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Hwacha and Pyramidion Balance?

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MightyKeb:

--- Quote from: Crafeksterty on July 29, 2015, 12:03:51 pm ---

 I mean, is a pilot good if he no longer can fly something nerfed?


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The problem is that you are effectively inferior when fighting against equally good pilots who use ships that arent really nerfed- Ships you counter have a better chance against you and ships that counter you will effortlessly farm kills off of you.

HamsterIV:
The Hwacha's Achilles heal was always its slow reload rate. The Gunner Stamina has helped reduce that, and since gunners get stamina back for breaking components the Hwacha becomes even more powerful. Even if we reverted the Hwacha back to its old stats, the Gunner Stamina mechanic still makes it a more desirable weapon.

MightyKeb:

--- Quote from: HamsterIV on July 29, 2015, 01:01:50 pm ---The Hwacha's Achilles heal was always its slow reload rate. The Gunner Stamina has helped reduce that, and since gunners get stamina back for breaking components the Hwacha becomes even more powerful. Even if we reverted the Hwacha back to its old stats, the Gunner Stamina mechanic still makes it a more desirable weapon.

--- End quote ---

At the same time, Burst is really the only viable round for hwacha atm so even in that aspect a buff engi can be preferable.

BlackenedPies:
It's clear to me that the pyra needs something whether that be acceleration, speed, or something else. I think the hull and maneuverability are fine. Stamina doesn't replace the acceleration loss and using it for speed leaves you vulnerable in combat when other pilots have extra options with their stamina. Does anyone know the old accel?

Fully draining gunner stamina can reduce a hwatcha reload by 1.6 seconds max and destroying 4 components fills it up by 1/3. Gunner stamina regenerates the slowest and the best use for it is the arcs- which the hwatcha can greatly benefit from. Otherwise you're much better off with the power of spanner mallet buff burst.

Extirminator:

Some random heavy clip heavy carronade nerf thread

--- Quote from: Richard LeMoon on April 07, 2015, 09:36:17 pm ---My suggestion is still to give heavy a 95% spread reduction instead of 100%.

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Response

--- Quote from: Extirminator on April 08, 2015, 01:17:14 pm ---After I ran some calculations it doesn't seem like any change to the way heavy clip jitter reduction works will do the trick. I mean, it might do the trick but it will ruin other weapons that use it.

95% reduced jitter will mean a maximum jitter angle of 0.2 degrees on the heavy carronade when applied heavy -  giving you a maximum spread of 1.5m at maximum range. due to the way that aoe secondary damage type works, and decreases linearly after the point of half the radius, at maximum range, with extreme end cases, you will be doing 86.7% of the damage on average at the center point of impact - which is still able to one shot destroy a heavy gun.

In addition to the still quite devastating damage, the carronade's heavy gun kill radius will be be increased from 2m to about 2.6m on average(so it actually makes it better).

(I am intentionally not talking about balloon killing and only the component destroying - more commonly heavy weapon destroying because only the aoe damage of the carronade, the shatter damage will get affected. Due to a spread at maximum range of 1.5m, any balloon will still be fully vulnerable to it, with slight exceptions with the pyramidion's balloon in various angles, that might cause some armor hits.)

Now for this change to be actually effective in the sense of taking away the carronade's extreme ability to snipe guns and or balloons with heavy clip, one will be forced to decrease jitter by 70-80%.
Right now with the proposed 95%, not only that it doesn't do the trick, it is already starting to ruin the hwacha with heavyclip - you will have 6.25m of spread at maximum range, and with only 7m of aoe radius and the way aoe damage behaves, you are starting to lose quite a bit of damage. Decreasing the spread even more is simply not an option because it will ruin everything that uses heavyclip. Concentrate on the carronade, it is the problem, not the ammo type.

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in-game nerf

--- Quote from: Watchmaker on April 10, 2015, 12:09:40 pm ---
- Heavy Clip now reduces recoil by 95% (was 100%)

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Response

--- Quote from: Extirminator on April 10, 2015, 01:45:20 pm ---While gatling and banshee are affected by it, they are affected in a very minor way. The only one suffering from the 95% is hwacha, and possibly minotaur which was already harder to shoot but I can't calculate by how much because I don't have the jitter stat for it.

The point is, 95% doesn't do much and in most cases makes the carronades even easier to snipe with. To get an actual effect you will have to drop it even further which in return will make other weapons namely hwacha, minotaur and arguably banshee suffer too, and the nerf is supposed to affect carronades and not other guns which were completely fine before.
That is why going down the road of heavyclip changes is completely senseless and damaging rather than benefiting.

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in-game nerf

--- Quote from: Grixis on April 30, 2015, 06:17:55 am ---
- Heavy Clip
  -- Reduced jitter reduction to -70% (from -100%)

--- End quote ---


>>*Facepalm*

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