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A Suggestion for the Echidna Light Flak Cannon
Lieutenant Noir:
Ugh, scratch the previous post due to wrong calculations
Heat-sink clip would actually have a damage potential of 498 Explosive so a little higher but not quite enough to one-clip a mobula
I think the only really ammo would be greased with the same damage potential as normal rounds (480 Explosive)
Since you have the same damage as normal rounds, a pilot could tell the shooter to switch to normal if the enemy is farther away. That way you could hit farther and need only 4 shots to do the job.
If you use greased then you would have the same damage potential but higher rate of fire and an Arming Time Decrease for 5 shots.
A plus plus when you're dealing with needing to empty that second clip as fast as possible within a short time frame.
BlackenedPies:
http://ducksoficarus.servegame.com/
Lieutenant Noir:
Alright, Let me clean up the previous calculations just to make it more clear
So currently the Light Flak does a total of 480 explosive damage per clip with 6 shots
My suggestion was to decrease that clip to 4 shots but keep the same Normal explosive damage
That would mean each shot from the New Flak would hit 120 total Explosive damage
In this case, I suggested it having 75 Direct damage and 45 Aoe Damage.
By this statistic, the most used ammo types would be Greased, Charged, and normal
Greased rounds:
(Total clip damage: 480) w/ Explosive modifier of 1.4 = 672
Increase clip size to 5
Decrease Arming Time
Increase rate of fire
Charged Rounds:
(Total clip damage: 468) w/ Explosive modifier of 1.4 = 655.2
Decrease clip size to 3
No decrease in Arming Time
Decrease rate of fire but load next clip quicker
Normal Rounds:
(Total clip damage: 480) w/ Explosive modifier of 1.4 = 672
Clip size 4
No decrease in Arming Time
No change in rate of fire
My idea is that it would make it easier to pull off the damage potential for the first clip in order to make the second clip more effective.
My problem with previous Flak:
-land 8 Heat-sink shots
-At Relatively far distance
-Also predict when armor would break
-Shots that land don't even do enough damage since you would never land enough before the armor comes back up
New Flak:
-Still predict shots
-Still relatively far distance
-Less shots to make
-Less overall Clip Damage potential
-Would increase chances of unloading full clip in Armor Break (Increase consistency of Clip damage potential)
Let me know what you think about this suggestion
Mr.Bando:
The miniflak takes up a light weapon slot. Should it be expected to take out ships easily when armor drops? Considering the lower risk/reward balance of attacking enemies from range as opposed to getting in close to the enemy and using short ranged weapons I still like where the miniflak is at the moment. I bring up the concept of risk/reward to explain how being able to survive closing the distance to your opponents should be rewarded with potent short ranged weapon attacks of high damage and disable power. That's why mortars can take out most ships with just one magazine. Miniflak doesn't require the captain to risk bringing the ship in close hence requiring a reload or two to destroy said target. Want to take out a ship like lightning from a cloudless sky? Better deal with taking a ship with a heavy weapon slot, a heavy flak and a gunner who knows how to use said heavy flak.
Back on the miniflak tho. You might make it more user friendly for newer players to get in the damage with less hits, it will be a lot more devastating when used by experienced players. You may end up seeing more boring shooting contest in competitive games that is based only on who shoots more accurately than ships trying to outmaneuver each other with flankings, turning or height battles.
Lieutenant Noir:
--- Quote from: Mr.Bando on September 16, 2015, 07:04:14 am ---The miniflak takes up a light weapon slot. Should it be expected to take out ships easily when armor drops? Considering the lower risk/reward balance of attacking enemies from range as opposed to getting in close to the enemy and using short ranged weapons I still like where the miniflak is at the moment. I bring up the concept of risk/reward to explain how being able to survive closing the distance to your opponents should be rewarded with potent short ranged weapon attacks of high damage and disable power. That's why mortars can take out most ships with just one magazine.
--- End quote ---
I understand that the weapons like the Mortar and Heavy Flak should have higher rewards based on the range, ease of use and this is shown in the ability to kill ships in one clip.
Currently the Flak has the ability to kill in two clips because it has relatively decent damage potential per clip.
My issue is that the Flak isn't that easy to shoot and I don't care how good at shooting you are, you are not gonna be able to land 8 of those shots consistently at range and while predicting the armor break.
You're gonna miss some shots and every shot counts on a big clip that needs to do it's job within two armor breaks.
I never stated that I would be increasing the damage per clip, in fact compared to the previous Flak damage per clip you would do less.
Previous Heat-sink Flak does a total clip damage of 531.2 Explosive and 743.68 damage to hull health.
My point is that you would have to land less shots to pull it off.
This doesn't mean much of a change to the current Flak when you think about it (You would still have to wait for a second Armor break to pull off enough damage to kill). All this means is that you would be increasing the consistency of damage output.
That first shot or first two shots you missed wouldn't mean as much as it would have because:
-Each of your shots would do more damage
-That second clip will reload faster in time for the second Armor break
The time it takes to unload a clip shouldn't be more than the time it takes to rebuild armor, especially if your gun is a kill-only weapon that only kills in two armor breaks.
Next Point
--- Quote from: Mr.Bando on September 16, 2015, 07:04:14 am ---Back on the miniflak tho. You might make it more user friendly for newer players to get in the damage with less hits, it will be a lot more devastating when used by experienced players. You may end up seeing more boring shooting contest in competitive games that is based only on who shoots more accurately than ships trying to outmaneuver each other with flankings, turning or height battles.
--- End quote ---
I don't think this change would affect the Competitive meta much at all. In fact you still keep the limitations of the Flak's killing ability in turn with ease of use. We are still in the era of the (Super Quotation Marks)Multi-range Disable meta(Super Quotation Marks), which means a gun that can only kill (in two armor breaks) and can't brawl will have limited use much like it does now.
I only want to increase the efficiency of being able to kill in two armor breaks.
It has ease of use and if that is the case, it should have reliable damage.
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On a side note, I found a flaw with my suggested change:
I just want to label some information
So with a Charged Heavy Flak clip you would do 1202.2 hull health damage
With a Greased Mortar clip you would do 1411.2 hull health damage
With the change to the suggested Light Flak
In two Greased clips (Each doing a total of 672 hull health damage) you would do a total of 1344 hull health damage
In two Charged clips (Each doing a total of 655.2 hull health damage) you would do a total 1310.4 hull health damage
Do you think it should be more damage considering you can't kill a Galleon in two clips?
I think that considering you have to land a full two clips, it should do more damage
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