Info > Feedback and Suggestions

Hull and armor system overhaul

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Van-Tuz:

--- Quote from: Sammy B. T. on September 29, 2014, 12:48:32 pm ---This requirement of having to hold the explosive for offensive or avoid/disable the explosive for defense greatly increases the teamwork aspect of the game.
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You also incorrectly state that the state of the hull doesn't matter. It most certainly does. Armor doesn't last forever and against good enemies you can expect it to go down quickly once engaged in direct combat.

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These teamwork aspects aren't going anywhere. But they would be less mandatory. Experienced teams would still hold the mortar fire until the armor is stripped to deal 2x more damage. But inexperienced teams would not be punished so hard for the imperfect performance. They would deal less damage but would still deal it.
Besides, i think that the situation with 5% hull Galeon should not be normal. It was very thrilling for me but i bet it was frustrating for my opponents to not being able to kill my barely duct-taped ship.
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Example: you're on a Junker against a Spire and something else. No matter how much Spire's teammate bitten off your hull you'll still die from a single charged Hflak shot once your armor go down.
Does it really matter how many time pass between armor going down and hull going down under mortar fire: 2.5 or 3 seconds. Your tactics and combat actions aren't changing.  Your survival is dependent on your luck more than on your skill.
I think the possibility of evading combat to repair critically damaged hull opens up much more strategic choices. Currently you have no other choice but to engage in combat.

Alistair MacBain:
I love the current influences from one engagement into another by simply dealing permahull dmg in the first encounter.
Id hate to see that pass. It would also punish inexperienced teams much harder gainst mediocre experienced teams. They wouldnt be able to get a single kill just because their enemy can repair up fully.
Just because of one weird game you cant state the system doesnt work. In a similiar skilled environement those fight influences are pretty important. Positioning, dmg dealt ... Those things matter and are part of the tactic.

And yes a hflak will kill you if you let the spire stay at his range and dont punish him. Thats totally fair and wanted. If you let one of the enemies do what he pleases then youve done sth wrong.

HamsterIV:

--- Quote from: Van-Tuz on September 29, 2014, 09:17:14 am ---More combat situations and tactics. We may even learn the word "tactical retreat". Currently we can't do that because there's not much space between "we're fine" and "o'shi..." And harpoons may become very useful to prevent it.

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Don't presume to speak for all of us. I have successfully escaped from many bad engagements, and have seen others do it too. A lot of close games are decided by a loosing captain knowing when and how to cut his losses and retreat. I will agree that there is not much time between when an engagement goes bad and the time a captain must act to effect a proper escape. You don't see many escapes among newer players because they don't know what a bad situation looks like until it is too late to do anything about it.

Canon Whitecandle:

--- Quote from: HamsterIV on September 29, 2014, 05:51:06 pm ---
--- Quote from: Van-Tuz on September 29, 2014, 09:17:14 am ---More combat situations and tactics. We may even learn the word "tactical retreat". Currently we can't do that because there's not much space between "we're fine" and "o'shi..." And harpoons may become very useful to prevent it.

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Don't presume to speak for all of us. I have successfully escaped from many bad engagements, and have seen others do it too. A lot of close games are decided by a loosing captain knowing when and how to cut his losses and retreat. I will agree that there is not much time between when an engagement goes bad and the time a captain must act to effect a proper escape. You don't see many escapes among newer players because they don't know what a bad situation looks like until it is too late to do anything about it.

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I can vouch for this. As a mid/long range pilot half of my time at the helm is spent driving in reverse at a funky angle to keep my port side guns on target while I back the f*** away because my short range escort got chewed up.

Piemanlives:

--- Quote from: Canon Whitecandle on September 30, 2014, 01:25:00 am ---
--- Quote from: HamsterIV on September 29, 2014, 05:51:06 pm ---
--- Quote from: Van-Tuz on September 29, 2014, 09:17:14 am ----Snip-

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-Snip-

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I can also attest to this, as I typically fly a close range vessel I often find moments where my wingman has suddenly gone down and I'm about to get engaged in a 2v1 with no hope of victory, depending on the map and environment I find myself in there can be a variety of ways to escape. Most of the time it's running kerosene and making a mad dash for whatever location my ally has decided to spawn in.

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