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Pilot Skills - Chute Vent/Hydrogen

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Thomas:
Not negligible. Less severe. Not spammable. More frequent in use.



I know that the Khanian style of play is quite well supported, and changing that is difficult to consider for a lot of players. I suppose I'd just have to suggest to players to start flying squids (against equally skilled opponents). If you stay roughly on the same plane as your enemy, you're going to get curbstomped something fierce. Especially if they're skilled players. You need to change altitude to survive and get attacks in, but doing so is going to wreck your balloon.

Using hydrogen for the briefest of moments will deal between 320 and 360 balloon damage, chute will deal 280-320 damage (both of which are above the values listed in the tool tips). Your engineers can't keep up with that. Even 1 use will take over 10 seconds to fully repair at the best of times. If you're already taking damage elsewhere on the ship, and your enemy is decent, this maneuver bought you a few seconds to fix everything else before you try to actually escape. Even a ship not using hydro or chute can easily catch up to a ship using it if they are a skilled pilot. You won't get there as fast, but if they try pulling that stunt again they'll just about destroy their balloon. It's a bit of an overstatement to say that these are some of the most powerful tools.


Let's look at the ships and skills. For simplicity, we're going to say that the drag affects the top speed (Vertical speed) and the lift/descend force affects the vertical acceleration. So we'll say the -60% drag is a +60% top speed, and +200% is a +200% acceleration.

ShipVertical Speed (m/s)Vertical Acceleration (m/s2)Hydro/chute SpeedHydro AccelChute AccelMobula17.017.527.2233.7522.5Squid17.00]4.0027.21812Spire17.003.7527.216.8811.25Goldfish16.993.2527.1814.639.75Junker17.063.0027.313.59Pyramidion16.972.7527.1512.388.25Galleon17.012.2527.2210.136.75

Now how long does it take to reach the top speed using the tools? Assuming you're starting at 0
Mobula - 0.81 seconds Up, 1.21 seconds Down (No tools: 2.27)
Squid - 1.51 seconds Up, 2.27 Down No tools: 4.25
Spire - 1.61 seconds Up, 2.42 Down No tools: 4.53
Goldfish - 1.86 seconds Up, 2.79 Down No tools: 5.23
Junker - 2.02 seconds Up, 3.03 Down No tools: 5.69
Pyramidion - 2.19 seconds Up, 3.29 Down No tools: 6.17
Galleon - 2.69 seconds Up, 4.03 Down No tools: 7.56

So if it feels like your ships is taking at least 3 seconds to reach full velocity, it's because you're:
A- Starting with a negative velocity and taking more time to change directions
B- Using one of the slower vertical ships
C- Both A and B

With all the numbers above, you'll notice that some ships peak out faster, which means they don't necessarily need to use it for the full 3 seconds, as they can cover the same distance in less time. Forcing them to use it for the full period punishes the more agile ships more so than a non-agile ship trying the same maneuver.



Next up we have the balloon damage. Damaged components function at the % of health they have remaining. So an engine with 50% hp will have 50% output. A balloon at 70% hp will have 70% vertical acceleration. As it was mentioned in the OP, hydro and chute do about 6.25% and 5.41% of the balloon hp per second of use; and also these numbers are incorrect, so the actual damage is higher. Each second you use them (and you're forced to use at least 3 seconds) you're losing a hefty chunk of functionality, ultimately reducing the ability of the component. This is fine for the engine tools, as engineers can keep pace with the damage being done, but not true for the balloon damage.




Finally we'll consider the worst case scenario, these tools actually being changed. Clench up everyone.
Let's pretend they're changed as follows (Hydro: 60 dmg/s, effects last for 2 seconds after deactivation, +20% chance fire ignition)(Chute: 50 dmg/s, effects last 1 second after deactivation) ; all other effects remaining the same.

We're looking at 5% balloon hp for the hydro, and 4.17% for the chute per second; for a minimum of 180 dmg and 100 dmg to the balloon on each use. The engineers still can't keep up with the damage, but you're not losing as much functionality upon each use. It's more controllable, but not precise exact timing like you can pull off with kerosene/claw. Has the world ended? Did we break the game? Keep in mind that the tools are uni-directional. Using one makes it harder to go in the opposite direction. Bringing both of them would limit your ability to function on the horizontal.




Personally I like kerosene, moonshine, and phoenix claw. I bring them a lot, and use them even more. Right now I think they function pretty ok. Sure they're used a lot, and it gives certain ships definite advantages over other ships, but making them less useful would probably result in the forums imploding.

If people really want me to, I'll go ahead and discuss trigonometry as well, as that plays a big part in just how effective hydrogen/chute are in certain situations.

Sammy B. T.:
Maybe I don't understand the terms but why aren't you taking into account the climb force changes from the skills.


Also for those who want to nerf the phoenix claw, why do y'all want to nerf Pyramidions?

Kestril:
Oooh. Okay. Now I get it! You can stop banging your head against the wall Thomas. Yeah, that actually sounds reasonable and would allow for some more options overall.

As a pilot who loves ambushing with the squid, I do sort of feel punished for choosing that light craft. It always seems like ambushes have to go perfectly or else I'm out a balloon and three engines. The small buff may make lighter craft a bit more viable.



RearAdmiralZill:
Buffing pilot tools buffs everything in regard to ships. You make the squid "better" but you also make everything else "better"too. The use of altitude is not the only way to avoid guns or their arcs, so I still don't get the thought of hydrogen and chute needing changes that would essentially make them overused.

And no, don't post any trig. I admittedly didn't read half your post because math in this game is fairly misleading.

Spud Nick:
This game is all about how you position your ship. How you use terrain, cloud cover, your ally as cover/bait. Buffing the balloon tools so you can doge attacks like Street Fighter would make positioning less important. You should not be able to hit one button and get out of a sticky situation that you put yourself in.

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