Why is it whenever I bring up Hydro/Chute people always assume I'm talking about heavy ships? When have I ever promoted heavy warships? Yeah the change was good for them because it was silly before, but the light ships were fine and needed those abilities badly to be capable. Muse did squat to bring the light ships back to their former abilities which were not bad or silly. In fact the game has gone even more skewed away from light vessels which needed speed and agility to be able to counter raw firepower from the heavies. We've gone from a great game where you could really be flexible with ships and inventive to one where its just a bunch of flying turrets. Wheres the fun in that? Takes no skill to fly around in a turret.
Whenever you bring up a pilot tool you are instantly talking about ALL ships cause in case you didn't notice, you can bring the same buffed up tools to the heavies, if I am not mistaken.
As for the whole Light ships vs Heavies, that's realy something for an other thread and it realy depents on what you consider 'Light ships'.
The squid is fine you say? If you are going to say that, don't do it to someone who logged more hours on the squid than anyone, brought the squid into competitive play in 1.1 and won with it, and was known for emptying lobbies within 1 match because people could not keep up with it.
I'd still be flying it now if Muse hadn't ruined it. Freaken fact, the squid is crap compared to what it used to be and if you say otherwise you are either: someone I made rage quit with it, someone who is new to the game and doesn't know squat, or someone just running their mouth but flies Prya in 90% of their matches and couldn't care less about any other ship. I got pages of info I already sent to Muse about how bad the squid is and why it needs to be fixed. So unless you can back that up, don't start barking up a tree I've already marked with T-rex pee.
Jesus.. Look, I never denied the fact that it USED to be better, what I said is that is IS fine right now with the standards that I know of. If you don't like it then tough luck, seriously, nobody can help you and I'm sure nobody else wants to see Galleons and Pyras being able to go at rocket speeds verticaly because they are in no place to be able to do so and I honestly never read the mentioned document of changes you sent to Muse so I have no idea what you even what to do with the ship.
As for the rest of assumptions.. I never ragequited a single game, I've been all the way up to play competitively and pretty much inspect all balance changes to the game since I've started playing last May and I almost never fly a Pyra.
Also let's stop derailing. This is about carronades, not the Squid.
As for the carronade, it's currently the bane of my Mobula on a Goldfish. While I don't want to cry OP, I do want to say that it's hard to counter if you've not got some real distance between you and good line of sight. The Artemis can't fire up very well, and flying high is asking for it anyway. How low can you go? Same goes for the Merc with its limited arc (though I ought to try this some more to be honest, it seems like the most sure fire way of dealing with a carronade).
Blame Muse for that, the Mobula's design is basically asking everyone to blend its balloon, that ship is never meant to go anywhere close to the big guys else, no matter what they bring, you will be dead in no time, at least from my experience with it.
Last night I had the pleasure of being on the other end, crewing a blenderfish with a couple of new players, one piloting and one gunning. The gunner didn't have the right ammo for the carronade and wasn't so sure of its range but we still wiped the floor with our enemies. Particularly so when he brought heavy for later rounds. I explained that the carronade has practically no downward arc so the pilot, once realising this, knew just how to position himself. As for engineering (which I don't do much of), compared to most other ships I've been on, it was a breeze thanks to the one-tap hull armour and incredible hull health of the 'fish, the position of the hull next to the guns and the 'free' crew to keep an eye on things while the lone gunner guns on the front. Even the promiximity of the balloon to the helm made it a good possibility for the captain to help out. Once the enemy ship was locked down though it was just a matter of time before they were gonners. The Goldfish and carronade are a match made in heaven-- and hell.
It was always like this, even back in 1.2 and it's how it should be, else there would be no point to the gun, why the hell bring a Heavy gun to pop a balloon and be mostly useless against anything else aside maybe the occassional enemy heavy gun or big engine, which you have no time to shoot for anyway cause you have to keep the balloon down.
All ships have some quirks to their set ups that help them, the Pyra has the balloon very close to an engineer and the hull is very close to the captain, making the captain able to assist in the repair of one of the most vital components very quickly. Junker has the balloon right above the captain and the hull can be repaired from below! So, please, most ships are having it just as easy, the Goldfish has 1 extra free engineer, but only one maingun, all other ships have 2 main guns most of the time, so I think that's a fair trade off.
Also, 'Matter of time', how much time? Cause it honestly couldn't have been faster than a Gat/Mortar.
Do I think the carronade needs nerfing? I'm not sure, but the range makes it a ridiculously easy and devastating point and click weapon if you've got heavy loaded. So that would be my first suggestion: to shift the range closer to its lighter sibling so there's greater risk for the same reward. There's a lot of talk here about it being good at armour stripping but I'm not sure why that is? It does flechette and shatter damage so I'm presuming the damage transferred from the popped balloon and shattered guns and engines etc. is adding up very quickly on the hull armour? That's quite a formidable mix there.
If the two carronades have similar ranges that kills the point of even going for the Goldfish and not just bringing a Light one on a tankier ship, which has more overall damage per clip and does the same job with marginal difference, plus gets even more damage per clip than the Heavy one with the right ammo up close. Range and faster cycling rate are the only differences between the two.
If anything, the range of both guns should be brought back down to what it was in 1.3.1, even though I honestly can't see how 50 meters affect anything that much. I disagree to making it lower cause then the gun would always be at an extreme disadvantage against ANYTHING that outranges it, which is.. pretty much any gun that isn't a Flamer. It's already at a disadvantage at range.
Damage spill always uses correct modifiers, so nothing wrong with that.
Carronades are supposed to be the big bad cannons up close that wreck your shit, I don't get why people keep complaining about them working in their intended range, I've had no issues and if I ever went down to them, it was because I either had inferior positioning to the enemy or my gunner couldn't get that shot on their gun to disable it and even then, my allies, randoms or not, are mostly concious and help me, so I just don't see what people are complaining about.
Am I realy one of the few people in these game where I just admit to having been outplayed if I die and not just call the weapon the enemy used OP? I insist that people are simply NOT used to having carronades in the game simply cause of how stupidly broken Gat/Mortar/Flak used to be and don't have enough time spent on the gun or against it and therefore just imply it's broken.
Carronades could do the SAME exact things they do now even back in 1.2, but nobody even brought up the damn gun. Now that they are 'usable' everyone complains about them. Is THIS how we are gonna do the balancing in this game? Please tell me from now so I can take my early leave at least.