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Transferring damage from balloon and other destroyed components to the hull.
Sammy B. T.:
This is not a long thought out idea so bear with me. I've been thinking again about the carronade and various proposed fixes that wouldn't start another tired conversation about the gun that is completely overpowered or underpowered based on the situation when I realized I may be looking at the wrong side of the equation. So I began thinkning about potential buffs to defense against carronades like armored balloons, increasing upward arcs of gats and mortars and so on. However this idea struck me earlier today and I wanted to get the community's thoughts.
The Question
What if damage to a downed balloon did not transfer to hull or had a reduced transfer to hull.
Now as I am sure you are all aware, when the balloon is downed all damage done to the hit marker of the balloon gets counted as a damage to the armor and hull. What if this didn't happen, either entirely or partially. Quick, to the conjecture corner!
The potentially good
1. Balloon popping would still be a useful zoning technique.
2. Balloon blocking would be a bit more awesome
3. Ships like the every ship other than pyramidion wouldn't be hard countered by the existence of a carronade in the match
The potentially bad
1. This could be a bit of a nerf to carronades and lumberjacks
2. But where does the damage go?
For me though when I am in combat and I lose my balloon, I'm not thinkning of the really crappy fact that I am now falling out of the fight and that my ally is all alone. Instead, I am focused on selfish fears, that I am now super vulnerable to gat mortars. Surely zoning in of itself should be a useful advantage. It already sucks to not have a working balloon on an airship, can't that be enough?
My proposal, and this may be a better idea for dev app testing, is try a few things
No damage transference
Reduces by X% damage transference
Different damage multipliers for shots hitting a downed balloon.
Nidh:
I think this is a good idea, at the very least I think it should be tested. Zoning is such a huge advantage already, not to mention how long it takes to fully repair the balloon and enter the fight again.
Alistair MacBain:
I am fine with a damage reduction for damage transfer but taking it away completly i see alot of "abuse". (abuse is maybe the wrong word but i assume you will understand what i mean)
By taking away the damage transfer completly you will have ships like junker that survive for ages cause your unable to hit their hull.
Or a mobula with a dead balloon where you hit the enemy but youre aoe goes in the balloon alone taking away a big proportion of the damage just because you didnt hit an extremely hard to hit target.
And for me these days i am not concerned about the bigger hitbox but on the inability to assist my ally. But ok ive flown with the thralls recently and we value balloons much higher than any other team ive flown with.
Replaceable:
I think a reduction would be cool. Removing it completely would be bad. *cough* Junker *cough*
Balloon pop does the following.
* Remove you from the fight, leaving your ally 2v1
* More vunerable to hull hits.
* And the potential to leave you grinding up against the floor. Letting you die slowly and frustratingly.
Oh and the Carronade can disable components really easily.
And the heavy carronade is actually quite effective vs. hull armour.
The Carronade does a lot. Maybe too much...
Crafeksterty:
Yeah, the junker comes to mind, his hull is already small, the baloon is its weakness.
All other ships dont exactly have the baloon as its main focus point of damage so this change doesnt exactly help much.
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