Main > Gameplay
GUNS Balance Questions and Concerns v1.2
RaptorSystems:
--- Quote from: Urz on May 12, 2013, 07:32:42 am ---
--- Quote from: RaptorSystems on May 12, 2013, 04:53:16 am ---This sort of removes the point of a Carronade.
--- Quote from: awkm on May 10, 2013, 03:53:46 pm ----Light Carronade
--Changed pitch angles (-40 to 35 changed to -30 to 10, skewed towards upwards aiming)
-Heavy Carronade
--Changed pitch angles (-20 to 35 changed to -30 to 10, skewed towards upwards aiming)
--- End quote ---
--- End quote ---
Not at all. It just means the pilot has to maintain a closer altitude to the target, rather than lazily hovering above and relying on the turning arc to carry the build.
--- End quote ---
A much 'closer altitude', aka the same altitude because gun can not point down at all. At which point might as well use gat + flak or hwacha/anything else because popping a balloon is no where near as effective as direct damage or disabling most of the time.
Phoebe:
--- Quote from: RaptorSystems on May 12, 2013, 09:14:57 am ---
--- Quote from: Urz on May 12, 2013, 07:32:42 am ---
--- Quote from: RaptorSystems on May 12, 2013, 04:53:16 am ---This sort of removes the point of a Carronade.
--- Quote from: awkm on May 10, 2013, 03:53:46 pm ----Light Carronade
--Changed pitch angles (-40 to 35 changed to -30 to 10, skewed towards upwards aiming)
-Heavy Carronade
--Changed pitch angles (-20 to 35 changed to -30 to 10, skewed towards upwards aiming)
--- End quote ---
--- End quote ---
Not at all. It just means the pilot has to maintain a closer altitude to the target, rather than lazily hovering above and relying on the turning arc to carry the build.
--- End quote ---
A much 'closer altitude', aka the same altitude because gun can not point down at all. At which point might as well use gat + flak or hwacha/anything else because popping a balloon is no where near as effective as direct damage or disabling most of the time.
--- End quote ---
I believe this change is so it forces ships to be in combat vision of the ship they're fighting and give the opponent somewhat of a chance to fight back if it's being balloon locked. Currently the carronade mechanic is dull and uninteresting and very annoying to the opponent because you can happily hover above their ship doing damage they cannot defend against.
Balloon locking, as effective as it may have been; has always been a really uninteresting mechanic - and giving the enemy at least an oppurtunity to fight back during their struggle to escape is most likely the entire reasoning behind the pitch changes. If you feel you might as well use a gat-flak then;- that's entirely your decision
Captain Smollett:
I have to be honest, I am completely baffled as to why they nerfed the carronade.
I don't know anyone who thought it was op since there were so many methods to get out of a balloon lock (drogue chute, balloon buff, multiple engis on the balloon, hydrogen, kerosene your teammate all the above etc) and there where many builds that I thought were superior however it was still viable.
Furthermore this really limits the use of some of the lesser used ships like Spires, Squids and Goldfish since some of their most viable (and fun) builds relied on carronade usage.
The whole point in my mind of a carronade was to control the altitude of a fight in order to stay out of the gun arcs of your opponents, not necessarily to kill them, but to keep them from killing you and your teammates; now I just don't get it.
I can't imagine how frustrating it is for Eric to work as hard as he does balancing the game only to have the community complain about everything he does and I'm sure there was a really positive and constructive reason for the change. I also know it's not Eric's method to explain balance changes, so I'll probably never understand the change. I'm just totally befuddled, and you know, longing for my old carronades.
Squash:
I think it's kind of like the old fire, it wasn't exactly dominating cogs matches, but it was sure a new-player-killer like nothing else, and it made the game less fun for them.
Captain Smollett:
I'm assuming that might have been the reason as well but new players learn quickly. I remember being balloon locked when I was new and figuring out how to get out of it.
The game should be balanced for the average player, with an eye toward competitive play, not the brand new player, since sooner than later, they'll be an average player anyways.
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