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Balance Concerns & Questions 1.1.4

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awkm:
Every repair tool adds a different amount of HP and has different rebuild power, both being discrete numbers (never scaling).  The number of rebuilds required scales with HP of the component.  That's why the balloon takes so many rebuild hits because it has to much HP.

Medium guns are about double the HP of small guns so they'll require more rebuild hits.  If you have the small wrench (most rebuild power) you won't notice the difference between small and large all that much.  With the mallet you definitely will.

Ccrack:
i do think the manticore is to powerfull now with the new rebuild times. before it wasnt so bad, you could rebuild the engins to avoid another volly or build a gun to try disable it but now they just blow up everything before you can repair anything.

i also think the ignition chance on the banshee is a bit to high. half the ship just bursts in to flames from a clip or two

N-Sunderland:
Agreed on the rocket carousel. I crewed on a Junker today with two double carousel broadsides, and once the enemy ship comes into arc and range there is nothing they can do. The engines and guns drop dead immediately and can't stay up long enough to have an effect, and the hull just gets progressively weakened until there's nothing left.

RearAdmiralZill:
I have been noticing the banshee's getting spammed now. I swear its almost like a flamethrower in rocket form. The fire takes down the hull armor pretty quickly, and then rockets on the hull just add salt to the wound. Maybe something to look at in any case.

Lord Dick Tim:
Well, we all knew this would happen, never a perfect build just new ways to exploit.  All that aside, I dont think anything is truly unbalanced unless one ship can kill 2 ships like the old merc could months ago.  Am I being niave on this?
On another thought, what about if we looked at some weapons in a different grouping like, crowd control, armor damage hull damage.
From this perspective I'm able to take a look at certain weapons and notice how they overlap into more then one category, which in my mind makes that weapon more effective then one that occupies only one of those categories.  Using this kind of logic is how I usually approach ship load outs and can identify a cheap exploit rather quickly.
Thoughts?

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