Main > Gameplay

GUNS Balance Questions and Concerns v1.2

<< < (32/57) > >>

NikolaiLev:

--- Quote from: awkm on May 21, 2013, 03:01:29 pm ---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.


--- End quote ---

http://gunsoficarus.com/gameplay/weapons/

This claims the Flechette modifier against Hull is .3.

Do you now see why you need to offer your community numbers?  Do you, awkm!?   >:(  We can't have accurate discussion about weapons without numbers, man!  The system just breaks down, man!  We need information, man!

awkm:

--- Quote from: NikolaiLev on May 21, 2013, 05:28:10 pm ---
http://gunsoficarus.com/gameplay/weapons/

This claims the Flechette modifier against Hull is .3.

Do you now see why you need to offer your community numbers?  Do you, awkm!?   >:(  We can't have accurate discussion about weapons without numbers, man!  The system just breaks down, man!  We need information, man!

--- End quote ---

What do you mean it's 0.3?  It's 0.2!!! Get some glasses!

lulz

There are a lot of charts, spreadsheets, and other crap to update.  It's a pain in the ass.  But 0.2 is the number that's live right now on the servers so I changed mine to reflect what you're experiencing.  AND NOT PUSHING 0.3 TO THE SERVERS INSTEAD hahahahaha.

The numbers available are the numbers available.  The rest you'll have to do by feel.

The only numbers you're missing are hard pitch and yaw degrees, pitch and yaw speeds, rate of fire, and related gravity/drop stuff.  I'd like you to know them by feel, not by charts like I know them.  To me, omniscience takes away a part of the experience that makes games interesting—mystery and cracking the designers' secrets.  Other games make this simple by creating a barrier between player and designer.  However, you have access to me here so it feels like you should have all the information but I won't open Pandora's Box because it will take away from that enjoyment from figuring out what's going on beneath the hood.  A visceral mastery vs. a mental one.

There are many things that I do that you will not immediately understand.  You will think that it's stupid, ridiculous, unneeded.  This is fine, I expect you to think these things.  At some point though, I hope, these changes will slowly evolve and shape the meta gameplay in an organic fashion.  The moment of discovery and getting to know a mechanic is maintained.  If I come out explaining why I do things all of the time then I think the experience will be very sterile.  At some point, though, I hope an understanding will be reached.  If not, then I try again.

Ultimately, game design is a conversation between player and designer except that I communicate to you with mechanics and not words.  I want to preserve that if possible.  At the end of the day, I hope everyone entertains some of my more bizarre changes.  It's true that some might be very strange or even broken—mistakes happen all the time—but the intent is to never make the experience worse.

I could do that easily by making flames disable everything instantly again :P

I hope everyone keeps this idea in mind.

Mattilald Anguisad:
LoL so many people wuold like the so called flamer "op"ness back ^^ (for many reasone - one of them giving the gunner a place on the ship again).

Would help at least of the damage matrix would be kept up to date (so we can poin newbies to an accurate sorce of information to witch weapon is how effective against what thing a.k.a what witch weapon is generaly good at).

Queso:
I would like to see something that hurts up close for a squid. The flame used to fill that role, but now it takes too long for a hit and run and isn't reliable enough for a sustained chase.

Machiavelliest:

--- Quote from: awkm on May 21, 2013, 03:01:29 pm ---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).
--- End quote ---
Initial and continuous ground impact damage would shorten that.


--- Quote from: Watchmaker on May 21, 2013, 10:49:25 am ---Projectiles inherit the linear velocity of their gun's mount point.  That is all. (or, at least, that should be all...)

--- End quote ---
I am absolutely sure that this isn't modeled right.  Even a slight left turn while firing a gatling gun on an opponent causes you to have to lag your aim to the right a relatively large amount.  Since the guns are castering, a slight rotation should be mostly unnoticeable because the castering removes any need for angular modeling on the gun, and the slight turn imparts negligible linear velocity to the emplacement's position.

If it's only the emplacement's linear velocity (presumably converted from angular velocity with the emplacement's horizontal distance from the center of rotation multiplied by the angular velocity) inherited, maybe the lever arm is too long?  Or maybe the acceleration is inherited to the projectile, rather than just the velocity?  Since the projectile leaves the barrel ~instantaneously, there's no acceleration applied to it by the ship's motion.

EDIT:  Removed some horrible grammar/formatting.

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version