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Balloons with Health

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Puppy Fur:

--- Quote from: Dementio on February 01, 2015, 01:49:00 pm ---Does changing balloon health matter? I expect to see Balloon destruction in a maximum of 3 shots, if the first 2 are not enough...

--- End quote ---

3 shots would mean a reload instead of no reload for the heavy carronade which I think would have an impact.

Dementio:
Yeah, it would be slower to destroy balloon, which I think is one of the few reasons why Blenderfish is so much more popular compared to other balloon popping builds.
I mean, you can say that slower balloon destruction "balances" it out, but at the same time, pretty much every other gun has the potential to one clip anything (gat one clipping armor) so the Carronade would actually be rather weak when having to reload before destroying the thing it was supposed to be able to destroy.

Maybe different balloon healths do make it better, but I actually can't see how it can be done with the heavy carronade without making it just too weak against certain ships whereas it stays as good or too good against the rest of them.

Crafeksterty:
Keeping same baloon health through all ships is more balance friendly than changint them based on ships.

Perhaps making all damage versus baloon 50% worse, decrease baloon health by 50%, decrease rebuild by 25%.

That way you have an easier baloon to repair and rebuild while all damage is still the same, its just alot more rewarding to rebuild and repair the baloon.

Hilary Briss:
Balloons so fast to destroy so long to rebuild.

The Stamina race begins after the first shot.

Zirilfer:
I've thought about this a fair bit, and I personally think the balloon damage and health are in a very good spot. What I would like to see is a buff to drogue chute. As it stands drogue chute only lasts 2s after deactivation/leaving helm, and the resistance it provides against falling could be a bit better. Because the balloon is near the pilot on the most poppable ships (Junker and Galleon), something like say 6s after deactivation and 30%ish more vertical drag than it already provides could be enough for superior firepower to gain an advantage against blenders, without simply making blenders completely worthless.

There is also some utility for goldfish, spire and mobula. Goldfish has somewhat accessible hull and balloon, Spire has accessible hull and guns, and mobula falling slower would always help.

TL;DR: Buff drogue chute so captains can use their repair power while also having the benefits of drogue chute.

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