Info > Feedback and Suggestions
MKII Heavy Carronade testing candidate
Richard LeMoon:
Possible testing stats for this weekend and past testing in this link.
https://trello.com/c/vg1ndrRX/34-carro-mkii
Some people want to stay at four shots, others want to move back to two. We are going to split the difference, and try out a three shot (per tester request). This presents some interesting ammo play. Opinions on stats are welcome. We will continue using the current Hellhound model and Lumberjack projectile for the foreseeable duration of these tests.
Solidusbucket:
I remember on the Discord that there was a discussion about changing the model to three barrels or having it two shots because of the gun model and overall a few individuals being concerned about the model of the gun and its reflection of two shots.
But, you load a different ammo and suddenly that aspect of the lore is out the window.
The Hwatcha, for example, benefits the most from burst. The overwhelming majority (if not, literally everyone) of people that use the gun (besides the unknowledgable - newbies) load burst. But, burst gives it 24 shots. The Hwatcha only has 20 rocket spots.
This same rule applies to the mortar, banshee, light flak (to an extent since it uses two magazines and those magazines don't change shape or size with different ammos) am I missing any?
I don't see the issue with the model misrepresenting the shots.
My point is to please not concern yourselves with the "lore" of the gun and the model.
Richard LeMoon:
The three barrels would be more to visually distinguish this from the Hellhound. It is pretty easy to know what you are facing if you are looking into 2 or 3 barrels. If these tests pan out (and it seems like they are) it will be getting a MKII makeover one way or the other. The picture and model suggestion was just for future note, as it is not something that will be worked on for a while. The main concern right now is stats and effect.
Kira Wa Nai:
Richard did some theorycrafting and found a new damage combination that might suit our intentions pretty well.
Direct damage from 100 Impact to 70 Shatter.
Secondary damage from 70 Shatter to 112 Impact.
This will change the behavior to break light guns with 1 direct hit, while taking 3 AOE hits. Hitting a component will no longer block Impact damage from hitting the hull.
This has been added as the second possible testing setup on Trello: https://trello.com/c/vg1ndrRX/34-carro-mkii
GurasOguras:
Isn't impact damage good against every type of component and therefore overpowered? Looking into these stats remind me of initial heavy flak and flakfishes back when they could kill a ship alone.
Could you remund us the purpose of this gun and niche it should represent? Is it a kill weapon, disable weapon, support our what?
Navigation
[0] Message Index
[#] Next page
Go to full version