that gun and it's very team oriented, trust me, with a good teammate the Carronade had devastating results, as should be with any gun. Without a coordinated team.. yeah you will only need an eternity to kill a single enemy unless you get them grinding on the ground almost immidiently, which is not possible on most maps.
People seem to forget a very important thing about the carronades. Yes they are very self sufficient weapons, they can take down the balloon in one go and they can chew through armor in ~3 clips (Which is around ~16 seconds reload for both, not including the time it takes to actually dump a clip, so it's more than that.), but what they can't do is outright finish someone in a single armor drop like a proper finisher would do. Sure if you can get an enemy grinding on the floor the very moment their balloon goes down they will die quickly, but how many times does that happen in maps outside of Paritan Rumble? No matter what ammo types, no matter the map, it usually takes a long time to kill someone with them and you have a LOT of time to react and call for support.
An othet thing people seem to forget is that in order for a Blender to actually keep you down, it needs to commit. Which means it's focusing on you and you only, unless they do that, you should have sufficient time to rebuild your balloon and move out of range or launch a counter offensive.
If your troubles from facing carronades come from ships like the Galleon, Spire or Mobula:
1. The Galleon is supposed to be countered by carronades up close, that's how it is, end of story.
2. The Spire and the Mobula are both slow ships with massive balloons, but you know what, they have to worry about much more than a Carronade, I wanna see your Spires and Mobulas face off a Lumberjack and then tell me what's OP. Plus the Mobula is has an inheritent carronade weakness due to balloon positioning, so get over it. If these ships are your problem, then you should look at the ships, not the gun.
3. If this is not your case, then read above.
IvKir:
Well, thing is, you CAN kill with heavy carronade quikly - with lochnagar rounds, or charged. Yap, it will take time on something like Galleon, but other ships are in the world of pain.
Nidh:
I have an issue with engagement length right now, and I feel as though the amount of time that the Heavy Carronade takes to kill should be the STANDARD engagement time. It's not too long, and not too fast. I have a problem with how fast Gat-Mortar can kill and refuse to use it as the standard, and refuse to believe that the Carronades take as long a time to kill as most people suggest. That's all opinion though and probably a topic for another thread.
Err, Carronades with the use of a side gun compliment I should add, Carronades alone (except dual light carronades) do take a little longer.
Captain Blueberry:
In short, I think the Carronades aren't OP.
Here is the long answer:
Many people say that the Carronades are OP, because they require generally a small amount of skills for a very successful strategy. But that is simply wrong in terms of game design, here is why: http://www.youtube.com/watch?v=EitZRLt2G3w.
We need strong carronades, I consider them pretty much to be a hard counter to Junker and Galleons. If we weaken them, we make those ships indirectly even more useful. Most of us will agree that those ships of all don't need a boost.
When you carefully read the comments you should notice that the disagreement is not in how powerful the carronades are, but how accessible, how easy counter strategies are. How much skill/knowledge you have to gain in order to counter the carronades.
The other point is, after the latest patch we gained a lot of different options for medium/long range, which was earlier just mercury and gat/mortar/flak combo. But for short range, the Carronades are pretty much the best choice there is. There is no OBVIOUS short range combo that can be used against the carronade.
On longer range though, we do have effective choices, but adapting to a long range strategy might be a bigger learning curve for newer players.
So maybe what we really need is a good, easier to find short range counter to the carronade. It should be harder to execute, that is fine. But it should be a very obvious counter, so that players can say: "I may not be able to right now, but I know how I can put an end to those pesky Blenderfishes!"
To summarize: in this thread, we already hit some solutions. But they are all worthless as long as we haven't nailed down the problem we are trying to solve. Some people are pissed off at the carronade and bring forward solution to a problem we haven't yet nailed, bad solutions in short. That doesn't mean their reasons to hate the carronade are wrong too.
To summarize the summary: Go flamewar lulz
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