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GUNS Balance Questions and Concerns v1.2
awkm:
--- Quote from: Captain Smollett on May 06, 2013, 02:28:48 pm ---2) Reducing the stacks of fire needed to kick someone off a gun.
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Will probably happen, you're right on this one.
--- Quote from: Captain Smollett on May 06, 2013, 02:31:33 pm ---Oh and though I know it's already being worked on, have to mention the harpoon.
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It's not very high on the priority list, unfortunately. It'll need several day of Jay's time, which I think is occupied by tutorial related stuff right now. It's a shame, I know. I want this to get re-prioritized soon.
Machiavelliest:
True story about the carousel. Maybe make it piercing/explosive? Before you rabble, keep in mind only one damage type at a time would be effective. The carousel is as accurate as Michael J Fox with a Derringer, which further balances the combo. It's a nice new type of versatility. Rather than having a secondary damage type that lets you do two things at once, it makes it moderately effective over a wide range for ships that don't have the easy trifectas.
Malarosa Agresti:
--- Quote from: Captain Smollett on May 06, 2013, 02:28:48 pm ---That being said, I have never seen a level 8 fire on a gun since 1.14, so, maybe that much fire stack for a gun ejection is a bit high.
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No kidding. I've only been playing for a bit over a month and I didn't even know that was a thing at all.
Helmic:
--- Quote from: Captain Smollett on May 06, 2013, 02:28:48 pm ---2) Reducing the stacks of fire needed to kick someone off a gun. Yes I remember what fire used to be like, and though I didn't really have a problem with it then I understand peoples concerns regarding its affects on fun factor for new players. That being said, I have never seen a level 8 fire on a gun since 1.14, so, maybe that much fire stack for a gun ejection is a bit high.
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Level 8 fires are the norm if you're using a flamethrower. You don't see level 8 fires because no one uses flamethrowers. I liked how flamethrowers worked last patch, they weren't primary weapons but their large arc made them excellent defensive and trifecta weapons. If their damage is increased somewhat on top of the artemis nerf (artemis can do everything the flamethrower does except pop the balloon and faster) then lowering the number of fire stacks required to disable a gun shouldn't be necessary.
HamsterIV:
Is it possible to AOE damage a hostile with an indirect hit? For example, if I shoot a lumber jack at a wall next to where a squid is flying and it explodes against the wall close enough to envelope part of the squid in AOE radius, will the squid take the damage? I think this has happened a few times in the past, but I am not sure if it was a hit on the squid that looked like a miss or if the wall took the hit and the AOE still reached the target.
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