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GUNS Balance Questions and Concerns v1.2
Squash:
You're right Mattiland that actually does make sense, thanks!
RearAdmiralZill:
--- Quote from: Squash on May 23, 2013, 08:07:02 pm ---I'll be honest I didn't really understand the quad carronade thing, I've never really had any success with it, what's the principle?
--- End quote ---
At first it was an experiment to see if it was even feasible. Once I got that out of the way, I started considering the strategy behind it. Pretty much, it shreds balloon's and hull armor pretty fast. This sends engineer's everywhere. Don't forget the shatter too, so you can still disable guns. Since it's raycast, you can move full throttle, and still hit shots, thus making you a harder target. I put a flak on the top left for kill shots once armor goes.
Squash:
That week we were working a lot on a light carronade double manticore combo, hoping the light carronade would get quick raspberries, we would of brought it but then we came up with our harpoon strategy.
Machiavelliest:
Raspberries? You mean butt soup.
It has always frustrated me that there aren't enough hits from either carronade to really make that shatter effective.
Twido:
I have a suggestion for improving the balance of guns that may not be popular with veteran players. I have only been playing for a week though so I fully accept that I could be wrong or it is not the direction people want the game to go in.
I would slightly normalise the weapon damage against different components matrix. That is to say, taking flak for example, increase its effect against armour but reduce its ability against exposed hull. Currently, there are a lot of guns available, but it doesn't really feel like you have much choice if you want to be competitive. I am finding the gat/flak combo to be too effective to leave behind and try something more interesting.
It could be argued that this lowers the skill cap because at the moment it is vital that you chose the right gun for the job and the captain brings that gun to bare. Such a change would lessen the importance of this decision making process. Personally, I don't think it does reduce the skill cap; I don't think choosing the right gun to shoot at the right component is as an important skill has engaging in the correct manor and range for the type of guns being used by you and your opponent. Currently I feel the damage multipliers are just a little too large and too many guns are counter intuitively poor in too many situations, I am not advocating drastic changes.
The main benefit as I see it would be to improve diversity among the ship load outs. I know that there are very successful exceptions, but most successful ships seem to be using the same guns. The worst thing is new players getting grief for not running with the "correct" set up. New players are the lifeblood of any game and such elitism very off putting.
Anyway, these are my thoughts after limited play time. My aim with this post was not to insist that my ideas are the best and the game should be changed to cater for me, but rather spark some more debate on the issue.
Thanks for reading!
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