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Pilot Skills - Chute Vent/Hydrogen

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RearAdmiralZill:
A light touch is achieved through normal movement.

Thomas:

--- Quote from: Thomas on January 29, 2014, 06:14:32 pm --- If I'm burning kerosene and I might clip some terrain if I don't slow down, it's nice to use hydrogen to pop up over it a smidgeon. But then you're forced to continue rising and have a difficult time going back down.

--- End quote ---

That's the kind of light touch I'm talking about. Just a tap to dip under a hwacha barrage and take it in the balloon. A small puff of hydrogen to clear a low hill that you don't want to slow down for to clear, a drop of chute vent to duck under you ally instead of bumping them. Small moderate changes that don't cost you 1/3 of the balloon and keep active well after you stopped using it.

The equivalent of using kero/shine for a sudden hard stop before you smack a wall, or a burst of speed to dodge a flak. It should still damage the balloon to a point you can't keep it running all the time, but you should be able to use it more often than it can be used now.

Wundsalz:

--- Quote from: Thomas on January 29, 2014, 05:05:30 pm ---I can't see how it would break the balance between ships at all. All we're looking for is less damage/more control. Not for an increase in power. Even now it's not as powerful as some people think, especially at the higher levels of play. They would function exactly as they do now in terms of drag and acceleration changes. Making them less devastating to use will not break the game.

--- End quote ---
Hydrogen is one of the most powerful steering tools already, buffing it would certainly effect the game balance negatively. Regarding your observation of a correlation between player level and hydrogen usage, my personal experience suggests quite the opposite. I refer to hydro as a last resort option to get out of tight situations or to get quicker (back) into action. Hence my enemy needs to challenge me a bit in the first place to make me use hydro. The more experienced the enemy captains are the harder it is to get into a superior position, as they keep closer attention to what you do and know better how to react to your actions or when to take the initiative for a dirty steering trick themselves. As a result I'm forced to use hydro more often when fighting experienced pilots.


--- Quote from: Thomas on January 29, 2014, 06:14:32 pm ---That's the kind of light touch I'm talking about. Just a tap to dip under a hwacha barrage and take it in the balloon. A small puff of hydrogen to clear a low hill that you don't want to slow down for to clear, a drop of chute vent to duck under you ally instead of bumping them. Small moderate changes that don't cost you 1/3 of the balloon and keep active well after you stopped using it. [...]a hard stop before you smack a wall, or a burst of speed to dodge a flak.

--- End quote ---
Any of these maneuvers can be worth way more than 1/3 of a balloons life in many situations and if they are not, well, then it's probably best to stick to regular raising and sinking speed.

As for the minimum duration, I agree with Zill. In any circumstance where I decide to use hydro, I actually (think to) need it for a duration of at least 3 seconds. The altitude adjustment tools are currently designed for drastic and sudden movement alterations and I believe that's a good thing.

In the end it's probably a matter of taste. I really like these tools like hydro and moonshine, which come at a relatively great cost and require precise timing, but grant a severe boost in the times of need. At the same time I'm not a big fan of how tools like kerosene or the claw work - which you can basically throw in and forget about to fly a bit better for longer durations.

RearAdmiralZill:
Well no offence to you Thomas, but our back and forth isnt going to go anywhere, because I can accomplish dodges like :


--- Quote ---dip under a hwacha barrage and take it in the balloon.
--- End quote ---

with normal movement. The use you are trying to get is exactly what I think these tools shouldn't be doing, and what normal movement accomplishes within the balance of the ships themselves.

Thomas:
Except against equally skilled opponents. Be aware that ships move up and down dramatically slower than forwards/backwards. If you wait until the last second, you're still getting a face full of hwacha. If you predict when he's going to shoot and move ahead of time, you might be able to avoid most of them. If you get it wrong and move too soon, they'll lead the shot and you get another face full. Using one of the tools just about guarantees a miss (assuming you're close enough). Using kerosene or moonshine can have the same effect, and I often prefer kero or better yet, moonshine, for such situations.


There seems to be a lot of personal taste involved. If you feel you can dodge shots without using a tool, I encourage you to do so and openly applaud; hazzah unto you and all that jazz. Some players might not want to take that risk against skilled enemy teams. Some players might feel the desire for small bursts of up/down without severely damaging the balloon. Some players may want to use it for less than 3 seconds, or may want to choose exactly how many seconds it's active. Maybe they know the enemy is high above them, so they pop hydrogen for two seconds, almost run into the enemy who's dropping down and need to wait 3 seconds before they can chase them (with their balloon in a very sad state at this point). There's a lot of personal taste. And having it limited in the way it is reduces it's usefulness in a lot of other situations.


As for it being the most powerful, I would heartily disagree. That award I would give to the phoenix claw. Nothing keeps enemies in your sights better. If you could choose only -one- tool, this would be it. For it's usefulness in dodging, I can't argue. It's great for that; but mostly at close range. You go mid to long and you're going to have a hard time keeping out of arc. It's basic trigonometry. You can certainly use a little boost for dodging some snipes, but the damage it does and the time it lasts only lets you get away with one or two dodges at most (assuming the gunners don't catch on very fast); and only on the faster vertical ships. Dry dodging a shot with helium on a galleon and it's just not going to happen.


I can compare it to other tools, point out issues and common complaints, use dreaded math, and even come up with alternative solutions. But the only reasons against the proposed balance seem to be:

-I don't want it changed, it's fine as it is
-You're not using it right
-But it's -really- good for dodging/escaping
-I can do that without tools
-I don't want to see it used more
-I have to use it that long anyways to see an effect


What's wrong with wanting it to be used in different situations? Damage aside, why does it need to be left on so long? What's wrong with wanting more control over it's use? Why Khan?

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