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GUNS Balance Questions and Concerns v1.2
Berserker:
I have found a very overpowered combination. If you are using the Manticore Heavy Hwacha along with Burst Rounds, you can take out multiple stations all in one fell swoop, and i mean MULTIPLE. Like, if you are using the goldfish, every station pretty much. I have tested it in multiple games and had it tested against me, and each time, the whole ship pretty much goes up in flames. I dont know if it is intentional, but jesus, it just seems broken.
Nidh:
That' the Hwacha's job, but it can't kill anything without help from a small gun or your ally.
RearAdmiralZill:
What I don't get from the carronade nerf (cause we needed one I guess?) is it just seems backwards. Why would I want an upward arc? Then the Hull is shielding the balloon and i'm pretty much being worthless. Then you have to remain level to keep the balloon locked, which kills a blenderfish as it only has that one front gun trying to lock it, and nothing to disable the inevitable gunfire from the enemy.
As Smollett has said, I didn't see a need to nerf it at all. And if anything, the change seems backwards. It needs a downward arc to be useful.
MetaFive:
I'm going to crosspost and refine my arguments from the Artemis thread if you all don't mind.
A carronade is a weapon that's stuck in an odd design niche; it needs to- practically by definition- be able to keep an enemy ship's balloon disabled even through repair attempts and ultimately does seek to kill the enemy ship by running it into the ground. it was problematic for the same reason that the Artemis was pre-nerf and the Mercury was pre-spillover-fix; You don't want to be able to have a kill-strategy that wins with minimal chance for interaction by the enemy ship. Its use in forcing disengagements was a an emergent use based on its ability to put the opponent out of a range where they can counterattack.
Not to say that it has only that use or that it should have only that use, mind, but that bit of definition needs to be taken into account. Even if you were using it primarly as a support weapon to force a ship out of engagement, it was still- if used as a dedicated offense- able to deny them the ability to engage until they broke on the proverbial rocks.
And Smollett- I love you right back, but most of the solutions you've offered are either means to delay the inevitable (Drogue chute only slows your descent and will not bring you level with your opponent and well-timed shots based around the rebuilds will hamstring your engineers' work) or simply nonsolutions (Hydrogen on a freshly-repaired balloon is a good way to give your enemy a leg up in breaking it and good luck getting the buff going in time)- using Kerosene to rush away/to a teammate is probably the best solution you've given and is certainly the most reliable one in actual combat, but it also potentially means that when you re-engage you're just going to start the cycle over and possibly end up in the same situation- not to mention it relies on your opponent not having a means to bridge the gap. I'd personally toss in "dive under the opponent's ship to shake their lock" as an option but even that one relies on the opposing captain not being able to see it coming/respond quickly- and, if they know what they're doing, it's a fairly easy maneuver to counter.
Let me clarify- I don't think the carronade is a "broken" strategy, and certainly not an overpowered one. But I do think that- due to the issues I'd discussed above- it's problematic, because it can severely reduce the level of interactivity between ships/players that makes GoI stand out so much in the first place. Making the carronade more interactive with the opponent in its use is hardly the worst way to approach the problem, even if it is- as you've all observed, especially regarding the ships that rely on the disabling tactic and the hit arc favoring the hull over the balloon- an incomplete solution. But the fact that it even offers a means of approach to the interactivity issue also means that it opens up new ways the weapon can be tweaked, balanced, and enhanced.
Mattilald Anguisad:
Carrorade was a reat weapon but not an overpowered one (especcaily if you saw it comming). It required your full time commitment to an enemy, otherwise it was completely useless. During that time you were butt naked against his ally that should have been punding you from exposed behind.
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