Main > Gameplay

GUNS Balance Questions and Concerns v1.2

<< < (30/57) > >>

Machiavelliest:
It's pretty easy to see how angular velocity is inherited.  Get on a gat on a Squid, then have the pilot turn left, then switch right.  You'll see that you have to do the opposite of lead a target when turning (lag, I guess).  Bullets inherit the velocity of the ship.  For example, if you're firing off the side of a moving Squid, without drag, the bullet will hit as if the Squid were motionless, provided there's not massive acceleration (which refers to both getting faster and getting slower).

It seems like the algorithm translates the angular velocity of the ship into a sideways vector for the projectile/ray.  However, simply turning a ship doesn't make a gun that casters freely suddenly wing its shots off in the same direction as the ships rotation, and certainly doesn't make the projectile fire further in the direction of rotation than the gun is pointing when the projectile leaves the barrel.  This also appears to be similarly true for climbs/descents while firing.  Again, you should never have to lag a target.

Watchmaker:
Projectiles inherit the linear velocity of their gun's mount point.  That is all. (or, at least, that should be all...)

RearAdmiralZill:

--- Quote from: Ofiach on May 20, 2013, 10:17:35 pm ---Face -> Desk over and over.

Heavy clip in a lumberjack is the most ridiculous thing I have ever heard... I'm just saying if you don't understand the basics of a gun how can you make an informed opinion of it?

Jesus how can you even post when you don't understand the simplest of game mechanics. The lumberjack has 0 bullet deviation, heavy clip does absolutely nothing to the gun.  No wait IT SLOWS THE BULLET DOWN, making it worse. Your previous replies I tried to ignore such as an all flamer squid being the ultimate counter to galleons  ::).

I'm specifically talking about this gun and you don't have the foggiest idea of what ammo to use on it. At the risk of sounding repetitive how the hell can you make a post about a gun when you don't even understand how it works?

@ machiavellist you're right the topic did get derailed but that's what happens with goonswarm tactics, anything to change the focus.

--- End quote ---

Well if you are willing to have a civil discussion on the Lumberjack I will gladly oblige now that I am back from vacation. I've read all the arguments but it seemed to of gotten skewed after awkm responded.

Heavy IS good for one thing in a Lumberjack, and that is to slow the projectile, thus decreasing the max range of the arming time. It's best when you do have someone charging at you. No ammo will fully eliminate the arming time, but ones that slow projectile speed will decrease it in your favor.
 

awkm:
Lumberjack OPness

Okay, so some people think the LJ is OP.  Some even said that it takes very few hits to destroy the hull with damage overflow.  I just did isolated tests.  Number of hits required to destroy any ship with or without balloon is in accordance with my calculations.  Although Flechette against Hull is 20% effective... an LJ shot against Hull is a total of 65 dmg (50 Shatter * 0.1 + 300 Flechette * 0.2 = 65). 

Players who have claimed that it takes less hits must be attacking a damaged ship... or there is a more serious bug at play but it doesn't seem to be the case.

Carronade Pitch Degrees

The two choices were to have them shoot up or down.  Down seems like the most sense.  I want to keep them down, duh.  However, an increase to downward pitch ended up being quite OP under my own tests.  I have thought and tested this.  It allowed the carronade ship to be very very close and almost right on top of the victim.  Even if the victim managed to hydrogen up, the carronade ship would be able to maintain firing arc very easily.

Artemis Zoom, Yaw Speed, Pitch Degrees

I want to wait a little longer to gather more data.  The same goes for carronades as well.  Needs more time to stew.

Something else will be OP to take your mind off of these changes.

HAHAHAHAHAHAHAHAH.

Captain Smollett:
Would it be possible to make it so the Carronade can only aim down, but not farther than it used to?

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version