Admin > Dev App Testing
"When Ambush Comes to Shove" -Week 3 Possibly final testing?!
DrTentacles:
Yeah. Ammo types need an overhaul.
Solidusbucket:
--- Quote from: DrTentacles on March 11, 2016, 11:40:48 pm ---Yeah. Ammo types need an overhaul.
--- End quote ---
They need to go away. It is a constant struggle to explain to newer players why ONE ammo type works well with a specific gun. What the shit is the point if only ONE ammo type work for each gun effectivley.
Don't give me this shit of heavy clip/greased/incendiary/charged work well with light cannonade (or any other gun). They are all equally shitty and all equally dependant on the situation.
No. Normal rounds work fine. On every single gun normal rounds work fine except for (A. Lesmok to get easier arcs and (B. greased/incendiary/lochnagar to get closer arming time / rate of fire increase (greased)
Oh, and don't give me that smack about Burst. Thats an easy number to adjust to every gun (Artemis / Hwatcha) to make it have the same AOE/ammo count with regular rounds.
Then again, maybe I'm just unique in this mindest.
See, I came to this game after playing a stupid amount of a combat flight simulator. The ammo types were extremely limited. This is because they're based off actual munitions. It did not stop the game from being fun (despite the disadvantage I faced because of my choice of aircraft and as such munition options). I should end my rant now....
I'm still angry about this.
When I started playing this game I thought of all the possiblities of ammo types. Imagine burst gatling being able to hit component / hull at same time (nope)
What about lesmok banshee tearing the enemy up better than the Artemis on Dunes (nope)
How about the mercury ripping enemies apart with a constant barrage of greased ammo (nope)
hades doing massive damage at closer ranged with charged (nope)
what is the point of having multiple ammos?
Daft Loon:
I wouldn't mind seeing the arbitrary changes in damage go (burst , greased and charged are all extra damage rounds for the most part but with their effectiveness on each gun being determined by the math of clip size, damage and rate of fire rather than any real theme).
I would rather see ammo with each having:
-1 novel effect that is meaningful on most guns (fire, increased effective range etc)
-1 drawback that is meaningful on all guns
And this is from someone who has spent far too long calculating and discussing the minuscule difference between charged, burst and greased rounds on the light flak, and enjoyed it.
Edit
I think clip size and rate of fire changes are possibly responsible for the main problems. Look at the minelauncher - it has the widest variety of meaningful ammo choices and all of them have their logical effect, probably not a coincidence that the minelauncher is unaffected by those two things and works so well with the ammo choices.
Mod Josie:
Hi everyone!
Here are the balance changes as sent to me by the nice people on high.
Balance Changes
Mobula bottom guns fanned out 15 degrees, top guns fanned out 5 degrees—to increase the difficulty of full weapon’s platform functionality without disallowing common builds
Spire reduced turn acceleration to 10d/s2 (from 15), reduced top turn speed to 8d/s from 12—to make it easier for other ships to flank the Spire
Squid back gun turn inwards (towards right side of ship) 40 degrees from 0—to make it easier for less experienced players to use the Squid in normal play
Squid increased forward/backward acceleration to 8m/s2 (from 6.66)—to make it easier for the Squid to change position and react effectively in close range combat
Heavy Flak has more damage moved to direct hit for a 70/30% split between direct and AoE (from 45/55%). Higher clip capacity to 4 (from 2) means damage per shot is reduced (115/50 explosive, from 150/180 explosive), BUT damage per second is the SAME due to increased RoF of 2 shots/s (from 0.8 ), and reduced reload time of 4.5s (from 5), reduced camera shake—to increase ease of use in both range (more damage in direct for within arming distance shots) and aiming (more shots to judge arc before reload)
Lochnagar Shot reduced clip size reduction to -50% from reduction to 1 shot, reduced rotation speed reduction to -80% from -90%, changed damage to gun model so that is deals proportional damage per shot until gun is destroyed e.g. if gun has 2 shots then each shot deals 50% damage vs a gun that has 4 shots were each shot deals 25% damage—to ensure that Lochnagar has use cases after Heavy Flak changes
Harpoon has right click to reel in with increased harpoon force to 1500000 (from 230000)—major feature request
Hwacha reduced projectile speed to 250m/s from 400m/s, decreased camera shake—to give receiving players more time to react to Hwacha volley
Pyramidon hull health increased to 700 (from 550), mass increased to 300000 from 200000 while preserving all other steering characteristics—you said you missed ramming, right? Also affected less by Minotaur and other physics related systems due to increased mass.
EDIT: Sorry guys, I was given the wrong patch notes. They're now fixed!
BlackenedPies:
--- Quote from: -Muse- Josie on March 12, 2016, 01:48:40 pm ---Hi everyone!
Here are the balance changes as sent to me by the nice people on high.
[...]
--- End quote ---
Those are last week's changes
Navigation
[0] Message Index
[#] Next page
[*] Previous page
Go to full version