Info > Release Notes
1.4.5 New Balance Changes "When Ambush Comes To Shove"
PixelatedVolume:
--- Quote from: Synthovine on March 20, 2016, 05:19:39 pm ---any engineer can hop off the gun before it breaks and smack it quickly, then resume firing.
--- End quote ---
If shooting loch put the gun on mallet-length (or longer) repair cooldown, would it be decent? TBH I'm a little surprised this problem wasn't forseen by our mighty Hand of Balance, but whatever. Roll with the punches.
Daft Loon:
Another option would be to take the autofire after 1 click mechanic that was tried for the hwacha and apply it to loch along with maybe a 1 second repair cooldown. That way you have to chose between aiming and self repair.
Eldarion Telcontar:
--- Quote from: PixelatedVolume on March 20, 2016, 08:24:38 pm ---
--- Quote from: Synthovine on March 20, 2016, 05:19:39 pm ---any engineer can hop off the gun before it breaks and smack it quickly, then resume firing.
--- End quote ---
If shooting loch put the gun on mallet-length (or longer) repair cooldown, would it be decent? TBH I'm a little surprised this problem wasn't forseen by our mighty Hand of Balance, but whatever. Roll with the punches.
--- End quote ---
How exactly would this work? Would this cooldown keep ticking (blocking any repair / rebuild) even if the gun is destroyed? If not, gunner class will remain completely unneccessary on any ship -- the engineers will just fire loch ammo until the gun breaks, then rebuild with spanner / mallet.
Given that loch gat can destroy enemy armor in half a clip I'd say double the mallet repair cooldown, minimum. Personally I'd rather see loch ammo completely deleted from the game at this point; Lobbies of Icarus and sniping matches aren't really my play style.
Eldarion Telcontar:
--- Quote from: Daft Loon on March 20, 2016, 08:30:45 pm ---Another option would be to take the autofire after 1 click mechanic that was tried for the hwacha and apply it to loch along with maybe a 1 second repair cooldown. That way you have to chose between aiming and self repair.
--- End quote ---
One way to fix this would be to radically increase loch jitter. Experimental ammo, right? Not much time in the barrel to properly engage rifling, etc. therefore accuracy decreases. The loch gat then only becomes insanely lethal at very close range, which minimises overall impact on the brawling meta.
Actually, the more I think about it the more I like the jitter increase combined with DPS increase per hit. It always seemed odd to have an enemy ship 3 meters from you that you couldn't take out; this change would simply make it so that you don't ever let the enemy get that close.
Synthovine:
--- Quote from: PixelatedVolume on March 20, 2016, 08:24:38 pm ---
If shooting loch put the gun on mallet-length (or longer) repair cooldown, would it be decent? TBH I'm a little surprised this problem wasn't forseen by our mighty Hand of Balance, but whatever. Roll with the punches.
--- End quote ---
This isn't the first time I've seen that suggestion, so it's something I've considered. Dunno if they saw it here and mentioned it in a random lobby, but I've definitely seen it discussed before. However, my response to it is two-fold and I'll explain each aspect a bit.
Firstly, if it were implemented I believe that the cooldown timer would be contingent on factors like clip size, rate of fire, reload time, etc. A straight timer would be more beneficial to guns that could sustain fire for a longer period of time without worrying about the timer at all (gats fit here pretty well), and get their job done before the gun breaks. It leaves them more vulnerable to breaking with incoming fire, but the same applies to guns the way they operate with loch now.
Secondly, it feels entirely arbitrary. It's the introduction of a new mechanic or rule that effects only one ammunition type and thusly becomes difficult to gauge in terms of balance. The same could be said to old lochnagar and the damage dealt to the gun (breaking lights entirely, but it was only really used on a Phobos in the light gun category), but even that paired with gun reload speeds, the repair ability of the pipe wrench, and common engineer positioning meant that it was almost irrelevant as a reason to not use lochnagar.
I don't know the game prior to lochnagar's introdcution (or if there even was a time before lochnagar's introduction; I'm ignorant here), so I'm looking at it purely from the perspective of mechanics that already existed when I began playing. I think when you start bringing in special rules that revolve around one particular thing you're having difficulty balancing, it means that it doesn't fit with the rest of the game and might as well be removed.
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