Info > Feedback and Suggestions
Impact Bumpers
Daft Loon:
Since the change to drogue chute giving it the same impact damage resistance Impact bumpers are almost obsolete having only 2 trivial advantages: longer duration and better vertical mobility, both of which can be disadvantages too.
A possible solution: Giving impact bumpers a reduction in force applied by impacts of maybe 40% (if this should apply to mines and/or minotaur is an open question)
DJ Logicalia:
The drouge chute thing has to be a bug. Its rendered impact numbers entirely useless. I'd be ok with a buff to impact bumpers, but this issue should have been fixed ages ago
Byron Cavendish:
Must have fallen under the table.
Dementio:
The thing with drouge chute is that it is actually not supposed to reduce impact damge. Well it wasn't until the patch with the Heavy Carronade nerf came out and a certain developer in Muse wanted to overnerf balloon destruction and increased the effectiveness of drouge chute. It wasn't in the patch notes and I think only the guy that made the change even knew about it when the patch was released. Either it was forgotten or Muse decided to keep it.
Anyway, Impact Bumpers always seemed to lack something to make them a good 3rd pilot tool choice. More impact damage reduction, which also already reduces the effectiveness of mines, because their secondary damage type is "impact", would be nice and I wouldn't mind if Impact Bumpers would temporarily add more mass to the ship. That way when being rammed and when ramming yourself the enemy gets a greater knockback.
Daft Loon:
It seems likely it was part of the blenderfish nerf, i don't know that it not being in the patch notes indicates anything - Muse seem to be fairly averse to comprehensive patch notes in general.
I'm not sure about increasing its damage resistance - combining them to get -50% can be pretty ridiculous as it is (unless chute effect is removed and bumpers changed for its own sake).
I think adding mass would have the right kind of feel to the effect (it makes no sense but that can be said for half the other tool effects too) assuming nothing too weird happens when the mass changes, the alternatives are extra drag in all directions (which would have odd effects on acceleration) or directly reducing all impact forces (which may be impossible to add with the current code implementation). Not sure if a flat addition of mass or a proportional increase would be best, a flat increase would hugely buff ramming squids while a meaningful proportionate increase would make galleon almost immovable(er).
Navigation
[0] Message Index
[#] Next page
Go to full version