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Balloon/flechette attacks
All Systems Go:
So... lately -- after getting them used on me -- I've been playing with flechette weapons. The carronades, that is.
I'd like others' thoughts on this, but slowly I'm leaning more and more towards thinking they're a bit overpowered?
I mean it's been great for my get 3 more kills than deaths and other goldfish achievements... but it just renders the victim ship completely helpless. They can't shoot back, trying to run just speeds their demise. As soon as it's rebuilt, it gets knocked down again, and that's without instructing my gunner to hold fire until they repair.
Yeah, teammates can help, especially in 3v3, but in 2v2... they're often busy with your other teammate.
It's also an attack that works from any angle, whereas other component attacks, you need to, say, approach from behind (engines) or face the weapons you're trying to take out, and so on...
But with a balloon attack, you just stay above, shoot down, and there's just nothing they can do, even with 2-3 engies constantly rebuilding the blimp.
My personal strategy is drogue chute and hope my ally responds/can respond when I call. It really seems about all I can do, and certainly my victims when I launch the attack seem just as helpless. Certainly even with a more conventional attack, an ally's help to take the heat off can go a long way, but not even a hwacha renders one as fully immune to retaliation as this.
So, I wanted to put it on the table for discussion. Unless I'm missing some key element or there's some other reason, do balloon attacks seem a little OP?
And another point for the upcoming adventure mode... if there are adversarial missions and only 1 ship per side... it seems like it will come down to whoever can knock down the other's blimp first, or to whoever brings a carronade or two if one player decides not to.
Donovan Copperbottom:
I'm actually leaning towards agreeing with you on this one, at least when it comes to the repairing bit. I'd say the range and damage of the carronades were fine, they were before, and they tweaked it a bit to give the heavy one more spread in one of the last balance patches. That said, in the big overhaul patch that tweaked repair rates and so on, it seems like balloons have a great deal more health than before, but subsequently take far far loner to repair from broken.
I've managed to pull off one or two times in the pilot's seat a frantic ascension with hydrogen immediately after the balloon was back up, but it's never easy to come back from bouncing around on the floor while under the assault of a carronade goldfish. :D
Helmic:
A buff hammer in those situations can be a godsend, it'll let you rise up quickly without draining precious balloon HP. It's not that the carronade is OP, but that it's the sniper rifle of GoI. Once you're hit, there isn't shit you can do other than delay the inevitable and hope your opponent lets you move underneath him.
RearAdmiralZill:
You forget to mention they have extremely short ranges compared to the long range meta. Letting them get in close so that they can lock you is the mistake that give it an "OP Feel". Ive also seen many people needlessly charge into short range fights with long/mid range weaponry.
Menuvering around a locked ship to maintain the best angle on the balloon isnt so easy as you say. The locked ship's priority should be to get out of the carronade angle. If youre facing a carronade goldfish for example, fight at high altitude. This gives you a much larger buffer.
The Heavy Carronade was actaully nerfed from its pre 1.1.4 state. With the nerf to Loch and the spread increase, plus tweaking so it wasnt insta-killing hull armor, it was reigned in.
It really is a nice example of high risk, high reward when done correctly. You cannot just blow them up after the balloon goes. The ground has to help in a lot of Carronade kills. That is a fairly big weakness.
Helmic:
Having flown more than a few carronade fish myself, I can tell you the carronade is not high risk high reward. It is incredibly easy to stay on a target, the only thing you have to worry about is their teammate coming in for a 2v1 which shouldn't be happening if your teammate is doing his job. They're also surprisingly long range, once that balloon is teetering on death it doesn't take much to keep it dying. Your reward, on the other hand, is the slowest kill ever. Much like how hwachas take forever to actually kill a target, it takes AGES to take down a competent crew that doesn't want to go down. They won't ever rise above you, but they sure as hell will drag it out for ten minutes.
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