Info > Feedback and Suggestions
Carronades
James T. Kirk:
decrease damage, decrease balloon health. This makes it less effective against armor, but still equally good against balloon. It would also make the balloon rebuild time shorter and make mallets proportionally more effective.
Indreams:
I agree with people who have suggested increase clip size and proportionally lower damage. (on the twin carronade)
With the damage spread out over a longer period of time, it gives pilots time to get away, engineers time to keep the balloon up, and gunners time to disable the carronade.
The barking dog carronade seems pretty okay. I guess the only thing I have against it is that it isn't very satisfying to shoot.
Dementio:
Since it's relevant, I will drop this previously mentioned suggestion here:
--- Quote from: GeoRmr ---Reduce the health of all balloons - Reduce the damage modifiers proportionately - Reduce the damage done by pilot tools proportionately - problem solved. Balloons still pop with 2 shots from the heavy carronade but can be rebuilt and repaired much quicker - Balloon Lock is no longer an issue but carronades are still effective at dropping ships out of arc - TaDa!
--- End quote ---
I suppose he was speaking of modifiers on armor and hull.
I somewhat like the Carronade's ability to destroy armor, but not the hull, of course.
Hillerton [PC]:
I believe that currently the carronade ans especially the heavy carronade is the only weapon that can kill on its own that does not have a high skill requirement and that I think is somewhat sad, especially with how hard to counter it is for new/newer payers.:( I do agree with everyone here who said that we need to reduce the damage of the gun. I do belive something like killing a balloon fully in 1,5 clips would be nice as that give the attacked ship time to react during the reload. Removing the possibility to destroy other weapons and engines is more or less a must in my eyes.
However I also believe that lowering the upward arc on the gun could be a good idea in addition to lowering the damage. Dodging below a carronade ship is generally exactly where they want you and allows the carronade ship to get in to a better attack position after the first dodge as all ships have balloons on the top (except ofc mob) and most guns have worse upward arc.
So how about allowing people to doge above the ship, forcing the fish to attack from the same height (much like how you dodge Artemis and Mercs)?
Indreams:
--- Quote from: Hillerton on December 01, 2014, 07:30:02 am ---However I also believe that lowering the upward arc on the gun could be a good idea in addition to lowering the damage. Dodging below a carronade ship is generally exactly where they want you and allows the carronade ship to get in to a better attack position after the first dodge as all ships have balloons on the top (except ofc mob) and most guns have worse upward arc.
--- End quote ---
Dunno, to me, the upward arc of the carronade is its defining characteristic because "most guns have worse upward arc"
And it seems that no balloon drops you faster than a damaged balloon. I find that, as long as I don't panic, I can usually dodge under a carronade and give my engineers time to recover. Maybe its just a reaction thing.
I do, however, completely agree with this:
--- Quote from: Hillerton on December 01, 2014, 07:30:02 am ---I believe that currently the carronade ans especially the heavy carronade is the only weapon that can kill on its own that does not have a high skill requirement
--- End quote ---
In a 1v1 situation, the blenderfish almost always outperforms everything but a metamidion. Carronades got balloon killing, hull stripping, and gun disabling (heavy rounds) together. That's something that needs a twick.
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