Info > Feedback and Suggestions
The damage system is flawed. Suggesting overhaul.
GeoRmr:
--- Quote from: Van-Tuz on September 22, 2014, 04:19:59 am ---If it's not accurate then please point me to the on that is.
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I don't believe there even is an accurate table...
Van-Tuz:
--- Quote from: Sprayer on September 22, 2014, 06:11:06 am ---How about packing drogue chute? Or bring a double LJ galleon and camp some wide, open space.
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Like I said before, if some item on the enemy's ship/crew says: "you must bring these items or to be subjected to a slow, painful and humiliating death" then said item is horribly designed.
Don't pretend that "they're okay" because you can counter them by triple-jumping trough fire.
Carronades were discussed a thousand times and i'm just suggesting another way to fix them. I'm more interested in your opinion about damage overhaul.
Sprayer:
I tend to avoid writing "meh no likez" so I intentionally left my opinion about the damage overhaul out of my post.
But if you insist, I like how the damage system currently works and if I had to change it, all I would do would be to add a tertiary damage type to all guns.
Replaceable:
--- Quote from: Mr.Disaster on September 22, 2014, 04:14:08 am ---I pretty much agree with all you wrote, someone have already made a thread criticising current meta (gat-mortar) and it's efficiency to kill (which is basically the only goal of most competetive games)
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I'd rather we forget about that whiny-ass thread xD
--- Quote from: Mr.Disaster on September 22, 2014, 04:14:08 am ---About carronade - I also think it's kind of overpowered. It's quite easy to aim (no weird recoils or bullet trajectory), aims at easy to aim objects (freaking BALOONS) and makes ship basically defenceless. Also after balloon is down the damage is moved to hull and then to permahull so basically you can disable pretty quickly and just bluntly shoot enemies to death with one gun. Add gatling or flamer to it and you have a close-combat killing machine. Oh and it one-shots weapons and engines.
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Yeah agree, hit the dangerous gun (i.e. Gatling gun) on enemy team, Start pounding balloon, reload, They're gun goes back up, They will be popped and sinking before that dangerous gun can do anything. Carronade is fairly decent vs. hull armour too, so after some time you have nothing. Which sucks. I do however appreciate the skill needed for 'carronade sniping' i.e. getting a disable first hit with heavy clipped carronade. And also once the balloon is rebuilt it's lack of full health and slow rebuild means getting re-popped is almost certain. Paired with fire from a banshee or a flamer (both of which i run.) They're gonna have a bad time.
--- Quote from: Van-Tuz on September 22, 2014, 02:54:51 am ---1) Even out all guns' DPS.
2) Even out all damage types' multipliers. They should be 1.5-2.5 in their speciaisation and 1 everywhere else.
That way TTK would be stabilised around one point that gives the most fun for both teams.
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Yeah i had this thought a while back too- i totally agree with you, I would like to see some variation in builds. This would do exactly that.
--- Quote from: Van-Tuz on September 22, 2014, 02:54:51 am ---Make a ship with destroyed balloon be unable to control its altitude but do not fall.
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I like this idea. They could make the component be called altitude control to fit in with the lore. Hell even have it similar to hull armour and perma hull. Altitude control is destroyed first, and then what's keeping you afloat- the balloon. Make both repairable. Have the controls a relatively quick rebuild and the balloon the same rebuild time as normal.
HamsterIV:
The guns should not be balanced on time to kill because some guns primary roll is to control a fight rather than win it as fast as possible. Your example of the carronade proves the point.
It is possible to fight your way out of a balloon lock with just a gat/morter. I have killed many blender fish by sitting on the floor and out DPS'ing him. Alternately you can fly away and tar them. Blender fish have to be close to take advantage of the gun blind spots and often don't have time to evade a surprise tarring.
The best strategy is to stick close to your team mate. A well coordinated team is the bane of blenderfish. Even if both enemy ships are balloon locked it is impossible to stay out of two ships firing arcs. If this game allowed for 1v1 ship battles the carronade would be incredibly overpowered.
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