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Carronades
Crafeksterty:
Uuuuh, as much as it seems logical, there are ships this would be highly ilogical. I mean just downright shouldnt happen for these ships.
Well, the only ship i see not having this is Spire :P
But then again, hitting the ground and not getting damaged isnt a good fix to the carronade, its a good fix versus lumberjack but carronade not really. Because the enemy ship is allready close range and on the ground, why not ram? So in either case it will die anyway. Its just good against long range baloon popping. Ships from long range eventualy falling to the ground will then be able to come back up. With carronades it wouldnt really matter. Heck i believe keeping them on the ground without killing them would be more inneffective in terms of balance or mechanic abuse.
RearAdmiralZill:
Hence why i'd test it and not just proclaim we solved the great carronade debate!
In all seriousness though, it would be rather different. Plus, how often do you really manage to make your ship stay perfectly still? Any movement will translate to damage, just not a fixed rate when you're sitting on the ground. A carronade would ram. LJ is usually accompanied with another gun (not my lumberfish) and even if not, they generally run support over kill. I think this ultimately hits the "gameplay vs realism" barrier though. The tactics sound fun at least.
GeoRmr:
--- Quote from: RearAdmiralZill on December 04, 2014, 03:26:30 pm ---Hence why i'd test it and not just proclaim we solved the great carronade debate!
In all seriousness though, it would be rather different. Plus, how often do you really manage to make your ship stay perfectly still? Any movement will translate to damage, just not a fixed rate when you're sitting on the ground. A carronade would ram. LJ is usually accompanied with another gun (not my lumberfish) and even if not, they generally run support over kill. I think this ultimately hits the "gameplay vs realism" barrier though. The tactics sound fun at least.
--- End quote ---
I wonder how hard that would be for muse to implement though
RearAdmiralZill:
No idea. Im sure it's a lot harder than my mind makes it out to be. The underlying "problem" (and even here i'm guessing) is that ships with no balloon are always in a "falling" state. Damage is currently scaled on speed (you bump into something and its not so bad. smack a rock at full speed with squid, yea your armor's gone) so it's just how do they make it so the "ground" knows differently?
HamsterIV:
While you can't rest on the ground without taking damage, the damage rate is small enough that you could put up a decent fight before the hull goes. A gat/morter combo or a mine could easily knock out an attacking blender fish in the time it takes resting impact damage to finish off a junker. I have fraught my way out of balloon lock several times by sitting on the ground and camping hull.
The problem many pilots encounter (myself included) is the temptation to press the rise button when you are in that situation. Every time your balloon is repaired you want to use it to get as far from the ground as possible, but this only serves to increase the ground impact damage when it is ultimately popped again. I have found the best practice when balloon locked is to go down even with a repaired balloon. It takes you out of the blenderfish's vertical arc and allows you control over how you hit the ground. Once on the ground your crew have a limited window to make a kill as the blender fish over descends.
Against exceptional pilots (Zill) this won't always work because they will hit you with a goomba stomp the moment your hull touches ground. Against less seasoned pilots, who like to watch a ship writhe on the ground while they pop the balloon constantly, it is possible to pull a turn arround.
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