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Transferring damage from balloon and other destroyed components to the hull.

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RearAdmiralZill:

--- Quote ---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.

--- End quote ---

Unless im missing patch notes that recent buffed carronades, then:
-It makes it a 1v1 more often than 2v1. The window of popping a balloon, then changing over to their ally is quite small.
-True. Pretty much the point of it, as it has to go through balloon before it can even touch hull, something things like gat/mortar don't have to do.
-Depends on position relative to the ground. The time variable of grinding someone into the ground is varied immensely.

And im not picking on your post, you just happened to put nice points up that let me explain the other side of the coin.

I think you would disproportionately buff some ships while nerfing carronades as a whole, for, what reason? To buff junkers? They don't exactly need it.

Watchmaker:
Just a historical note: we added the damage transfer mechanic back in beta, because prior to that shooting a destroyed component produced no damage and led to very strange results.  Your destroyed balloon was effectively a shield that blocked all damage from above; the Goldfish could ram with impunity because a destroyed front gun blocked all other damage from the front.

Basically, removing transfer is not likely to happen, at least not without other major revisions to address these issues that led to its original introduction.

redria:
What if you took the lowest damage modifier between balloon-armor or balloon-hull and applied that to the damage being done to the armor or hull?

So Carronade destroys the balloon. Normally a gatling shooting the balloon would have piercing modifier on armor and the damage would be dealt to the armor. The change would be that the gatling instead has a modifier as if it were shooting the balloon, but it still deals damage to the armor.

A Carronade hitting a dead balloon would have a modifier as if it were shooting the armor (since it deals less damage to armor) and deals the damage to the armor.

Basically you can still aim at the balloon, but it gives you the lowest possible damage modifier between the balloon and what you are actually damaging.

This could also be applied to other components?

GeoRmr:
Stopping damage transfer makes the junker and mobula ridiculously op.

RearAdmiralZill:

--- Quote ---A Carronade hitting a dead balloon would have a modifier as if it were shooting the armor (since it deals less damage to armor) and deals the damage to the armor.

--- End quote ---

This is already true. A carronade shooting a dead balloon doesn't get balloon modifiers on armor.


--- Quote ---So Carronade destroys the balloon. Normally a gatling shooting the balloon would have piercing modifier on armor and the damage would be dealt to the armor. The change would be that the gatling instead has a modifier as if it were shooting the balloon, but it still deals damage to the armor.
--- End quote ---

This is the main question I suppose, which still takes me back to if this were a feature, you're buffing ships disproportionately. A big reason for taking out a balloon is so that you get the increased hitbox to hit armor/hull. A junker already has a tiny profile. Then to add onto that special modifiers so that it gets a balloon shield in essence, further delaying the already slow kill that balloon popping weapons provide.

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