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Balloons with Health

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Dementio:
It is actually rather easy to win against a Blenderfish at least, its Carronade cannot aim as far down as some other guns can aim upwards (Gatling). In a head to head battle of Blenderfish vs Metamidion both have a chance to win, also Metamidion can bring drouge chute to stay in the air long enough to scare of the Fish with its Gatling.
No creative moves? Maybe not, but logical ones are entire possible: The enemy Blender has to stay above you and use physical contact to do some serious perma hull damage, if you are not already grinding on the ground you can easily still move pretty much anywhere and around anywhere, the Blender might be slower or has to turn around giving you more time to recover. Through this it is also possible to go below the Blender and support the ally if he is fighting on that altitude. Blenders vs Galleons are slightly in-effective when the Galleon bring a Lumberjack and a Hades since both guns will have arc unless it drops behind something.

Blenders are just as punishing as, say killships: If you let them get the upper hand, they will keep the upper hand. It's like staying static in mid-air and letting yourself be killed by hades/double artemis.

Kamoba:
This I why I find gatling/Hades with Artemis such a versatile build.. I know I say it a lot but a good Artemis gunner can keep the meta disabled while the gat or Hades chips away at the enemy.
Same on Blenders, and the front gun is a nice easy target for just two Artemis shots.

However you put Princess Tutu on that carro and he will disable the Artemis first knowing he wants to keep his gun...*Shakes fist at Tutu*  8)

Thomas:
I could have sworn I've talked about this before, but I can't seem to find it. Pretty much the exact same thoughts as Geo, reduce the multiplier and balloon health to compensate. Balloons get destroyed just as fast, but can be rebuilt and repaired faster.

Currently your balloon gets popped and takes a while to rebuild. During this time your ship is at a constant disadvantage from the falling and having your balloon count as hull. Once it's rebuilt and smacked with a mallet, you're only at 50% or so balloon HP and therefore 50% balloon effectiveness. This makes it harder to recover, and oh so very easy to pop your balloon again.


There's some good ways to fight a blender-fish. Usually just DPS them when they're in arc and chase them off long enough to recover. Some ships can't quite do this because their balloon is too high up on the ship, and/or their guns are too low.

Squidslinger Gilder:
Change in rebuild time would go a long way to fixing.

You all talk of counters to blenders which are pretty well known but you are counting on best case scenarios where a blender just sits there and lets you counter them. Competitive play rarely goes how you want it and if you know how to counter, they know how to counter in return. I've seen it too often. Ship being blended tries to move to get gun arcs, blender compensates and prevents blended vessel from countering. Frankly because its too easy to counter a counter. Specially with fast goldfish. Mostly because ships are too damn slow to do anything against a fish that has a vessel locked down. This then relies completely on an ally being free to save the blended vessel. Another reason why 3v3 has better gameplay. 2v2 is predictable and boring.

Frankly, we had better gameplay when the Carro could shoot down because back then ships were faster and arcs were better overall. Don't dare do it now. Hell I've been in many engagements where the blender didn't have to move far away to be able to angle down enough to hit the balloon every time. It isn't a perfect flat arc that prevents downward aiming. You can, with good positioning, hit downward targets very effectively.

Moving to counter often means the fish goes to side guns which are either flames or gats. They'll just keep circling and switching back and forth between carro and sides. So you say, shoot out the carro! I say...whenever is the carro going to be in arc or sitting still long enough to shoot it out? Competitive pilots will not sit there in front of a gun and let you shoot it out. Nor will they let you attempt to counter. If you fly a Pyra, you're too slow to turn or move to do this. Junker, you're constantly falling because the balloon is a huge liability. Galleon, same. In fact the blender can just sit up high forever on a galleon and never come anywhere near the guns. Squid can manage a counter however often times the blender gunner shoots out engines while blending. Its a smart move, it just means the squid might as well suicide as they'll never recover.

Using pub game reasoning for keeping things as are? Thats just great. You pick the LCD of player to base counters off of and even then they'll not have the experience to be able to pull it off. Argument is invalid. The balloon system needs to change. If you want noobs to stay, blender buffing is not it. There are two types of matches which make noobs rage quit the most on. Munker fights and blender/flamer fights. Noobs hate the feeling of helplessness and outside of being bounced around with mines, blenders do that the most.

Omniraptor:
I say nerf the carronade's downward arc more and keep nerfing until complaints stop.

Alternate idea: heavy clip loses flechette damage, does only shatter.

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