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Heavy Carronade

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Arturo Sanchez:

--- Quote from: MightyKeb on March 27, 2015, 06:29:20 am ---I think heavy guns should be sidegrades to their light counterparts. Look at HF, it does insane damage yet is affected by ballistics as much as Lumberjack, which serves a different purpose than Scylla. Hwacha may be a beast of its own but in my mind it will always be 4 artemises shoved in one gun. Heavy carronade? Simply outdoes, outguns AND outranges light (they may have the same range with heavy clip but H. Carro suffers less) I think the best balance change would be to make them both a beast of their own, either have them serve same purposes but with different aspects (light v heavy flak) or alienate its use from the light (lumberjack amd hwacha)

--- End quote ---

vague suggestions are kinda useless. Unless you actually suggest specifically what to do, nothing is solved.


But in anycase. The heavy carro does have a larger range than the light one. I often use it in mid range fights when I'm facing off against meta brawlers.

Nerf the range to a slightly bigger range than the light version and the whining should cease, as the skill of the pilot being extended even farther should muffled complaints about it. After all, if you let it get in its nerfed range, it's you own fault.


In a similar manner to the metamidion getting arc on you. If you let a ship as sluggish as that outpace you, its your fault that that death occurs.

MightyKeb:

--- Quote from: Maximillian Jazzhand on March 27, 2015, 08:08:31 am ---
--- Quote from: MightyKeb on March 27, 2015, 06:29:20 am ---I think heavy guns should be sidegrades to their light counterparts. Look at HF, it does insane damage yet is affected by ballistics as much as Lumberjack, which serves a different purpose than Scylla. Hwacha may be a beast of its own but in my mind it will always be 4 artemises shoved in one gun. Heavy carronade? Simply outdoes, outguns AND outranges light (they may have the same range with heavy clip but H. Carro suffers less) I think the best balance change would be to make them both a beast of their own, either have them serve same purposes but with different aspects (light v heavy flak) or alienate its use from the light (lumberjack amd hwacha)

--- End quote ---

vague suggestions are kinda useless. Unless you actually suggest specifically what to do, nothing is solved.


But in anycase. The heavy carro does have a larger range than the light one. I often use it in mid range fights when I'm facing off against meta brawlers.

Nerf the range to a slightly bigger range than the light version and the whining should cease, as the skill of the pilot being extended even farther should muffled complaints about it. After all, if you let it get in its nerfed range, it's you own fault.


In a similar manner to the metamidion getting arc on you. If you let a ship as sluggish as that outpace you, its your fault that that death occurs.

--- End quote ---

It's meant to be built on, if people dont like the concept of the idea in the first place then any efforts to support it and go into detail are rendered futile and impractical. I'd happily convey all sorts of ideas, but its frustrating to have to express yourself on a mobile phone.

BlackenedPies:
The issue isn't solely the heavy carronade, it's the difference in skill required to balloon lock and to escape balloon lock. In pub matches popping a balloon once means death. That doesn't sound fair considering that with heavy clip it's the lowest skill highest powered gun in the game.

Simply killing the blender before they get in range is not an acceptable option for pubs. With light guns this requires a merc or good hades and enough explosive to deal 1100 hull damage. Having one ship to 'counter' blending (pyra) is also not acceptable. Why should every other ship die after getting popped once including the pyra.

The heavy carronade almost instantly pops balloon every 5.5 seconds. That is very powerful even for a heavy weapon considering there's no skill required to shoot the highest projectile speed gun with no drop. I'd love to change balloon health/damage but that is not a simple fix.

Kamoba:
Hmm I think increasing time between shots would not be such a bad thing and may actually help players with their aim...
Very often I notice people don't actually shoot the gun at its full speed, obviously some people do shoot as quick as they can but precision shooting often means a wait between shots, not that painful a Nerf assuming its done to an extreme.

However as Daniel said, nerfing heavy carro would make the light carro more effective...

If reload time is increased this would allow for more balloon repairs, again a minor Nerf would not be the death of the gun, it would just mean pilots spending more time keeping the gun in arc for longer periods of time and less room for error on the pilots side, which could be a good thing..

But I cant say if I think heavy carro needs the Nerf or not...
Assuming players counter it with distance and disable (Artemis, merc, heavy clip Gatling, flare gun {if not chemed} etc etc) then it looses its potential...

So to sum up...
I'm not against a minor Nerf but can see it being majorly needed... Just that it is being used more often on more builds..

BlackenedPies:
On most maps there is enough cover for a blender fish to avoid ranged fire. They pop balloon once and the battle is over. The same could be said with burst hwatcha but that requires getting much closer with much more skill and a very lengthy reload. 1 v 1 disable is what goldfish do best but the heavy carro makes it too easy in pub matches.

The fact is that the heavy carro requires virtually no skill to shoot and has high shots per second relative to its damage. The main issue is heavy clip. If heavy clip only gave 1 shot the carro would be more balanced and make gunners viable. Gunners are not viable relative to spanner mallet buff.

A minor nerf would still keep the carro prevalent. Even a bigger nerf like 8 second reload would not be a radical change. 8 seconds to instantly pop a balloon from 425m doesn't sound outrageous to me. Increasing time between shots would serve a similar purpose and allow engineers to prepare for the next shot. Like chem spraying under the assumption that it will break.

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