Info > Feedback and Suggestions
The damage system is flawed. Suggesting overhaul.
HamsterIV:
Bungee towing an enemy into a wall is meant to be difficult. If it were as easy as a gat morter build there would be no point in doing it.
Dementio:
--- Quote from: Van-Tuz on September 24, 2014, 11:39:14 am ---2 people spamming hull, 1 repairing central engines. Even captain can repair/shoot just by leaving throttle on. Saved me a dozen times.
--- End quote ---
These 2 engines are not enough to escape most of the ships as there is far too much damage reduction.
--- Quote from: Van-Tuz on September 24, 2014, 11:39:14 am ---So are you saying that you'll trade disabling ability for a slightly better turn speed and slight up arc? News to me.
--- End quote ---
I will, because on the Goldfish heavy carronade, lumberjack and hwacha are usually all better at disabling a ship than 1 side artemis. Especially since the Goldfish is supposed to be used in a "sneaky" manner because it usually loses every long range engagement and with only 1 artemis you will probably lose in long range. Similar on Squids, although I do a hades front squid and could get a bifecta for the artemis, the artemis just lacks that upwards arc while the banshee can at least deal some perma hull damage...
--- Quote from: Van-Tuz on September 24, 2014, 11:39:14 am ---Would you like, for example, Artemis that can't damage a gun 80% of the time? I won't.
--- End quote ---
The difference between guns and hull/armor is that guns shoot you while armor protects the enemy hull, which protects them from dying. Also, guns don't take permanent damage.
--- Quote from: Van-Tuz on September 24, 2014, 11:39:14 am ---I could say the same about current 2 gat+mortar combo.
Also, in case of Galleon with 80% DR on armor brute forcing won't work. In case of smaller, more manoeuvrable ships you'd have to land all the shots and not get your guns disabled by enemy fire.
In case of my suggestion i expect anti-hull guns damage toned down a little and hulls to receive a large health pool increase. Like a 2-3 times. To get some space between "we're fine" and "o'shi..."
--- End quote ---
I get that idea, but what I don't get why you want this damage system to change this way. What is wrong with the current one? That explosive guns are less effective when they are supposed to be less effective?
Wundsalz:
--- Quote from: Van-Tuz on September 24, 2014, 11:39:14 am ---
--- Quote from: Dementio on September 24, 2014, 09:57:50 am ---
--- Quote from: Van-Tuz on September 24, 2014, 07:08:40 am ---
Banshee or Artemis? I think we both know what gun would you prefer.
--- End quote ---
On the side of a Squid or a Goldfish I would rather have a banshee, because artemis has slow turning arcs and no upper arc,
--- End quote ---
So are you saying that you'll trade disabling ability for a slightly better turn speed and slight up arc? News to me.
--- End quote ---
As you've asked for a comparison between artemis and banshee here, let me elaborate the advantages of a banshee in comparison to an artemis:
- a "slightly" better upwards gun-arc. 350% better to be more specific, that's the difference between the worst upward arc compared to the best upward arc for explosive weapons. Using Artemises implies severe positioning limitations for pilots. Relying on Artemises also makes a ship more vulnerable against balloon-poppers. Banshees provide more positioning options for pilots here.
- more hull dps and damage per clip. This is interesting if you prefer killing power over disables. Its worth to be noted though that flaks and mortars are better at this particular task and usually the better pick if raw explosive damage is needed.
- the banshees rotation speed is very fast and it requires little time to empty a clip. This is a nice feature for secondary weapons. It allows players who usually focus on other stuff than shooting (pilots, main engineers) to hop into the weapon, quickly empty the clip and focus on other stuff again.
- banshees have got a 35% chance per shot to set a fire stack on impact and a 26% chance to set 2 fire stacks on AoE damage. This is a nice feature to make engineers literally sweat.
Here are two more practical examples where banshees can be very useful:
gat carro Pyra with a banshee side. this is a ship that's flown extremely aggressively. Usually you want to make your kills with rams and as you fly brawly you'll likely take hits yourself. Hence your main engineer will be busy. The banshee shines here due to its wide arcs and quick turn speeds. If your target flies away from you and you can't make a ram kill, you can turn ever so slightly to grant the banshee an arc to at least inflict some permanent damage on the enemies hull. Its also great for main engineers to quickly hop in whenever they've got some time to breathe and an enemy happens to be in arc.
Hwacha-hades-spire with banshee sides. This build is capable of killing any ship on its own in a matter of seconds. The Hwacha hades combo provides an extremely high burst damage which yields quick hull strips. Also the Hwacha is a great explosive damage source and the hades isn't a neglectable perma-damage source either. The banshees blend in fine here. the fire chances added by banshees help to build up additional pressure to the raw stripping power the hwacha and hades already provide and once the hull is down all your weapons are capable of inflicting severe permanent damage. As a bonus the banshee fire-time fits the hwachas reload time very well which allows the gunner to operate both guns on the lower deck. Hence you one engineer can be dedicated exclusively to repairs.
All Guns in GoIO are viable in certain setups - some weapons like the gatling or mortar are very straight forward and excel at certain roles. Other guns like the banshee have got a less specialized purpose and might look a bit under-powered at the first glance, but like every other gun it has got its place in this game. For anyone who wonders what a certain gun is good for or is interested in getting into the finer details of GoIOs Arsenal in general, I recommend this guide.
Personally I do prefer the diverse and yet balanced arsenal GoIO has currently got to offer over a normalized system that's suggested here.
Van-Tuz:
Wundsalz, this thread is actually NOT about banshee vs artemis. No more please.
Also, 2 systems has been suggested here.
Wundsalz:
Of course it is. In the op you state reasons why the current system was flawed. One of those statements is "Some weapons are completely unusable and therefore nowhere to be seen." and you've fielded the banshee as an example for a useless gun yourself. Hence I've picked it up and elaborated how the banshee blends in well into the current system.
Navigation
[0] Message Index
[#] Next page
[*] Previous page
Go to full version