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Balance ideas for Pyramidion and Junker

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Dutch Vanya:

--- Quote from: pandatopia on July 25, 2014, 06:55:55 pm ---I am unsure if a spire can outfight a pyra face to face.

Assuming the spire is double gat mortar hwacha or something, if the pyra dodges the hwacha (not terribly hard to do, with great downwards arcs on top guns and the verticalness of the spire), I feel they have a very high chance of winning the engagement.

--- End quote ---
The spire can have a secret weapon that takes full advantage of how pyramidions work.

Ultimate Pheer:
What would that secret weapon happen to be?

Sniping guns? Won't stay at effective range for long, because a Metamidion WILL go for the ram if the effective range of an enemy ship is larger than it.

Richard LeMoon:
Just some random thoughts.

On the Pyramidian, all crew members are 2 seconds max away from the hull at all times. I think this is what makes them seem harder to kill. I know some pilots that actually fix their own hull. Both gunners have an easy jump to the hull, which should really be leg-breaking. My suggestion is to raise the catwalk railings so they can not be jumped, and top deck crew have to use the ladder to get down. This adds almost a second of travel time for the right gunner to the hull, and 1.5 seconds to the balloon gunner. It also puts them on level ground with the Spire and Galleon.

As far as hitting all the engines, I suggest leaving this aspect, but adding a twist. Lower the main engine so it is even easier to hit (and makes more sense being able to hit it in the first place), and actually add a second smaller engine over it. Reduce the main engine output by 1/3, but bring it back up with the power output of the smaller engine. Or, remove the one large engine and replace it with a stack of two equal small engines with 1/2 output. The engineer then has the choice of quick repair of three engines (2 seconds max) and losing some mobility, or a 5 second cycle, or bringing back a second engineer. I think we would see more use of the side guns with this change.


I think the junker is fine the way it is as far as guns and maneuverability. Its big weakness is its huger balloon. Its huge benefit is its tiny hull. I think it seems so tanky sometimes because half the shots miss. Once a Junker's balloon is down and all that lovely canvas becomes hull, they go down pretty fast. My suggestion to balance this out is simply by making more hull and less balloon. Make more of the framework around the balloon part of the hull hitbox. Make the under-slung sails a bit larger as well.

As other have said as well, 'buff' the other ships by adding more repair options and mobility. Move the Spire turning engines closer together, and add small ladder and platform to access the top engine from below.

Give the Mobula two more small engines on the top deck 'wings' and give it faster turning (a little slower turning than it has now if those top engines burn out). Add in an 'emergency repair' room down a ladder at the rear of the helm room that accesses both the hull and balloon, but nothing else.

Lower the Squid engine hotpoints so they can be more easily hit from below, and give the pilot back some ability to fix the hull.

Crafeksterty:
For my 2 scents,

Give the Spire an acceleration buff from 3.00 to 6.00
This can help the spire use its body more, and react better versus shots like hades, rams or most importantly, get better positioning.

Squids vertical meneuverability needs to be almost that of a mobula so it has a second alternative to engines as a means of escape or approach.
This makes the squid almost hopeless to chase against, and when his engines are down a quick chute or hydro will still let the squid escape.


Mobula is pretty fine on my eyes as it is saturated enough to what it offers.

Most ships are allready saturated to the point of its own personality and use.
Like my example of the spire, if its so tower like, why cant it be difficult to hit? Not only that it should be easier to position with a cone like that than a long ship like galleon.
Or the squid, its fast and its weapons dont exactly combat a ship but an alternative that helps its allready fast meneuverability to swop around ships at all times or escape. Being extremely enviornment aware like it should be.

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