Info > Feedback and Suggestions

The Case for Falloff Damage and a Third Damage Type

<< < (2/6) > >>

Richard LeMoon:
I have said this about 50 times now, so I will shout it this time.

GET RID OF BUFF DAMAGE!

It is so damned game breaking. It needs to go. Literally (and yes, I mean the literally, not virtually) everything I have suggested lately has had the response of "Ya, but buff guns...". Get rid of it. There is a SERIOUS problem when people are continuously saying "Why bring special ammo for a gun when you can just buff?" What is wrong with people that think this is OK? I get that they are ingrained so deep in their playstyle that they just can't stand the thought of change. But take a moment to see what things HAVE CHANGED due to buff damage. Guns have been nerfed to oblivion. They added an entire stamina system JUST TO TRY TO MAKE GUNNERS MORE VALID. Not only that, most people don't stick around that long, so who are we not changing this for?

Let it go. Lose the damage buff. Find a more creative way to apply a buff to guns.

Finally, the 100 piercing was a number I made up without 2 seconds of thought. It was an example that did not take into account any numbers. It is an n or x, not a solid suggestion.

BlackenedPies:
As I've said before +20% damage is too much, but damage is the only way to balance gun buffs equally across the guns. There's no alternative to damage for gun buffs. With +10% a gunner could out-dps a buff engi.

So yeah make gun buffs +10% (maybe tweak buff time/duration), slightly increase gunner stamina passive regen, and reduce/remove the 20 meter mine detonation range because that's the one OP thing. It's a common complaint by new players that they didn't even hit the mine but it still does incredible damage. 20 meters is almost 2/3 the length of squid. It makes mines too easy and less skillful.

But anyways Richard this has a place but it's hard to agree with each individual change. The flamethrower is a great candidate along with the Apollo if it's introduced. I'm not so sure about the third damage type in Skirmish but it's not my call.

Squidslinger Gilder:
If we can get the original HF back minus the range and projectile speed, I'm all for removing the buff. Yes I concur, Buff is the single biggest problem with balancing right now. Both guns and ships have to be nerfed enough to allow Buff to make them viable. That is shit, utter, steaming, runny, filled with corn bits, horse shit.

If we're going to do Buff then do it like it originally was, where the ships were usable as is and then adding buff just made them OP for a brief time. You could say,"well wouldn't that make buffers meta?" Nope. Buffers back then were brought mostly only for gunning or say long range bombardment Galleon battles where they'd need that extra hull armor. People just didn't really ever need buffers that much outside of that because lets face it, the ships moved well enough. Sometimes you'd see one on a Pyra or Fish when they wanted to catch a Squid but it wasn't a build that was needed in every match. Few times it was to fight Flakfish because the buffed armor would mean the Flakfish couldn't crack the armor in two hits as easily.

Or perhaps change it so that damage causes the buff time to be reduced rapidly. So say instead of 90 seconds, combat reduces it to 30 seconds or just plain causes the buff to expire within a very short time...say base it on % damage the part takes. If it takes 100% then yeah the buff is gone instantly but say it takes 25% damage from a hit, lets knock a solid 25% out of the buff timer.

Think about it, how often does a crew use buff hammer mid combat? Rare if ever. They are too busy keeping parts alive. Chem is a prebattle tool, why not make Buff more prebattle friendly?

Atruejedi:
I have nothing to add as of now, but this is my post expressing support for Richard's above ideas.

Okay, nevermind, I started fantasizing about this. A third ammo type could...

1. ...Adequately balance the hwatcha (able to hit at long range for negligible damage, solid at medium range, but not overpowered at close range, especially with burst ammo).

2. ...Make the flamer more fun, allowing gentle licks ( ;) ) at long range and swirling infernos at close range.

3. ...Make gatlings more interesting, especially about the above-suggested fire-starting at close range. I dig it!

4. ...Make the heavy flak not boring by allowing (negligible?) piercing damage.

5. ...Make the lumberjack more interesting by adding an ever-so-slight nudge (and remove the point of the minotaur ;D )

It would also, most interestingly to me...

6. ...Nerf point-blank mortar. I assume mortars at point-blank range "in real life" wouldn't have had time to arm, considering there's no self-damage, and would just bounce off the enemy? As it is now, you should have to take self-damage when nuking an enemy with mortar at point-blank! After all, mines cause self-damage... Be consistent, Muse :P . Make them like the Demoman's pipebomb launcher from Team Fortress 2... problem solved, ha! MORTAR SELF-DAMAGE OR MORTAR ARMING TIME! I'm going to start a picket line!

7. ...Give light flak cannons negligible piercing damage, which I would love. Arming time kills the flak as of now... having the ability to pierce at close range would make it much more used and versatile. The old meta for Pyra was gat-flak, famously replaced by gat-mortar in more recent history... with the above two changes, now both could be flown! PEACE IN OUR TIME! GOD, I WANT THIS NOW!

And yeah, you've got me wondering how the Apollo lens array is gonna actually work... in the dev app, its animation "charges up" to presumably do more damage, but it's range is currently insane. I've only shot at dummies, but I know I am hitting scenery a kilometer out. I realize the lenses (lenses?) are focused... and my knowledge of light physics is limited... but I feel like the laser should do less and less damage the further away the target is. The idea is great; I just hope the execution is just as good.

And yeah, get rid of the mines' proximity. It's insane. I'm a skilled navigator; if I am dodging mines physically, don't let them blow me up  :'(

Fingers crossed, prayers asked. Here's hoping.

Squidslinger Gilder:

--- Quote from: Atruejedi on November 17, 2015, 03:26:56 am ---
4. ...Make the heavy flak not boring....

7. ... Arming time kills the flak as of now...


--- End quote ---

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version