Main > Gameplay

Carronades 1.3.2

<< < (15/30) > >>

Echoez:

--- Quote from: Nidh on October 03, 2013, 01:53:06 pm ---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.

--- End quote ---

Well compared to what a real kill build can do, I'd say they take a bit long, that's the only other thing we can compare them to realy. Kill time with a kill build is one fell swoop, take down armor and finish it in one go unlike the multiple armor breaks and concetration the carronade and even most other weapons require. A sniper Galleon with a Lumberjack and a Flak can kill even faster if carried out properly.

Echoez:

--- Quote from: Captain Blueberry on October 03, 2013, 01:56:03 pm ---There is no OBVIOUS short range combo that can be used against the carronade.

--- End quote ---

Hence why I said that more weapons need to be introduced before sending the closest ranged gun in the game to oblivion, cause that's what most people seem to wanna do right now. The problem lies in that fire is still not that effective against guns and fire is the only other extreme close range option except the carronades and just like there is a counter to carronades, there is one for fire (Heatsink), but that would be acceptable as one s very easy to use (Droge chute) and the other takes some timing (Heatsink).

Should fire be more effective against guns? Probably for an other thread, but for now, since there is no other gun that is very good at close range, the most effective carronade counter is either sniping them out or use a carronade or a Gatling to disable it from close range. Fire could be effective if it disabled guns faster.. but that's for an other topic.

Also yes, carronades are one of the most effective close ranged gun and rightfully so since their range is very restricted, that's how is should be and have always been in any shooter. Shotguns dominate close range combat and should keep doing so.

Nidh:

--- Quote from: Captain Blueberry on October 03, 2013, 01:56:03 pm ---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

--- End quote ---

Okay, you've convinced me Capt. Blueberry. But we need some of those alternate harder strategies the video talks about that doesn't include Gat-Mortar (not hard at all) or sniping.

Gambrill:
how about a bit of defensive planning? :) drogue chute + impact bumpers. if you do eventually hit the floor the impact bumpers will reduce the ground damage that you are taking while your engies are tanking the baloon and hull, giving a major boost to the time you need for your ally to overpower them :)

Nidh:
Those are not alternate, more powerful, and harder to execute strategies that the video Blueberry linked talks about.

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version