Author Topic: Heavy Clip Heavy Carronade  (Read 29769 times)

Offline DJ Logicalia

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Re: Heavy Clip Heavy Carronade
« Reply #30 on: April 10, 2015, 05:48:33 pm »
I still like reducing balloon health and the flechette  modifiers on balloons by the same amount. That way, the balloon is easier to rebuild and takes the same amount of time to destroy

doing this will result in heavyclip light carronade being OP too. Then you'd have to nerf that as well.

Then lumberjack is sure to follow.

If you said all 3 in the first place I would have taken this idea much more seriously, as it showed you actually gave proper thought about it.
I... Do you know how damage modifiers work?

Offline Richard LeMoon

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Re: Heavy Clip Heavy Carronade
« Reply #31 on: April 10, 2015, 07:19:15 pm »
I guess he does not. Here are the charts again.


I also have supported reduced balloon health (as well as ship specific HP like armor and hull) and reducing all modifiers to match. Currently, damage vs balloon is:

Balloon health: 1200

Damage type   Modifier towards Balloon
Flechette1.8
Impact1.8
Fire1.5
Explosive0.25
Shatter0.2
Piercing0.2

If the balloon had 75% current heath, the modifiers could be as follows.

Balloon Health: 900

Damage type   Modifier towards Balloon
Flechette1.35
Impact1.35
Fire1.125
Explosive0.19*
Shatter0.15
Piercing0.15

*rounded up from .1875


The ONLY thing that would change at all gameplaywise would be that the balloon could be repaired in 25% less time. That is the opposite of 'OP'.