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A Suggestion for the Echidna Light Flak Cannon

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Lieutenant Noir:
Okay, as much as I don’t like the idea that the Flak needs to kill in two clips (Mainly because the time between armor breaks was the moment where engagements went brawl or disables start hitting for me).
I think I’ll go with it because the enemy hitbox is relatively big at mid range and most of you agree that the Flak is pretty easy to shoot.

So… onto the calculations!!!


Galleon Health (1400) / Explosive modifier (1.4) = 1000 Explosive damage

Damage for two full clips 1000 / 2 = 500 Explosive damage per clip

If taken into account that 2 full clips would kill a galleon
Each clip would need to do Greater than or equal to 500 explosive damage
This would mean that you would be bringing back the Current Flak’s ability to one clip a Mobula (Considering 500 x 1.4 = 700 hull damage)............      use that suggestion as you will    :-\
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New suggested Flak stats!!

Total explosive damage for a Normal (4 shot) clip = 520 explosive
with each shot being 130 explosive damage

Bear in mind that 1 clip means 1 armor break (since it's an explosive explosive weapon keeping in mind the reload time)

Greased rounds:
(Total clip damage: 520)  w/ Explosive modifier of 1.4 = 728 hull damage
Increase clip size to 5
Decrease Arming Time
Increase rate of fire

Charged Rounds:
(Total clip damage: 507) w/ Explosive modifier of 1.4 = 709.8 hull damage
Decrease clip size to 3
No decrease in Arming Time
Decrease rate of fire but load next clip quicker

Heatsink rounds:
(Total clip damage: 539.5)  w/ Explosive modifier of 1.4 = 755.3 hull damage
Increase clip size to 5
Decrease Arming Time
No change in rate of fire

Normal Rounds:
(Total clip damage: 520) w/ Explosive modifier of 1.4 = 728 hull damage
Clip size 4
No decrease in Arming Time
No change in rate of fire


In terms of keeping the 5/3 ratio of Direct to Aoe damage,
130 / 8 = 16.25
16.25 x 5 = 81.25
16.25 x 3 = 48.75

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Honestly it would be easier to go
Direct damage = 80
Aoe damage = 50
and you kinda keep the ratio~

Mr.Bando:
You may want to rethink having the mini flak destroy a ship within 2 armour breaks cos the gun is a light weapon and some ships have more than one light weapon slot that share the same arcs. I remember reducing a spire to burning debris in one armour break with a hades + dual flak mobula. They never stood a chance. That was before the spire HP buff. A 2.5 clip of mini flak would be a reasonable amount of punishment most ships should endure. More if they lack speed to evade.

Daft Loon:
The galleons hull takes around 7s to rebuild with a spanner.
The current light flak using charged rounds can 2 clip a galleon in 7.9s, buffed greased takes 6.4s.
In practice a lot of other factors are added in but with a slow engineer and a fast gunner it should be possible to take out a galleon inside 1 armor break.
Compared to that double greased banshees take 9.5s and double burst artemis takes 16.3s, greased mortar takes 4.7s but needs every single shot to land, burst mortar can afford 2/14 misses but takes 7.3s. Compare the projectile speed of 350 for charged light flak and 100 for greased mortar.
Charged and burst light flak can also 1 clip the mobula as is.
Pyra, Junker, Mobula and galleon can all die in 1 armor break to the current light flak and the pyra and junker can't rely on arming time to save them any more than 10% hull.
Squid, Fish and Spire probably shouldn't die in 1 break because breaking thier armor is so easy.

Byron Cavendish:
A proper galleon will have a minimum of two spanners, if not 3. The armour takes long enough to go down that you can call a full tank well in advance. Every galleon should average 3-4 rebuilds per death.

Daft Loon:

--- Quote from: Byron Cavendish on September 24, 2015, 07:30:07 am ---A proper galleon will have a minimum of two spanners, if not 3. The armour takes long enough to go down that you can call a full tank well in advance. Every galleon should average 3-4 rebuilds per death.

--- End quote ---
That is true, although a good light flak can deliver 700 out of 1400 hull damage in 2s + travel time which is a threat to all but the best tanking.

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