Guns Of Icarus Online

Main => Gameplay => Topic started by: RearAdmiralZill on October 02, 2013, 11:56:52 am

Title: Carronades 1.3.2
Post by: RearAdmiralZill on October 02, 2013, 11:56:52 am
The Heavy Carronade is still OP despite its debuffs.

AND

normal carronade.

Relax relax relax.

Since I see this blooming into nice and meaningful discussion, let it begin.
Title: Re: Carronades 1.3.2
Post by: HamsterIV on October 02, 2013, 12:04:10 pm
I tried hard to find a single ship counter to Blenderfish/Blendersquid attack, the best I could come up with was triple artimis Junker with a gat mortar side. 3x Artemis can shut a blenderfish down before it gets in range and is useful for assisting a teammate from long range. The real counter is intership team work, but you can't always count on the other captain to do such a thing.
Title: Re: Carronades 1.3.2
Post by: Gambrill on October 02, 2013, 12:09:56 pm
Flak Spire with  Merc front and artemis right. Turns you into a long range disabler + kill ship. only downside is you are a spire and quite squishy :)
Title: Re: Carronades 1.3.2
Post by: awkm on October 02, 2013, 12:11:40 pm
I will say that targeting individual components is still quite difficult for most players.  We have ideas to make this a little more meaningful and will definitely come into play for Co-Op mode.

Yes, teamwork is the ideal solution but has HamsterIV points out.... it can be a high barrier... which is unfortunate because our game really requires that.  It's an uphill battle.

And thanks for opening this topic.
Title: Re: Carronades 1.3.2
Post by: RearAdmiralZill on October 02, 2013, 12:23:55 pm
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And thanks for opening this topic.

Certainly. I'm quite curious as to what people think is making these guns OP though, including you awkm. Range increase + spread reduction? I can see it going back to production range but leaving the spread, as heavy is still viable but not required, which I think we found to be an issue.
Title: Re: Carronades 1.3.2
Post by: Nidh on October 02, 2013, 12:47:09 pm
The Heavy Carronade can 2 shot a balloon from a relatively far distance, not long range, but A LOT farther than most people think, especially with heavy clip (assuming the first hit is not repaired).

The Heavy Carronade can lock down 2 ships at the same time, and has the potential to kill them while doing so.

Going below a Heavy Carronade is not a viable strategy in countering it as that's where it wants you to be in the first place, also most balloons are far enough above the ship that being "below" the Carronade from the helm's view is often misleading.

You can counter it to a degree, but anyone using it to it's full potential is not fun to fly against.

Popping balloons and zoning is the Carronade's purpose, but the armor striping and kill potential are what make Carronades OP.

HOWEVER, thinking of the Goldfish particularly, there are no other 100% reliable heavy weapons for brawling right now. The Hwacha is not very reliable at it's job, and the Flak and Lumberjack are long range support weapons. I feel like the Carronade should have its armor striping power lessened, but at the same time, if you want to fly a kill-oriented Goldfish, the Heavy Carronade is the only reliable option.

Honestly I don't know what to think, but those are some observations from my time flying a blenderfish.
Title: Re: Carronades 1.3.2
Post by: awkm on October 02, 2013, 12:53:24 pm
What Nidh said.
Title: Re: Carronades 1.3.2
Post by: Serenum on October 02, 2013, 01:17:43 pm
Carronades are high-risk high-reward. And they require skill.
They are fine.

Please don't fix things that are not broken and instead simply work as intended.

To be honest I'm worried that this thread has even popped out. The meta is absolutely dominated by a single weapon combo that apparently is working as intended when it kills a ship in 1 clip but the carronade is OP? It's annoying to be on the wrong side of a carronade, that's for sure, but it's hardly a "make a single mistake, lose the game" kind of weapon. Carronading someone to death is a long and difficult process and it leaves plenty of time for your ally to rush in and help.
FFS that thing can't even aim down!
 :'(
Title: Re: Carronades 1.3.2
Post by: Nidh on October 02, 2013, 01:26:04 pm
I'm sorry, I can't tell if you're joking or not, but the Heavy Carronade is THE easiest to use gun in the game. They require no skill other than looking at your target. The Heavy Carronade is a very safe pick, you take out the balloon or guns on the other ship and they can't shoot back and are out of the fight for the moment. It's not risky, because with heavy clip the range can be relatively very far.

I don't like the power of the Gat-Mortar combo either, never said I did, but that's not what this thread is about. Killing is not difficult with the Carronade if you're using it to its full potential.
Title: Re: Carronades 1.3.2
Post by: RearAdmiralZill on October 02, 2013, 01:37:45 pm
Quote
The Heavy Carronade can 2 shot a balloon from a relatively far distance, not long range, but A LOT farther than most people think, especially with heavy clip (assuming the first hit is not repaired).

So that kinda ties into what I said with the increase in range (albeit small one) plus the reduced spread so more hits. Fair enough.

Quote
The Heavy Carronade can lock down 2 ships at the same time, and has the potential to kill them while doing so.

So can many other ships (not all admittedly) if put into the prime situations. I don't think this is the gun's fault.

Quote
Going below a Heavy Carronade is not a viable strategy in countering it as that's where it wants you to be in the first place, also most balloons are far enough above the ship that being "below" the Carronade from the helm's view is often misleading.

So then naturally, you'll want to stay above. This makes it harder for them to aim at your balloon too, making your hull a bit of a shield. That plays into the hull armor getting taken out too by these guys though, which it was never bad at. I think the gatling just overshadowed its ability to do so, so it wasn't too noticeable.

Quote
You can counter it to a degree, but anyone using it to it's full potential is not fun to fly against.

Flying against anyone in anything that is built to kill you while being used to its full potential can be rough. Again, I don't think you can fully blame the gun.

Quote
Popping balloons and zoning is the Carronade's purpose, but the armor striping and kill potential are what make Carronades OP.

That's better. Flechette damage in general has always been decent at stripping hull armor. It was always the final bare hull it couldn't really get through. While being slower than piercing guns, it added the utility of also popping balloons, so it was a clear tradeoff. Range was also a factor. With the recent changes to merc and gat, I think now these are on a more "equal" hull armor stripping level, which then I can see the perspective of it stripping armor too fast.

The kill potential I think is over-exaggerated but that's just my experiences. I've had a blender take me all the way down to the floor, only to kill him while im on the ground. It takes awhile to kill with a lone blender, as it should be.

Quote
HOWEVER, thinking of the Goldfish particularly, there are no other 100% reliable heavy weapons for brawling right now. The Hwacha is not very reliable at it's job, and the Flak and Lumberjack are long range support weapons. I feel like the Carronade should have its armor striping power lessened, but at the same time, if you want to fly a kill-oriented Goldfish, the Heavy Carronade is the only reliable option.

That's pretty much all opinion except the flak fish. No one seems to like Hwacha's for....some unknown reason. But that's not what this thread is for.

I think production (or even less than) range would go a long way, since the decreased spread lets us think of using lesmok. I don't know how much armor stripping that shatter added, but the carronade already stripped it pretty well, so maybe scale that back to get the desired result.
Title: Re: Carronades 1.3.2
Post by: HamsterIV on October 02, 2013, 01:44:57 pm
The skill and risk of the carronade is dependent on the pilot. An expert pilot with a semi competent crew can make the Carronade unstoppable. It makes this less of a team game and more of a "watch this rockstar pilot dominate a server." The gunners don't have to be experts in accounting for all the variables that effect a bullets path with a close range hit scan weapon like the carronade, and the engineers don't have to work as hard when the ship is not taking hits from a balloon locked opponent.

The crew will have to earn their keep if the pilot messes up, but there are some pilots out here who never mess up. I don't usually fly Carronade ships because I feel it decreases the fun of the game. The enemy crew isn't having fun because all they are doing is desperation repairs, and my crew isn't having as much fun because there is almost no skill to their actions.

Allowing your enemy to get a few licks in before you blow them out of the air prevents rage quits. It also gives your crew better stories to tell. Not "I flew with **** and we were untouchable," but "I saved the ship by getting the hull up right before what would have been a killing blow landed," or "I landed a next to impossible shot even the captain was impressed."
Title: Re: Carronades 1.3.2
Post by: Serenum on October 02, 2013, 01:55:51 pm
I'm sorry, I can't tell if you're joking or not, but the Heavy Carronade is THE easiest to use gun in the game. They require no skill other than looking at your target. The Heavy Carronade is a very safe pick, you take out the balloon or guns on the other ship and they can't shoot back and are out of the fight for the moment. It's not risky, because with heavy clip the range can be relatively very far.

I don't like the power of the Gat-Mortar combo either, never said I did, but that's not what this thread is about. Killing is not difficult with the Carronade if you're using it to its full potential.

I'll say this again, you silly person, carronading requires skill.
Not from the gunner, but from the pilot. It's a weapon that has short range and makes you rely on ambush tactics and fast manouvering. And it's only weapon that can be countered by a TOOL. More importantly, some people think that losing the balloon means you have lost the engines. You can stil outmanouver your opponent or escape, you know. Try that sometimes. Carronading gives the opponent time to react.
The truth is, most people panic when their ship starts to fall.

At this point why don't we cry foul when a Manticore shot from the back takes out ALL your engines and leave you sitting there unable to turn and fire on the enemy? This game is full of weapons that when used under optimal conditions are hard to counter without the help of your team mates.
Carronade  shouldn't be nerfed. It already has several restrictions, it's fine as it is and I simply oppose any further changes.
If the devs want to make destroying the baloon an effective strategy then carronades are fine as they are. If they want to remove said strategy from the game because it upsets some people (which I'd love to call by another name, but I'm just too kind) then go ahead but you are just ruining your own game and giving in to the pressure.

I really have nothing more to say. The arguments presented against the carronade are narrow and flawed, full of fallacies that shouldn't even be worth countering and in the end I'm sure it all comes down to the fact that being killed by a carronade is not swift and painless like being gat-mortar'ed, it's long and painful and frustrating. But it's definitly not fix worthy, in my opinion.

Edit: also, what Zill said, perhaps better than me.
Title: Re: Carronades 1.3.2
Post by: Nidh on October 02, 2013, 01:57:34 pm
When I think kill potential, I factor in grinding against the terrain, which can be kill quite fast for some ships. I see your points though Zill, and the Carronade does seem to come out on the balanced side of things. But when I'm Carronading down an enemy ship and take out their balloon I very rarely see them get out of that locked down state. I do that with the hwacha as well, but I don't expect them to die under the hwacha. When I get the upper hand with the carronade I usually come out unscathed and with a kill, which is my reason for thinking the carronade might be a little too powerful. From the enemies perspective, there doesn't seem to be a lot of opportunity for counter-play once the balloon is taken out. Coming out with a kill on the carronader is the exception rather than the rule in my experience.

@Serenum My reasons for thinking the carronade is OP are not from being a crybaby about getting killed by it. I fly Goldfish primarily and Blenderfish is one of my most used loadouts. I think the Carronade is slightly overpowered because when I use it I feel bad for the guy on the other end.
Title: Re: Carronades 1.3.2
Post by: awkm on October 02, 2013, 01:58:15 pm
Also what HamsterIV said.
Title: Re: Carronades 1.3.2
Post by: Captain Smollett on October 02, 2013, 02:02:01 pm
The skill and risk of the carronade is dependent on the pilot. An expert pilot with a semi competent crew can make the Carronade unstoppable. It makes this less of a team game and more of a "watch this rockstar pilot dominate a server." The gunners don't have to be experts in accounting for all the variables that effect a bullets path with a close range hit scan weapon like the carronade, and the engineers don't have to work as hard when the ship is not taking hits from a balloon locked opponent.

The crew will have to earn their keep if the pilot messes up, but there are some pilots out here who never mess up. I don't usually fly Carronade ships because I feel it decreases the fun of the game. The enemy crew isn't having fun because all they are doing is desperation repairs, and my crew isn't having as much fun because there is almost no skill to their actions.

Allowing your enemy to get a few licks in before you blow them out of the air prevents rage quits. It also gives your crew better stories to tell. Not "I flew with **** and we were untouchable," but "I saved the ship by getting the hull up right before what would have been a killing blow landed," or "I landed a next to impossible shot even the captain was impressed."

I think one of the biggest reasons that the carronade is such a highly debated topic is exactly this.  In high skill games, the blenderfish loses a lot of it's desirability as excellent teams can often nullify it's usefulness through a variety of tactics, loadouts and strategies.

However in a normal pub match, the blender offers a terrific amount of reward for a small amount of skill on the part of both the pilot and crew of the ship.
Title: Re: Carronades 1.3.2
Post by: Captain Smollett on October 02, 2013, 02:04:54 pm
So, I think while I've always been on the side that blenders aren't op, since I have found various ways to deal with them, this may not be the case for players that don't play as often.

Conversely it does offer newer players a way to be successful against moderately better teams and thereby enjoy the game when starting out.

I guess what I'm saying is there's no right answer to this problem, so, good luck awkm.
Title: Re: Carronades 1.3.2
Post by: Zenark on October 02, 2013, 02:06:22 pm
I'd say it's one of the easiest guns to use. BOOM, BOOM... enemy balloon is down in two seconds and there's nothing they can do to stop it. Now that they're falling, I can get into a better position and have my gun reloaded way before their balloon comes back up..

Balloon repaired by xxxx
Balloon destroyed by yyyy

One engineer is not enough to repair the balloon before the Carronade is reloaded and having two engineers on the balloon leaves the rest of the ship vulnerable. Once the carronade is in range, your balloon will be popped, guaranteed, over and over. Having an allied ship (that isn't busy getting attacked themselves) rescue you is a best case scenario. There aren't enough guns that can aim high enough that will actually bother an attacking blenderfish. A Drogue Chute isn't a counter, it just prolongs the fall. A gunner using Loch rounds can easily kill any ship alone. There aren't many weapons that can disable and kill at ranges beyond a Carronade; only the LJ, Merc and Flak come to mind, and those are significantly harder to use, not to mention you'd have to be camping in order to not be snuck up on. Once your balloon is down at max range of the carronade, that ship can close within arming time before the balloon is back up. Trying to kill them before they get too close is the best option, but as soon as they're in range, you've lost an engineer to repairing your balloon while they still have a full crew.

We don't all get to fly with level 8+ crews who know what they're doing. Can it be countered? Yes? Can it be countered by crew that hasn't been informed of EXACTLY what they have to do? Not likely. Just because the high level clan can survive it doesn't mean the newbies and random crew ships can.

It's OP because the GENERAL POPULATION of players on GoIO can't counter it.
Title: Re: Carronades 1.3.2
Post by: awkm on October 02, 2013, 02:08:17 pm
What Smollet said.

This is the exact problem I face.  If there is any single player that feels like they are being dominated and think they have no way to countering, then I've done something wrong especially if that player has been playing for a few hours.

Therefore I am obligated to find a solution to the problem, it deserves my utmost attention, and certainly is worthy of a fix.
Title: Re: Carronades 1.3.2
Post by: awkm on October 02, 2013, 02:08:35 pm
Yes, thank you Zenark.

General population.  Key words.
Title: Re: Carronades 1.3.2
Post by: Serenum on October 02, 2013, 02:10:15 pm
@Serenum My reasons for thinking the carronade are not from being a crybaby about getting killed by it. I fly Goldfish primarily and Blenderfish is one of my most used loadouts. I think the Carronade is slightly overpowered because when I use it I feel bad for the guy on the other end.

Well, that's your problem, not the gun's.
Losing a fight is never fun. Feel bad every time you kill another ship then.

When you get carronaded you can ALWAYS get away if you have engines, you can outmanouver your opponent. You need to be a better pilot though, something which I guess makes it hard to admit when a loss is deserved, since it means you simply weren't good enough.
I don't see anything wrong with a weapon that makes the better pilot win. I would have a problem with that if any noob could use it and shine, but any noob trying to carronade will simply be obliterated.
Title: Re: Carronades 1.3.2
Post by: Zenark on October 02, 2013, 02:15:15 pm
I thought your engine power becomes reduced when the balloon is down, plus, what ship other than a Squid could outrun a Goldfish, even without a popped balloon?
Title: Re: Carronades 1.3.2
Post by: Nidh on October 02, 2013, 02:16:51 pm
@ Serenum Also, the Carronade can take out components rather effectively, such as engines and guns. In my experience the Carronade has a very long range for it's "close range" classification, and ambush tactics are not necessarily required, just proper positioning, which every ship requires. I'm sorry if I'm coming off as arrogant or a whiner, I don't mean to sound that way and I don't mean to brush off your opinions either. I have taken them into careful consideration, but I still have to say that I feel bad for whoever gets on the wrong end of a Heavy Carronade because it is literally a helpless feeling, especially if the carronade takes out your engines and set's your hull on fire with incendiary as you try to run.

Opinions and feelings aside, I have not ever stated that the Carronades are so OP that you can't win against them, however I do feel like they are SLIGHTLY too powerful.

I don't take kindly to being called a bad pilot.
Title: Re: Carronades 1.3.2
Post by: Serenum on October 02, 2013, 02:21:12 pm
General population?
So any game with a learning curve is flawed?
Because that's basically what it means, if the "general population" can't deal with it without having to learn the game then it's wrong.
The carronade is fairly simple to deal with, you just need to know the weapon.
It's also a damn short range weapon, if you can see it coming you can win.
Is stealth OP? Are clouds OP? Because all of this is essential to winning using a carronade.

And I'd like to stress that the carronade ALWAYS gives you time to react. Have you ever been killed by a mortar or a flak cannon? That's having no time to react. That's literally "oh shit armor is gone  aaaand... we're dead.".
I dare you to compare the TTK of a carronade+whatever combo with the TTK of a gat-mortar combo. It's not even in the same league!

This is a great game because it lets you be creative with the way you approach the enemy, you don't necessarely need to use the most direct approach to kill him, other approaches can work too. Carronade is NOT a direct way to kill your enemy, it's the opposite. You can't nerf it because then that whole kind of strategy is simply not viable. I could just aim for the baloon with any other weapon and it would be the same.
Do you want to keep the game varied or do you want to make it streamlined?
That's the real question.
Title: Re: Carronades 1.3.2
Post by: RearAdmiralZill on October 02, 2013, 02:22:25 pm
Well if we are going for a fix that generally makes the gun harder to use (that's the vibe i'm getting here), then an obvious issue is the "point 'n click" nature of the gun in order to hit things.

Shed some range, give it more ammo per clip (4 due to art style?), but distribute that damage across that bigger clip (so same or less damage now but across 4 shots). Basically, make it more likely to miss and take a smidge longer to cut the balloon.

This is kind of just an "out there" thought.

I thought your engine power becomes reduced when the balloon is down, plus, what ship other than a Squid could outrun a Goldfish, even without a popped balloon?

Not to my knowledge. Only thing a dead balloon does is transfer all the damage that hits it to your hull armor.
Title: Re: Carronades 1.3.2
Post by: Urz on October 02, 2013, 02:26:45 pm
Reduce the stats and remove battle drums from the game.

Decreases general effectiveness, increases competitive effectiveness.
Title: Re: Carronades 1.3.2
Post by: Nidh on October 02, 2013, 02:30:59 pm
Well if we are going for a fix that generally makes the gun harder to use (that's the vibe i'm getting here), then an obvious issue is the "point 'n click" nature of the gun in order to hit things.

Shed some range, give it more ammo per clip (4 due to art style?), but distribute that damage across that bigger clip (so same or less damage now but across 4 shots). Basically, make it more likely to miss and take a smidge longer to cut the balloon.

This is kind of just an "out there" thought.

That sounds like a good idea to me, spreading out the damage would mitigate the "eternal balloon is dead" + "hull armor taking damage" and return it to more of a support zoning weapon than a killing weapon. Only problem would be no clear option for a brawling/killing Goldfish (maybe that's a good thing, encouraging variety? idk). But the Goldfish is a support ship imo anyway. Until the new heavy weapon comes out, depending on what it does.
Title: Re: Carronades 1.3.2
Post by: Serenum on October 02, 2013, 02:31:42 pm
Well if we are going for a fix that generally makes the gun harder to use (that's the vibe i'm getting here), then an obvious issue is the "point 'n click" nature of the gun in order to hit things.

But that's the point.
The carronade doesn't rely on the gunner, it relies on the pilot, just like the flamethrower. A good gunner can make it more effective, of course, but it's the pilot that makes it win or fail.
Long range weapons depend on the gunners, while the pilot just needs to think about positioning. Short range weapons are easier to use, obviously, but it's harder to put yourself it the right position to use them, so they depend on the pilot. Simple as that.
And that's implicit in the nature of short range vs long range, nothing new here.
Nerfing the gun on that basis is simply absurd.
Title: Re: Carronades 1.3.2
Post by: awkm on October 02, 2013, 02:38:07 pm
Zill, stop reading my mind.
Title: Re: Carronades 1.3.2
Post by: RearAdmiralZill on October 02, 2013, 02:44:48 pm
Im not sure how long you've played Serenum, but this discussion makes me think of Fire. I forget which patch when Fire was simply reworked into a new system from the 1 stack to disable guns, but this has the same underlying issue.

Back when Fire was one stack to disable guns, vets had it pretty easy. Any time someone would say it was OP, we'd tell them to stay away from the fire. The general population were getting locked by flame passes while we just stayed away or took the calculated risks. Then the fire change happened, and honestly fire is still viable and has its many uses. As a Cake member im sure you know.

It is a skill problem, and I say it in the nicest way possible. So instead of fighting change, just think up ways to get the same concept out of carronades.

That sounds like a good idea to me, spreading out the damage would mitigate the "eternal balloon is dead" + "hull armor taking damage" and return it to more of a support zoning weapon than a killing weapon. Only problem would be no clear option for a brawling/killing Goldfish (maybe that's a good thing, encouraging variety? idk). But the Goldfish is a support ship imo anyway. Until the new heavy weapon comes out, depending on what it does.

It really is a support ship unless you use the side guns too. I can't think of balancing a gun based on ships. I mean, flak fish for example. It surely isn't balanced for the goldfish's sake, lol.

Zill, stop reading my mind.

<3
Title: Re: Carronades 1.3.2
Post by: Imagine on October 02, 2013, 03:17:00 pm
For the past month, I've watched and casted at the minimum nine games once a week. The only time I've seen a carronade of any type be super effective in the hands on a non-competitive team crew (aka a pug ship aka the general populous) was on Paritan, and only because ramming into terrain after balloon pops causes significant damage. That's not to say that they're not used on any other map, or that it's an ineffective weapon by any other means, but if you compare it to usage on a map like, say, Fjord or even Canyon Ambush, it takes a long long loooooong time to kill off someone with a carronade without the assistance of crashing them into buildings or the ground. Enough time that I've seen enough occasions to where a ship is rescued by a teammate, or gets their gun arcs turned on the carronading ship and blasts them into oblivion.

And you know what? I'm completely ok with that. Yeah, sure, getting your balloon popped repeatedly is certainly annoying, I've played enough engineer to know that. It's no different than mercs constantly taking down hull armor, or flamethrowers/flares lighting ALL the things ablaze. It's something people will have to learn to deal with as they play the game. Don't nerf something because someone had a game where they got pinned down a couple of times and came to cry about it on the forums >:(
Title: Re: Carronades 1.3.2
Post by: Captain Smollett on October 02, 2013, 03:20:03 pm
I think it's fair to say there's a good bit of hyperbole going on about how good carronades are.

I don't think carronades are really op, they are however really easy, so for less skilled crews it can give an advantage.
Title: Re: Carronades 1.3.2
Post by: Serenum on October 02, 2013, 03:30:33 pm
they are however really easy, so for less skilled crews it can give an advantage.

Again ignoring the fact that there is a difference between a weapon that relies on gunner skill and a weapon that relies on pilot skill.
Carronades are easy for gunners, harder for pilots. It balances out.

At this point I'll even throw in an exemple:
Let's say you are on a long range ship, like a galleon with lumberjack, flak and mercury. As a gunner, you have your work cut out for you, you need to make every single shot count and you have to hit the relevant components at long range. As a pilot you just need to be aware of your surroundings and position yourself accordingly. Once your gunners have a clear shot your only job is to avoid throwing off their aim, usually by parking somewhere and letting them kill stuff.

Now let's take the carronade. As a gunner, it's easy, very easy. You only need one kind of ammo basically and the balloon is often the largest target on an enemy ship, plus you are going to fire at short range. As a pilot you need to carefully plan your moves, ambush the enemy, rush in when they seem distracted and once you have their balloon popped you still need to manouver all the time to keep them in a good position to not only keep their balloon down but also dish out some damage with another weapon when their armor goes down either because of carronade shots or because of impact with terrain.

See what I mean? A gun can be easy for one class, harder for another.
Title: Re: Carronades 1.3.2
Post by: Captain Smollett on October 02, 2013, 03:38:49 pm
As a person who has predominately flown throughout my tenure in goi, I would argue that blenderfish in particular, are not challenging to fly.
Title: Re: Carronades 1.3.2
Post by: Squidslinger Gilder on October 02, 2013, 03:46:33 pm
The only area Carronades need a nerfing in is range. Seriously, why would you buff this? It was fine before. It forced carronade ships to close range and get in close for kills but increasing the range just gives them the opportunity to sit back and blend without taking much risk. There is not a lot of options to counter this. That is where the problem comes in. You can't evade, your balloon dies in one barrage over and over because the carronade is such a noob tube. Doesn't take any effort or skill to fire them and the disabling capability payout is huge.

Cut their range by about half of what it is, turn it back to being a CQC weapon and we're fine. Going to have a lot of boring matches coming up if it isn't changed.
Title: Re: Carronades 1.3.2
Post by: Serenum on October 02, 2013, 03:47:57 pm
As a person who has predominately flown throughout my tenure in goi, I would argue that blenderfish in particular, are not challenging to fly.
That's because the goldfish is an easy ship, but still among its front weapon loadouts the carronade is the hardest for the pilot to use effectively.
And the goldfish isn't the only ship that can use a carronade you know. You can't balance a weapon around a single ship.
Otherwise I could just say "hey using the carronade is super hard on a Spire, you need to buff that weapon".
Title: Re: Carronades 1.3.2
Post by: Imagine on October 02, 2013, 03:51:26 pm
As a person who has predominately flown throughout my tenure in goi, I would argue that blenderfish in particular, are not challenging to fly.
Challenging, I guess not amazingly so, no.

Overpowered? Also not the case.
Title: Re: Carronades 1.3.2
Post by: RearAdmiralZill on October 02, 2013, 03:59:22 pm
As a person who has predominately flown throughout my tenure in goi, I would argue that blenderfish in particular, are not challenging to fly.
That's because the goldfish is an easy ship, but still among its front weapon loadouts the carronade is the hardest for the pilot to use effectively.
And the goldfish isn't the only ship that can use a carronade you know. You can't balance a weapon around a single ship.
Otherwise I could just say "hey using the carronade is super hard on a Spire, you need to buff that weapon".

Which is why you dont balance guns based on ships. We always talk perfect situations to eliminate the many variables that is GOIO. Taking a Spire with blender is like taking a flak fish. It requires a lot of effort to be rewarding, and usually doesnt give enough in return.

Regardless of any of that, I dont know what you're trying to say to argue carronades are perfectly balanced.
Title: Re: Carronades 1.3.2
Post by: Queso on October 02, 2013, 04:01:18 pm
My pilot loadout always carries a drogue chute in case of carronades. The limited downward arc means they have to come within firing range of almost any high damage build. A drogue chute means they can't really guarantee moving you down very far. If you wanted to have an even harder counter to the blender, increasing the turn speed from what it is now on drogue chute would do a ton. However I think there is a larger perception issue with new players. It seems kind of odd that a pilot tool can be used to counter weapon choice, when most of the tools are simply slight temporary ship stat boosts. Overall I don't find it that harmful against me in normal play.
Title: Re: Carronades 1.3.2
Post by: Captain Smollett on October 02, 2013, 04:21:12 pm
That's because the goldfish is an easy ship, but still among its front weapon loadouts the carronade is the hardest for the pilot to use effectively.

Ok, I'll stop derailing the thread after this, but I also disagree that the carronade is the hardest goldfish weapon to pilot and would argue the exact opposite since positioning and decision making are far more difficult and crucial with LJ and heavy Flak and stability of flight and timing maneuvers between volleys for Hwacha are all more difficult and experience dependent than piloting a ship within 500 meters of the enemy without dying.

In the highest level play using a blenderfish is a liability and in high level play it doesn't confer any major advantages.  However in lower level play, due to its ease of use, the blenderfish can make an average pilot and crew into rockstars.
Title: Re: Carronades 1.3.2
Post by: N-Sunderland on October 02, 2013, 04:38:40 pm
This subject really links back to discussions that were had between kill builds and disable builds from about a month ago. As I pointed out back then, there's an inherent problem with balancing GoIO. If outright killers (piercing-explosive mainly) get too strong, everybody starts finding the game boring and wants disablers to be given a chance. As soon as disablers get buffed, however, it creates a huge problem (mostly for new players), as it's much harder to deal with a disable build than a kill build if you're unprepared, even if the former takes longer (though that just adds to the frustration). The only way to get out of this cycle is for the game to prepare the players for that kind of thing. Better, mandatory tutorials are desperately needed.
Title: Re: Carronades 1.3.2
Post by: HamsterIV on October 02, 2013, 04:59:49 pm
I would like to see the carronades' power reduced at longer ranges. It fires a bunch of "pellet" scan lines. What if 100% of the Pellets made it 10 meters from the muzzle, 90% made it 20 meters from the muzzle, and so on until only 10% of the pellets hit at maximum range. It would make  escaping easier since a opening a little bit of distance will reduce the incoming damage. It would make using the weapon harder because the gunner would have to gauge when the enemy is close enough to get the most out of the weapon.
Title: Re: Carronades 1.3.2
Post by: Richard LeMoon on October 02, 2013, 06:44:31 pm
Seeing lots of talk about being on the receiving end of this, or being the pilot and gunner. This illustrates part of the problem. I have been on blenderfish as an engineer. They are quite boring. Normally, I just stand around doing nothing as the gunner takes out balloons. I have taken to avoiding crewing them just for this reason. I would rather be on the losing side and have something to do, than be on a two-man ship.

I would remove heavy clip bonus for the gun at least.
Title: Re: Carronades 1.3.2
Post by: HamsterIV on October 02, 2013, 06:58:40 pm
That might be what makes the Carronade OP. It can be run by two competent players or 1.5 since the gunner doesn't have to be that good. In public games the player quality varies greatly taking a blenderfish eliminates variables and gives the pilot a more consistent platform to train on. The result is middle tier players who are very good at flying Blenderfish's but haven't quite mastered crew management.

At least a Metamiddion teaches crew positions and flack timing.
Title: Re: Carronades 1.3.2
Post by: Sprayer on October 02, 2013, 07:11:53 pm
When I'm captain on a blenderfish my engineers always got stuff to do since the engines take damage from phoenix claw, moonshine or tar whilst I also expect them to man the side guns when the enemy ship is sinking below carro arc. Having nothing to do on a blenderfish can have only two reasons, which both have nothing to do with the ship being a blenderfish:
1) Your captain is too lazy/afraid/inexperienced to use his tools and guns to their maximum potential
2) You are incapable of seeing what needs to be done


I don't think the Hellhound is overpowered at all. Keeping one enemy balloon locked takes the blenderfish out of the picture in public games, resulting in a 1v1 for the remaining ships. From here on the outcome of an engagement is entirely dependant on the other two ships.
With the right tools the locked ship can keep the blenderfish occupied for multiple minutes, failure to do so is no flaw of the locking gun.
With the right guns, those which have a high upwards arc (30° is often enough) they can even retaliate by taking out the blenders main gun.

The shatter damage increase might be a buff when taking out parts without heavy clip but each shot on parts is one shot missing on the balloon thus increasing the chance of loosing the lock. This especially becomes stressed when considering the increased reload time.
On that note: the time between two shots of the hellhound is neglible, so the time part in the dps calculation comes down to the reload time. An increase of 1,5s is ~40% increased reload time, resulting in a nerf to ~60% of its former dps. I saw that argument balloon locking results in long, dragged out fights which are really boring? How does not taking away the ability to lock down enemies but increasing the time it takes to finish them off with the Hellhound help on that?
Title: Re: Carronades 1.3.2
Post by: Richard LeMoon on October 02, 2013, 08:24:56 pm
I think you missed the point, and perhaps the fact that you have to use the claw/moonshine/tar means you are not as able a pilot. If you don't have to use ship damaging tools, then why use them? That nullifies point 1. Point 2 is also pointless. Aside from keeping the front gun buffed, there was very little damage taken in many of the matches I was in. Generally, this happens in stacked matches.

So, don't make pointless judgements on others' observations.
Title: Re: Carronades 1.3.2
Post by: Squidslinger Gilder on October 02, 2013, 08:34:04 pm
In the highest level play using a blenderfish is a liability and in high level play it doesn't confer any major advantages.  However in lower level play, due to its ease of use, the blenderfish can make an average pilot and crew into rockstars.

Not if you are flying maps like Paritan. It is a liability if your ally cannot take advantage of it. But in proper usage it separates the ships and forces 1 on 1 engagements. Without balloons on some maps you are velcrobait. The weakness then comes down to whether or not your ally can 1 v 1. If they can't then yeah, screwed.
Title: Re: Carronades 1.3.2
Post by: James T. Kirk on October 02, 2013, 10:20:51 pm
We're all in agreement that the best counter to Carronades is information, right?

Information in terms of knowing how to properly stay at range and disable or call for help.

So, instead of nerfing the Carronade, what if we buff information?

The more players out there who know more about teamwork and countering builds, the better.
Title: Re: Carronades 1.3.2
Post by: -Mad Maverick- on October 02, 2013, 10:43:49 pm
I would like to see the carronades' power reduced at longer ranges. It fires a bunch of "pellet" scan lines. What if 100% of the Pellets made it 10 meters from the muzzle, 90% made it 20 meters from the muzzle, and so on until only 10% of the pellets hit at maximum range. It would make  escaping easier since a opening a little bit of distance will reduce the incoming damage. It would make using the weapon harder because the gunner would have to gauge when the enemy is close enough to get the most out of the weapon.

I love this... since a tool exists that specifically counters a weapon pretty effectively.  nerf the range and spread back to where it was before the patch and we are gold
Title: Re: Carronades 1.3.2
Post by: IvKir on October 03, 2013, 12:37:35 am
There a still problem. Like it mention before, Blenderfish - it's "easy to learn and kill" ship. And any disabling ship need a good gunners, because mostly you have only one chance to bring that gun down... if you fail, then... you just going down.

And yes, hi lvl and exp crew can do this. But new guys? I don't think so. so a little nerfing is needed, like Madd suggested.
Title: Re: Carronades 1.3.2
Post by: Echoez on October 03, 2013, 04:05:41 am
As a person who has predominately flown throughout my tenure in goi, I would argue that blenderfish in particular, are not challenging to fly.

I'm sorry that I like flying a ship that actually feels like a ship and not a flying brick.

Though do continue, this thread is hilarious, I'm ill lately and could use an enjoyable discussion on the internet about how a weapon that was much better in 1.2 is now suddenly OP despite the horrendous nerf on its reloading time. I wonder how OP was the 60 bullet heavy clip Gatling considered to be.

I find it especially funny that people bring up the 'Skill to use' argument, because flying any ship in this game is especially hard right? Considering all you do is either stay still or charge an enemy in most cases. Pitiful argument, even more pitiful coming from members of this community.



Flying a Blenderfish (Or BlenderSquid) is one of the few options this game has for a free-flowing flight so you don't have to stay still in one spot or you won't be hitting anything. Some people find it boring? Fine, fly something else then and enjoy your sky bricks, I'll be busy flying a ship.

And I will stress it again and again, the carronade is not a problem, it's a gun that works as intended, what DOESN'T work as intended are the crappy tutorials that teach you nothing about guns, only how to get on them and shoot.

Title: Re: Carronades 1.3.2
Post by: Spud Nick on October 03, 2013, 08:24:24 am
The reduction in spread and the increase in range made this gun a little too powerful.
Title: Re: Carronades 1.3.2
Post by: Echoez on October 03, 2013, 09:03:16 am
The reduction in spread and the increase in range made this gun a little too powerful.

The effective range of the Hellhound without Heavy clip is still less than half of its max range, I think that this is perfectly fine, no weapon should need Heavy clip in order to accurately shoot at an enemy in under half it's maximum range, this is still a problem with the Gatling that hasn't been adressed, but that's for an other thread.

The range buff was miniscule and probably uneeded, but if the range buff is undone for the Heavy it should be undone for the light one as well as it's one of the few major differences between the guns, halfing it to only 50 meters difference would be ridiculous. The only other major difference this gun has from the Light carronade right now is the same burst damage as a Light one (that's only the case with Heavy clip on the light, else the Light Carro with its 5 shots completely trashes the burst of the Heavy one) except done in a smaller clip. It used to have the best reload time but that is gone now.

Oh yeah and don't give it 4 shots per clip with the same total ammount of damage it does in 2 now please, that's horrible and would make it completely useless compared to the Light one, nevermind the side effects of Heavy clip which would disallow the Heavy carronade from popping a balloon at max range while the Light one could still do it within one clip. Terrible.
Title: Re: Carronades 1.3.2
Post by: RearAdmiralZill on October 03, 2013, 09:11:00 am
The discussion just seemed to focus on the heavy carronade so I did with my suggestion. Obviously the light one would change in some capacity as well if the heavy carronade got a change like that (like heavy flak and light flak last patch).
Title: Re: Carronades 1.3.2
Post by: Sprayer on October 03, 2013, 09:15:18 am
Barking dog now stronger than Hellhound. Discuss.

So, don't make pointless judgements on others' observations.
Actually make some observations in games with good players before you use them in arguments.
Title: Re: Carronades 1.3.2
Post by: Spud Nick on October 03, 2013, 10:10:08 am
What if you had to hold down the mouse button to charge up the shot on the heavy carronade?
Title: Re: Carronades 1.3.2
Post by: Echoez on October 03, 2013, 10:14:54 am
The discussion just seemed to focus on the heavy carronade so I did with my suggestion. Obviously the light one would change in some capacity as well if the heavy carronade got a change like that (like heavy flak and light flak last patch).

Fair enough, but wouldn't that be too much of a change just for one gun that, had it not been touched, nobody would talk about at all right now? I mean, nobody was saying anything about the carronade before 1.3.2, but oh god it got changed and now everyone cries OP! The funny thing, nobody will accept the gun going to what it used to be either because now they think it's OP.

Looking forward to the Heavy Carronade ending up like the Heavy Flak soon and by that I mean a stupidly niche gun that you can only fit on a Galleon.

No, Flak Spire doesn't work competitively, you don't have enough firepower or utility with a Heavy Flak on a Spire.
Title: Re: Carronades 1.3.2
Post by: Nidh on October 03, 2013, 10:23:30 am
I think the main reason no one complained was because no one (generally speaking) knew the potential of the Goldfish, everyone was using Gat-Mortar Pyras/Junkers. Ever since I started flying blenderfish, I knew something was too powerful about it, I recall telling you Echoez when you introduced me to the ammo combinations that I thought it was "evil" lol.

I understand you don't want it nerfed to oblivion because I agree that it's really the only kill/100% reliable heavy weapon for a brawling Goldfish. I like Zill's idea of spreading out the damage over a larger clip, so that the potential power of the Carronade is the same, but gives the enemy more of a fighting chance.
Title: Re: Carronades 1.3.2
Post by: Spud Nick on October 03, 2013, 10:24:46 am
Anybody else notice that it is easier to disable a gun or engine with the heavy carronade than it is with a hwacha?
Title: Re: Carronades 1.3.2
Post by: Nidh on October 03, 2013, 10:27:38 am
Anybody else notice that it is easier to disable a gun or engine with the heavy carronade than it is with a hwacha?

^ This. So much this. Though I think that's more the Hwacha not being as good at it's job than it used to, rather than the Carronade being too versatile.
Title: Re: Carronades 1.3.2
Post by: Spud Nick on October 03, 2013, 10:32:20 am
The reduction in spread combined with heavy clip ammo AND the increased range means that we have a very long range and accurate shot gun.
Title: Re: Carronades 1.3.2
Post by: -Mad Maverick- on October 03, 2013, 10:47:29 am
spud is right.  look I'm not saying that it is OP to the point that it needs to be nerfed into oblivion,  I'm saying that it didn't need a range AND spread buff.   
Title: Re: Carronades 1.3.2
Post by: IvKir on October 03, 2013, 10:49:48 am
The reduction in spread combined with heavy clip ammo AND the increased range means that we have a very long range and accurate shot gun.

Yeap. With instant delivery.
I mean it's literally and shortranged version of UT sniper rifle with almost same efficency.
Title: Re: Carronades 1.3.2
Post by: Echoez on October 03, 2013, 10:56:37 am
I think the main reason no one complained was because no one (generally speaking) knew the potential of the Goldfish, everyone was using Gat-Mortar Pyras/Junkers. Ever since I started flying blenderfish, I knew something was too powerful about it, I recall telling you Echoez when you introduced me to the ammo combinations that I thought it was "evil" lol.

I understand you don't want it nerfed to oblivion because I agree that it's really the only kill/100% reliable heavy weapon for a brawling Goldfish. I like Zill's idea of spreading out the damage over a larger clip, so that the potential power of the Carronade is the same, but gives the enemy more of a fighting chance.

If the Heavy carronade is to be nerfed I'd realy like the Hwacha to receive a considerable boost as to be made way more reliable than it is right now, I swear to god, my gunner was taking perfect shots on a Galleon's broadside just to disable one gun. One. Gun. The explosion radius of that gun is simply too small right now without the spread of the old Heavy clip the gun is too much of PITA to use on long range unless you are in a stationary Spire or Galleon.

Of course I recommend that the Heavy Carronade should not be touched until an other viable Heavy gun for the Goldfish comes around. The Galting had that luxury, I don't see why the Heavy Carronade shouldn't. Right now it's the only true brawling weapon the Goldie has, if you take that away it's pretty much turned into a crappy semi-artillery piece that doesn't realy utilize it's manuverability and speed (or side guns other than flares for that reason.)

I don't consider the Hwacha a good alternative at the moment, it's too unreliable and underwhelming (let alone the long reload screws with my gunner's nerves all the time cause it takes so freaking long)
Title: Re: Carronades 1.3.2
Post by: Castus Crios on October 03, 2013, 11:32:35 am
The carronade has a downward weakness until you are at ceiling, get a buffed balloon or drop chute and phoenix kero away at a 90 degree angle (depending on ship), wait for allied assistance while you tank balloon and hull. The carronade should always kill balloons fast the hull armor strip from the heavy carronade (even dual light carronades) is what makes the goldfish and carronade in general a viable brawler (Echoez said this). We need strong carronades in the gat/mortar meta fight and even then as mentioned earlier a good disabling ship can put a heavy carronade out of the fight perpetually until allied support in the same way that a heavy carronade can keep you out of the fight until YOUR ally is there.

Perhaps a solely captainlike point of view, but nevertheless a red balloon will always expose you to double team if the enemy is coordinated, if your ally is metamidion you would want to be carronaded if your ally was a squid it would be a different story. If you can't shoot for any reason then your ship is an hp sink buying time for support.

My two cents

-CC

P.S. Drogue chute if you know a squid is carronading you.
Title: Re: Carronades 1.3.2
Post by: HamsterIV on October 03, 2013, 12:10:19 pm
The Hwacha is my preferred brawling weapon on a Goldfish. Unlike the Carronade it doesn't cause the enemy ship to drop out of my ally's firing arc.  It can keep one ship out of the fight while keeping me at a good height to put a side gun on an enemy ship and help my ally with a kill. It works as a finisher (assuming your ally can bring down the hull). If you end up in a 2v1 you can trash your opponent's engines before booking it. If you are lucky the ship with the untrashed engines will get over confident and chase you as you run back to your ally's guns.

IMO the Hawcha is a more team friendly weapon where as the carronade is better lone wolf weapon.
Title: Re: Carronades 1.3.2
Post by: RearAdmiralZill on October 03, 2013, 12:41:51 pm
There's already a hwacha thread up. Lets try to keep this on carronades.
Title: Re: Carronades 1.3.2
Post by: Echoez on October 03, 2013, 01:24:18 pm
IMO the Hawcha is a more team friendly weapon where as the carronade is better lone wolf weapon.

I've worked in a competitive team with that gun and it's very team oriented, trust me, with a good teammate the Carronade had devastating results, as should be with any gun. Without a coordinated team.. yeah you will only need an eternity to kill a single enemy unless you get them grinding on the ground almost immidiently, which is not possible on most maps.

People seem to forget a very important thing about the carronades. Yes they are very self sufficient weapons, they can take down the balloon in one go and they can chew through armor in ~3 clips (Which is around ~16 seconds reload for both, not including the time it takes to actually dump a clip, so it's more than that.), but what they can't do is outright finish someone in a single armor drop like a proper finisher would do. Sure if you can get an enemy grinding on the floor the very moment their balloon goes down they will die quickly, but how many times does that happen in maps outside of Paritan Rumble? No matter what ammo types, no matter the map, it usually takes a long time to kill someone with them and you have a LOT of time to react and call for support.

An othet thing people seem to forget is that in order for a Blender to actually keep you down, it needs to commit. Which means it's focusing on you and you only, unless they do that, you should have sufficient time to rebuild your balloon and move out of range or launch a counter offensive.


If your troubles from facing carronades come from ships like the Galleon, Spire or Mobula:

1. The Galleon is supposed to be countered by carronades up close, that's how it is, end of story.

2. The Spire and the Mobula are both slow ships with massive balloons, but you know what, they have to worry about much more than a Carronade, I wanna see your Spires and Mobulas face off a Lumberjack and then tell me what's OP. Plus the Mobula is has an inheritent carronade weakness due to balloon positioning, so get over it. If these ships are your problem, then you should look at the ships, not the gun.

3. If this is not your case, then read above.
Title: Re: Carronades 1.3.2
Post by: IvKir on October 03, 2013, 01:29:34 pm
Well, thing is, you CAN kill with heavy carronade quikly - with lochnagar rounds, or charged. Yap, it will take time on something like Galleon, but other ships are in the world of pain.
Title: Re: Carronades 1.3.2
Post by: Nidh on October 03, 2013, 01:53:06 pm
I have an issue with engagement length right now, and I feel as though the amount of time that the Heavy Carronade takes to kill should be the STANDARD engagement time. It's not too long, and not too fast. I have a problem with how fast Gat-Mortar can kill and refuse to use it as the standard, and refuse to believe that the Carronades take as long a time to kill as most people suggest. That's all opinion though and probably a topic for another thread.

Err, Carronades with the use of a side gun compliment I should add, Carronades alone (except dual light carronades) do take a little longer.
Title: Re: Carronades 1.3.2
Post by: Captain Blueberry on October 03, 2013, 01:56:03 pm
In short, I think the Carronades aren't OP.

Here is the long answer:
Many people say that the Carronades are OP, because they require generally a small amount of skills for a very successful strategy. But that is simply wrong in terms of game design, here is why: http://www.youtube.com/watch?v=EitZRLt2G3w (http://www.youtube.com/watch?v=EitZRLt2G3w).

We need strong carronades, I consider them pretty much to be a hard counter to Junker and Galleons. If we weaken them, we make those ships indirectly even more useful. Most of us will agree that those ships of all don't need a boost.

When you carefully read the comments you should notice that the disagreement is not in how powerful the carronades are, but how accessible, how easy counter strategies are. How much skill/knowledge you have to gain in order to counter the carronades.
The other point is, after the latest patch we gained a lot of different options for medium/long range, which was earlier just mercury and gat/mortar/flak combo. But for short range, the Carronades are pretty much the best choice there is. There is no OBVIOUS short range combo that can be used against the carronade.
On longer range though, we do have effective choices, but adapting to a long range strategy might be a bigger learning curve for newer players.

So maybe what we really need is a good, easier to find short range counter to the carronade. It should be harder to execute, that is fine. But it should be a very obvious counter, so that players can say: "I may not be able to right now, but I know how I can put an end to those pesky Blenderfishes!"

To summarize: in this thread, we already hit some solutions. But they are all worthless as long as we haven't nailed down the problem we are trying to solve. Some people are pissed off at the carronade and bring forward solution to a problem we haven't yet nailed, bad solutions in short. That doesn't mean their reasons to hate the carronade are wrong too.

To summarize the summary: Go flamewar lulz
Title: Re: Carronades 1.3.2
Post by: Echoez on October 03, 2013, 02:04:55 pm
I have an issue with engagement length right now, and I feel as though the amount of time that the Heavy Carronade takes to kill should be the STANDARD engagement time. It's not too long, and not too fast. I have a problem with how fast Gat-Mortar can kill and refuse to use it as the standard, and refuse to believe that the Carronades take as long a time to kill as most people suggest. That's all opinion though and probably a topic for another thread.

Err, Carronades with the use of a side gun compliment I should add, Carronades alone (except dual light carronades) do take a little longer.

Well compared to what a real kill build can do, I'd say they take a bit long, that's the only other thing we can compare them to realy. Kill time with a kill build is one fell swoop, take down armor and finish it in one go unlike the multiple armor breaks and concetration the carronade and even most other weapons require. A sniper Galleon with a Lumberjack and a Flak can kill even faster if carried out properly.
Title: Re: Carronades 1.3.2
Post by: Echoez on October 03, 2013, 02:12:11 pm
There is no OBVIOUS short range combo that can be used against the carronade.

Hence why I said that more weapons need to be introduced before sending the closest ranged gun in the game to oblivion, cause that's what most people seem to wanna do right now. The problem lies in that fire is still not that effective against guns and fire is the only other extreme close range option except the carronades and just like there is a counter to carronades, there is one for fire (Heatsink), but that would be acceptable as one s very easy to use (Droge chute) and the other takes some timing (Heatsink).

Should fire be more effective against guns? Probably for an other thread, but for now, since there is no other gun that is very good at close range, the most effective carronade counter is either sniping them out or use a carronade or a Gatling to disable it from close range. Fire could be effective if it disabled guns faster.. but that's for an other topic.

Also yes, carronades are one of the most effective close ranged gun and rightfully so since their range is very restricted, that's how is should be and have always been in any shooter. Shotguns dominate close range combat and should keep doing so.
Title: Re: Carronades 1.3.2
Post by: Nidh on October 03, 2013, 02:12:59 pm
In short, I think the Carronades aren't OP.

Here is the long answer:
Many people say that the Carronades are OP, because they require generally a small amount of skills for a very successful strategy. But that is simply wrong in terms of game design, here is why: http://www.youtube.com/watch?v=EitZRLt2G3w (http://www.youtube.com/watch?v=EitZRLt2G3w).

We need strong carronades, I consider them pretty much to be a hard counter to Junker and Galleons. If we weaken them, we make those ships indirectly even more useful. Most of us will agree that those ships of all don't need a boost.

When you carefully read the comments you should notice that the disagreement is not in how powerful the carronades are, but how accessible, how easy counter strategies are. How much skill/knowledge you have to gain in order to counter the carronades.
The other point is, after the latest patch we gained a lot of different options for medium/long range, which was earlier just mercury and gat/mortar/flak combo. But for short range, the Carronades are pretty much the best choice there is. There is no OBVIOUS short range combo that can be used against the carronade.
On longer range though, we do have effective choices, but adapting to a long range strategy might be a bigger learning curve for newer players.

So maybe what we really need is a good, easier to find short range counter to the carronade. It should be harder to execute, that is fine. But it should be a very obvious counter, so that players can say: "I may not be able to right now, but I know how I can put an end to those pesky Blenderfishes!"

To summarize: in this thread, we already hit some solutions. But they are all worthless as long as we haven't nailed down the problem we are trying to solve. Some people are pissed off at the carronade and bring forward solution to a problem we haven't yet nailed, bad solutions in short. That doesn't mean their reasons to hate the carronade are wrong too.

To summarize the summary: Go flamewar lulz

Okay, you've convinced me Capt. Blueberry. But we need some of those alternate harder strategies the video talks about that doesn't include Gat-Mortar (not hard at all) or sniping.
Title: Re: Carronades 1.3.2
Post by: Gambrill on October 03, 2013, 02:44:47 pm
how about a bit of defensive planning? :) drogue chute + impact bumpers. if you do eventually hit the floor the impact bumpers will reduce the ground damage that you are taking while your engies are tanking the baloon and hull, giving a major boost to the time you need for your ally to overpower them :)
Title: Re: Carronades 1.3.2
Post by: Nidh on October 03, 2013, 02:50:45 pm
Those are not alternate, more powerful, and harder to execute strategies that the video Blueberry linked talks about.
Title: Re: Carronades 1.3.2
Post by: Captain Smollett on October 03, 2013, 02:58:34 pm
I think the one thing everyone agrees on is the range being a bit too great on the blender currently.  Since most people don't think the gun is op but that something feels unbalanced about it, I think we should start with moving the range a bit shorter and work from there with baby steps.

Dev app testing anyone?
Title: Re: Carronades 1.3.2
Post by: Serenum on October 03, 2013, 02:59:42 pm

Regardless of any of that, I dont know what you're trying to say to argue carronades are perfectly balanced.

The re-read my post and this time pay attention.
It's your problem.
Title: Re: Carronades 1.3.2
Post by: Echoez on October 03, 2013, 03:18:13 pm
Those are not alternate, more powerful, and harder to execute strategies that the video Blueberry linked talks about.

The problem with that is that in this game everything is fairly straight forward with little difference to how it's used other than using ammo types to adjust engagement range, or boost effectiveness at close range.. all tools in the game have one or two uses at most as well.

All in all this game is a bit on the simple side and I doupt something like what's described in that video could be possible in this game.


For example, a Lumberjack will always pop your balloon and there is nothing else you can do with it, or some advanced move to excecute that will pop enemy balloons 'better' other than learning how to aim, and well as there is nothing else an enemy can do about it other than:

1. Hope your LJ gunner is horrible

2. Disable it till they get close

For the carronade it mostly relies on the pilot of the ship to keep it in just the right arc/range so you can keep them down while making it hard for them to return fire. There isn't much else you can do other than get in range and do the previously mentioned.

The enemies either:

1. Disable your gun

2. Call for help if you focus them to get the focus off of them so they can recover

I mean, I'm fairly simple minded as far as I know, but do enlighten me, is there something deeper that you can do with most guns in this game?

The only ways you can stop enemies from shooting at you are either staying out of their range or disabling their guns, that's all.
Title: Re: Carronades 1.3.2
Post by: IvKir on October 03, 2013, 03:23:22 pm
how about a bit of defensive planning? :) drogue chute + impact bumpers. if you do eventually hit the floor the impact bumpers will reduce the ground damage that you are taking while your engies are tanking the baloon and hull, giving a major boost to the time you need for your ally to overpower them :)

The problem is - you CAN'T fix balloon, before carronade recharges.

Both, heavy and light, killing balloon faster, than engineer can repair it. One clip and poof - no more balloon for you. One main engineer can rebuild it, yap, but when he does it - carronades ready to shoot, and you have, like, 1\3 of balloon health.  So your engineer again rebuilding balloon. It's less painful, when, say, capn (on junker) and main engi rebuild it, and enemy has one light carronade - you can fly out this situation. But not against an heavy. That's practice for me.
Title: Re: Carronades 1.3.2
Post by: Echoez on October 03, 2013, 03:28:37 pm
The problem is - you CAN'T fix balloon, before carronade recharges.

Both, heavy and light, killing balloon faster, than engineer can repair it. One clip and poof - no more balloon for you. One main engineer can rebuild it, yap, but when he does it - carronades ready to shoot, and you have, like, 1\3 of balloon health.  So your engineer again rebuilding balloon. It's less painful, when, say, capn (on junker) and main engi rebuild it, and enemy has one light carronade - you can fly out this situation. But not against an heavy. That's practice for me.

Same goes for the Lumberjack, I don't see your point, the Carronade is much more justified in doing it since it's the only extreme close range weapon (other than fire) and most ships can return fire to the blender even when their are destroying your balloon. If you got flanked on a heavier ship then I'm sorry but you deserve to go down. If it's reload gets even longer then it's practically rendered useless on a Golfish and it's already a ship with a very narrow gun selection.

Carronades promote teamwork between the enemy team and then even more teamwork on your team's behalf to counter theirs.
Title: Re: Carronades 1.3.2
Post by: IvKir on October 03, 2013, 03:45:47 pm

Same goes for the Lumberjack, I don't see your point, the Carronade is much more justified in doing it since it's the only extreme close range weapon (other than fire) and most ships can return fire to the blender even when their are destroying your balloon. If you got flanked on a heavier ship then I'm sorry but you deserve to go down. If it's reload gets even longer then it's practically rendered useless on a Golfish and it's already a ship with a very narrow gun selection.

Carronades promote teamwork between the enemy team and then even more teamwork on your team's behalf to counter theirs.

I can counter Lumberjack by good piloting. And you need a combination of a good pilot and good gunner, to score long range hits. Of course, if this not the Dunes.)
And the Heavy Carronade, with heavy round, is really not so close range weapon. That a little closer range, than gatling, for example. And no, i don't see a point in getting longer reload time - that not the problem, i think. But a closer range - yes.
Title: Re: Carronades 1.3.2
Post by: Gambrill on October 03, 2013, 03:54:13 pm
how about a bit of defensive planning? :) drogue chute + impact bumpers. if you do eventually hit the floor the impact bumpers will reduce the ground damage that you are taking while your engies are tanking the baloon and hull, giving a major boost to the time you need for your ally to overpower them :)

The problem is - you CAN'T fix balloon, before carronade recharges.

Both, heavy and light, killing balloon faster, than engineer can repair it. One clip and poof - no more balloon for you. One main engineer can rebuild it, yap, but when he does it - carronades ready to shoot, and you have, like, 1\3 of balloon health.  So your engineer again rebuilding balloon. It's less painful, when, say, capn (on junker) and main engi rebuild it, and enemy has one light carronade - you can fly out this situation. But not against an heavy. That's practice for me.

if you read what i put i didn't say it was a solution. i said it gave you MORE TIME for your ally to come and assist you. The balloon maybe down but drogue chute slowing your descent and impact bumpers reducing the damage. I didn't say that my tactics gave your balloon extra health and an armour upgrade.
Title: Re: Carronades 1.3.2
Post by: Imagine on October 03, 2013, 03:57:41 pm
how about a bit of defensive planning? :) drogue chute + impact bumpers. if you do eventually hit the floor the impact bumpers will reduce the ground damage that you are taking while your engies are tanking the baloon and hull, giving a major boost to the time you need for your ally to overpower them :)

The problem is - you CAN'T fix balloon, before carronade recharges.

Both, heavy and light, killing balloon faster, than engineer can repair it. One clip and poof - no more balloon for you. One main engineer can rebuild it, yap, but when he does it - carronades ready to shoot, and you have, like, 1\3 of balloon health.  So your engineer again rebuilding balloon. It's less painful, when, say, capn (on junker) and main engi rebuild it, and enemy has one light carronade - you can fly out this situation. But not against an heavy. That's practice for me.
You can't really keep a hull up under constant gat fire either. What's your point?
Title: Re: Carronades 1.3.2
Post by: IvKir on October 03, 2013, 04:04:50 pm

You can't really keep a hull up under constant gat fire either. What's your point?

I still can counter it by piloting and maneuvering, like going down, so much of the clip go into balloon. And i don't have this possibility when facing a blenderfish, well on most maps. I still can outmaneuver on some maps, and when enemy pilot is worse than me. But still...


if you read what i put i didn't say it was a solution. i said it gave you MORE TIME for your ally to come and assist you. The balloon maybe down but drogue chute slowing your descent and impact bumpers reducing the damage. I didn't say that my tactics gave your balloon extra health and an armour upgrade.

Yep, i know and used it, but... there is a problem in enemy's ally ship, who can hold my ally, until blenderfish finish me off.
Title: Re: Carronades 1.3.2
Post by: Gambrill on October 03, 2013, 04:10:57 pm

You can't really keep a hull up under constant gat fire either. What's your point?

I still can counter it by piloting and maneuvering, like going down, so much of the clip go into balloon. And i don't have this possibility when facing a blenderfish, well on most maps. I still can outmaneuver on some maps, and when enemy pilot is worse than me. But still...


if you read what i put i didn't say it was a solution. i said it gave you MORE TIME for your ally to come and assist you. The balloon maybe down but drogue chute slowing your descent and impact bumpers reducing the damage. I didn't say that my tactics gave your balloon extra health and an armour upgrade.

Yep, i know and used it, but... there is a problem in enemy's ally ship, who can hold my ally, until blenderfish finish me off.

so you decided to get involved into a 1v1 with an ally nowhere near you against a disbler ship designed to excell at 1v1 but suffer in 2v1 / 2v1?

Also have you ever tried getting him to chase you and tarring him? if he's stupid enough to carry on going through he'll wreck his ship. if he moves away it gives you more chance to get out of there and hurt him a bit
Title: Re: Carronades 1.3.2
Post by: Echoez on October 03, 2013, 04:15:33 pm
I can counter Lumberjack by good piloting. And you need a combination of a good pilot and good gunner, to score long range hits. Of course, if this not the Dunes.)
And the Heavy Carronade, with heavy round, is really not so close range weapon. That a little closer range, than gatling, for example. And no, i don't see a point in getting longer reload time - that not the problem, i think. But a closer range - yes.

There is a.. limit to what you as a pilot can do to avoid Lumberjack shots and that gun has so many of them, that it doesn't realy matter unless the enemy gunner can't hit a giant balloon soon enough. The only thing the pilot need to do is, nothing. Just don't move the ship while keeping it steady and on target, that's all, on ALL maps, not just Dunes.

Also the Heavy carronade has a significant 200 meter less range than a Gatling, wouldn't call that 'little' and none of the two guns is actually used at the absolute max range cause it's too hard to pull of properly. It could go back to 450 for all I care, but no less than it was in 1.3.1



I still can counter it by piloting and maneuvering, like going down, so much of the clip go into balloon. And i don't have this possibility when facing a blenderfish, well on most maps. I still can outmaneuver on some maps, and when enemy pilot is worse than me. But still...

So basically you are saying that you can't use your balloon as a shield against a gun that is used to destroy balloons? I don't get your logic here, of course you can't counter the Carronade the same way you can counter a Gatling (woudn't even call it counter since they can just follow you down as well if they are clever.)

This just further proves my point that people simply aren't used to dealing with disablers due to Gat/Flak/Mortar being so popular in the latest patches.
Title: Re: Carronades 1.3.2
Post by: Imagine on October 03, 2013, 04:15:52 pm

You can't really keep a hull up under constant gat fire either. What's your point?

I still can counter it by piloting and maneuvering, like going down, so much of the clip go into balloon. And i don't have this possibility when facing a blenderfish, well on most maps. I still can outmaneuver on some maps, and when enemy pilot is worse than me. But still...
Sorry but, if you can outmaneuver someone coming at you with a gat, you should be able to outmaneuver someone coming at you with a Carronade.
Title: Re: Carronades 1.3.2
Post by: Gambrill on October 03, 2013, 04:17:39 pm

You can't really keep a hull up under constant gat fire either. What's your point?

I still can counter it by piloting and maneuvering, like going down, so much of the clip go into balloon. And i don't have this possibility when facing a blenderfish, well on most maps. I still can outmaneuver on some maps, and when enemy pilot is worse than me. But still...
Sorry but, if you can outmaneuver someone coming at you with a gat, you should be able to outmaneuver someone coming at you with a Carronade.

since the gat has more rounds and quicker turning speed and more arc :)
Title: Re: Carronades 1.3.2
Post by: IvKir on October 03, 2013, 04:30:27 pm

so you decided to get involved into a 1v1 with an ally nowhere near you against a disbler ship designed to excell at 1v1 but suffer in 2v1 / 2v1?

Also have you ever tried getting him to chase you and tarring him? if he's stupid enough to carry on going through he'll wreck his ship. if he moves away it gives you more chance to get out of there and hurt him a bit

Sometimes there no other way - i prefer Junker, so i can't outrun goldfish in this case... and, yap, tar is helpful, but.. not so often. Sometimes it's just flying near, using heavy rounds to topple... and that's enough, sometimes.
Title: Re: Carronades 1.3.2
Post by: IvKir on October 03, 2013, 04:31:09 pm

There is a.. limit to what you as a pilot can do to avoid Lumberjack shots and that gun has so many of them, that it doesn't realy matter unless the enemy gunner can't hit a giant balloon soon enough. The only thing the pilot need to do is, nothing. Just don't move the ship while keeping it steady and on target, that's all, on ALL maps, not just Dunes.

Also the Heavy carronade has a significant 200 meter less range than a Gatling, wouldn't call that 'little' and none of the two guns is actually used at the absolute max range cause it's too hard to pull of properly. It could go back to 450 for all I care, but no less than it was in 1.3.1

Ya, there is a limit. But i still can pull some nice maneuvers. And not all maps - in Paritan Rumble, let's say, i can force "sniping build" to go into med-close range combat. Same on Ambush, of course if he's foolish enough to get himself in close quarters.


So basically you are saying that you can't use your balloon as a shield against a gun that is used to destroy balloons? I don't get your logic here, of course you can't counter the Carronade the same way you can counter a Gatling (woudn't even call it counter since they can just follow you down as well if they are clever.)

This just further proves my point that people simply aren't used to dealing with disablers due to Gat/Flak/Mortar being so popular in the latest patches.

Basically i'm saying that there a things, that i can do, to counter builds. Except for blenderfish - it's fast, so i cant outrun it. It's more maneuverable, so i can't make him turn to me the way i need, and i'm can't get high enough, because i'm must damage my balloon, thus making it's an easy target for incoming blender. And even if i'm get high, i cant get higher, than game allow me. And when we on same high... goodbye mah balloon. -_-

About disablers - you see, we have that build. It'll help us to get down some fishes, but... see my point, about difficulty.
Yes-yes, we know that you are pro. But there a lot of people, who don't. And who get trumped by easy blenderfish. Because it's easy and effective.
Title: Re: Carronades 1.3.2
Post by: Nidh on October 03, 2013, 04:34:08 pm
I have a problem with the Gatling's power and arc. I don't know why it was brought up and assumed everyone was okay with it.
Title: Re: Carronades 1.3.2
Post by: Captain Blueberry on October 03, 2013, 04:35:04 pm
All in all this game is a bit on the simple side and I doupt something like what's described in that video could be possible in this game.

For example, a Lumberjack will always pop your balloon and there is nothing else you can do with it, or some advanced move to excecute that will pop enemy balloons 'better' other than learning how to aim, and well as there is nothing else an enemy can do about it other than:
What? High Power for low amount of Skill? The Pyramidion enbodies this as pure as it gets.

And the Lumberjack is an example for high skill to power ratio, it needs skill and knowledge of both the pilot and the gunner. And you need a Wingman able to survive two ships. Yeah you can annoy enemy ships, but when they kill your ally without you killing anyone... Plus I personally haven't fought a Lumberspire on long range yet, but I think with the new Artemis we might have a weapon to counter this gun.

And we won't have the same discussions about the Lumberjack as it is. There are other viable long range setups (new Flak much?), which take less skill and are more reliable than a Lumberjack. Yes it is very powerful, as it should be. I have seen many matches where a lumberjack setup backfired.

And the Heavy Carronade, with heavy round, is really not so close range weapon. That a little closer range, than gatling, for example. And no, i don't see a point in getting longer reload time - that not the problem, i think. But a closer range - yes.

Then why should the carronade suddenly be OP? The range increase only has a placebo effect. I think the reason why it suddenly feels OP is because we had the charging gat/mortar pyra which took even less skill and was even more powerful.

Lets count what we have for close range:
Mines: Minejunker ftw, but not for new players. Otherwise it is a support weapon.
Flaregun: The Support weapon of the support weapon.
Flamethrower: Nice, but the same job can be done by the carronade
Carronade: dito.
(Mortar): Very good killer especially at close range, but since the gat changes not as useful as before.

Carronade it is then.

And with all the counter stuff, let's take the Galleon and the Junker as an example. They are good, they can be very good in the right hands but require more skill than a pyra or goldfish. If a new player is fed up with Galleons, tell him to take a blenderfish. Tell him how the gun works and be done with it. It requires less skill than a Galleon and a Junker and is very powerful against them. That doesn't mean he will always win, there are good tactics for Galleons and Junkers to kill a blenderfish. But it is an easy tactic that empowers the new player. So the other way around takes more skill, and that is fine too.

What people are saying though is how much more skill you need to fight a blenderfish. This problem didn't exist before, then you could basically took the metamidion. But now what do we have to fight a blenderfish at close range? Nothing which takes slightly more skill. It takes a lot more skill and experience to fight it and that is what people are complaining about. But that is not the guns fault! Changing the guns is just fighting the symptoms and not the cause.
Title: Re: Carronades 1.3.2
Post by: Gambrill on October 03, 2013, 04:41:51 pm
IvKir don't quote me on things i never said. A Buffed balloon can help remove the need for hydrogen, which if you see a blenderfish on the other team you would remove from your equipment (thinking logically if someone is going to target your balloon you don't want to cause damage to it either)
Title: Re: Carronades 1.3.2
Post by: Echoez on October 03, 2013, 04:59:30 pm
What? High Power for low amount of Skill? The Pyramidion enbodies this as pure as it gets.

And the Lumberjack is an example for high skill to power ratio, it needs skill and knowledge of both the pilot and the gunner. And you need a Wingman able to survive two ships. Yeah you can annoy enemy ships, but when they kill your ally without you killing anyone... Plus I personally haven't fought a Lumberspire on long range yet, but I think with the new Artemis we might have a weapon to counter this gun.

And we won't have the same discussions about the Lumberjack as it is. There are other viable long range setups (new Flak much?), which take less skill and are more reliable than a Lumberjack. Yes it is very powerful, as it should be. I have seen many matches where a lumberjack setup backfired.

With the same logic, just like the LJ doesn't kill ships by itself, although does so much more effectively that the Carronade due to the massive clip, the Carronade also needs a wingman, especially since we are talking about the Blenderfish is particular. You take too long to kill someone by yourself and just how the enemies can focus a single Galleon, so can they focus a single blenderfish while having less things pointing at them (Galleon having 3 guns in comparison to the Blender's 1) and the Goldfish being a less tankier ship than a Galleon, MUCH less tanky. Though focusing the Goldfish, just like focusing the Galleon is generaly not advised, you are better off focusing the other guy that can actually kill you fast. Which is why I don't get all the whining, the kill builds are still the most dangerous things you have to worry about.

I still don't think the massive power the LJ has at range is justified, especially since the Power/Skill ratio of that gun gets screwed up the closer your target gets. So unless you are the guy that can't hit a brick wall at about 600 meters with that gun while using Lesmok, then I feel bad for you (not you specifically, just saying in general). From my experience of being a realy bad gunner, even I could land shots on ships at roughly 700-800 meters with ease after minimal training with the gun and using Lesmok, then the closer they get, the most shots I can land and I can do so with much more ease than when they where 1500 meters away. In which case, the close you get to that gun AND until you are completely within arming time, the skill it takes use it gets lower and lower while the effective power is still waaaay up there.

It doesn't take much skill to keep someone perma-locked with a Lumberjack on your average pub and the moment they are at the sweet spot just outside the arming time it's piss easy to keep them pinned while they can do absolutely nothing about it since you can sit way above them. At least the carronade has to be way up close and personal and still mostly within your gun arcs while shooting at you.



And with all the counter stuff, let's take the Galleon and the Junker as an example. They are good, they can be very good in the right hands but require more skill than a pyra or goldfish. If a new player is fed up with Galleons, tell him to take a blenderfish. Tell him how the gun works and be done with it. It requires less skill than a Galleon and a Junker and is very powerful against them. That doesn't mean he will always win, there are good tactics for Galleons and Junkers to kill a blenderfish. But it is an easy tactic that empowers the new player.

What people are saying though is how much more you need to know to effectively fight a blenderfish. This problem didn't exist before, then you could basically took the metamidion, but now what do we have to fight a blenderfish for close range? Nothing which takes slightly more skill, it takes a lot more skill and experience to fight it, and that is what people are complaining about. But that is not the guns fault! Changing the guns is just fighting the symptoms and not the cause.

I straight out disagree with the bolded part. Just because a ship is slower or has its guns on the side, doesn't mean it takes more skill to use, it's just a DIFFERENT style of play. Just like the Blenderfish is a good ship against Galleons or Junkers, Galleons and Junkers are very good against other ships, like the Pyramidion. There are counters and counter-strategies for every ship.

Also Power/Skill ratio should be kept in check if you don't want to end up having guns that are completely horrible once you have learnt how to use an other one.

I'm gonna bring TF2 as an example, take the 'Ambassador' that's a revolver for the Spy class, compared to the normal 'Stock' revolver, this one fires 20% slower (not much of a difference in game since you have to wait a bit in order for the recoil to set down) does 15% less damage, but grants you a critical hit (x3 the normal damage) on a headshot, something the normal revolver simply can't do, it can't headshot.

This makes this gun something that I personaly call a 'Skill upgrade', simply put, the Revolver as a gun is obsolete if you can use the Ambassador. Something I never want to see happen in this game. the Lumberjack is already VERY close to overshadowing the Carronade, seeing as how it does way more damage with a much larger clip and has over triple the range of the carronade. The only thing that is holding it back right now is the arming time, which you can't reduce to some extend. I'm not saying the LJ is a clear skill upgrade to the carronade, but it sure as hell is close to being one, which is why I don't want to see further changes to nerf the carronades more.
Title: Re: Carronades 1.3.2
Post by: Captain Blueberry on October 03, 2013, 05:50:58 pm
Which is why I don't get all the whining, the kill builds are still the most dangerous things you have to worry about.
And that's the thing about game design. You are absolutely right. There is no objective reason to hate the carronade. But people feel powerless fighting against it. Like I said, as bad as the metamidion was, it was at least an easy tactics for new players against the carronades, it made them feel powerful.

I still don't think the massive power the LJ has at range is justified, especially since the Power/Skill ratio of that gun gets screwed up the closer your target gets. So unless you are the guy that can't hit a brick wall at about 600 meters with that gun while using Lesmok, then I feel bad for you ...
I have to agree. I haven't thought so much about it but it seems more broken than any gun, yet nobody cares ;).  People don't feel powerless, maybe because they have other long range guns to fight a lumberjack. And there are other guns to effectively snipe.

I straight out disagree with the bolded part. Just because a ship is slower or has its guns on the side, doesn't mean it takes more skill to use, it's just a DIFFERENT style of play.
Again, objectively you are right. But  watch a match of new players. With bloody beginners. What they do, consistently, with whatever ship they happened to take is charge. Even if it is a Spire. Always. That's why I consider Goldfish and Pyra easy ships, beginners can do with them what they would do anyways. I am betting my left nut that this is why the pyra has two front-facing guns. So new player have a ship they can actually use and not feel useless, powerless.

I'm not saying the LJ is a clear skill upgrade to the carronade, but it sure as hell is close to being one, which is why I don't want to see further changes to nerf the carronades more.
And uhm... I completely agree. There is a problem though, people do feel powerless against it. So a counter strategy may not be accessible enough. Or a good alternative for a close range gun for that matter. But it isn't the carronade's fault, as I wrote before.

I remember my experience with the blenderfish. In beginner matches had to fight Hwacha Galleons. Always Hwacha Galeons. It made you feel powerless. You came close, got disabled and were completely useless. Then I stumbled over the Blenderfish. I intuitively learned to sneak up on ships, it was the first empowering experience, I learned something new and I now had a tactic in my repertoire. My first real tactic. Exactly the experience described in the video. And carronades are not very often used in competitive games. The blenderfish is essentially the Noobtube of GOIO, giving new players a positive experience and hooking them up for more. It needs to be easy and it needs to be powerful.

I am starting to write the same thing twice so I stop writing.
Title: Re: Carronades 1.3.2
Post by: Echoez on October 03, 2013, 06:09:07 pm
Well, if I remember correctly from people talking about it, Fire based weapons would probably be a very good counter to a Carronade if played right since back then 1 stack of flames would render your gun useless until extinguished, yet, while fire IS buffed now, it only realy is buffed damage wise, not disabling wise. So! There is still a lack of an other close range weapon like the carronade.

Hence why I said carronades should not be touched any further till something else comes around, but quite honestly I think the game is quite balanced as it is right now, despite the fact that I have some problems with some guns being a tad screwed up in some ways, just like I explained about the Lumberjack and why 'It takes more skill to use' is a flawed argument to back up the power the gun has at range.

Close range weapons excell in close range, mid range weapons excell in mid range and long range guns are still good at long range. To me, there is nothing wrong happening when a carronade is one of the better choices if you plan to go all the way in, because that's what the gun was designed for, being a close range brawler without mimicing the ridiculous 10 meter range shotgun of most shooters, Carronades don't shoot cotton candy, they shoot flaming sharpnel that means business, so you better be prepared for it just like your enemies should be prepared for what you have in stock for them.

The Galting is also finally specialized properly, now you have to make a choice:

Get the raw armor stripping power of the Gatling, or get the lesser armor stripping power of the carronade and have a balloon popping utility?

Before 1.3.2, that would be a no brainer, you would get the Gatling cause it was just straight out better because it was horribly fast, but now there is a choice, the Gatling is STILL way better than the carronade on stripping armor and applying pressure on a ship, but the carronade's utility can finally shine a bit.

The only change I can accept is reverting the range buff on both of the carronades and even that I don't realy understand that much, cause I personaly know that the added loading time more than makes up for it, ESPECIALLY considering that it used to have THE fastest reload of any weapon in the whole game.


And carronades are not very often used in competitive games. The blenderfish is essentially the Noobtube of GOIO, giving new players a positive experience and hooking them up for more. It needs to be easy and it needs to be powerful.

I am starting to write the same thing twice so I stop writing.

Also, please do not use terms that indicate that something takes less skill that something else cause many things in this game are equally difficult to pull off. I flew a Blenderfish competitively and I was widely succesful, had our team not been so fresh, we could have achieved many more victories (some technical difficulties got in our way in some games as well which was quite irritating to say the least.)

I've been working hard on this gun and this ship since 1.2, when people didn't even remember these guns actually existed bar a select few, I know I'm not the one to talk and am just some random guy on the internet, but I would kindly ask for everyone here to show some respect to people that worked with this build a lot to try and make it competitve even back then when the Gatling with Heavy clip had 60 bullets and could strip armor twice in a single clip. So yes, please don't go on and call something like the Blenderfish a noobtube when EVERYONE in here has been flying the dreaded Gat/Flak back in 1.2
Title: Re: Carronades 1.3.2
Post by: Sammy B. T. on October 03, 2013, 06:10:50 pm
Let the Artemis shoot upwards. Problem solved.
Title: Re: Carronades 1.3.2
Post by: Gambrill on October 03, 2013, 06:17:12 pm
Let the Artemis shoot upwards. Problem solved.
Title: Re: Carronades 1.3.2
Post by: Echoez on October 03, 2013, 06:24:08 pm
Let the Artemis shoot upwards. Problem solved.

Inclined to say yes, but that would unbalance the current Mercury/Artemis relationship, if the Artemis could aim up, it could disable a Mercury while the Merc can't shoot back and would cause many other problems like making it into a better closer range gun that is isn't supposed to be.
Title: Re: Carronades 1.3.2
Post by: N-Sunderland on October 03, 2013, 06:32:46 pm
Let the Artemis shoot upwards. Problem solved.

Eliminates the carronade problem, but creates the Artemis problem. More trouble than it's worth in my opinion.
Title: Re: Carronades 1.3.2
Post by: shadowsteel on October 03, 2013, 06:33:27 pm

Hey there

Got your attention? Good.

Okay, this seems to happen after every patch.

Somethings get changed, someone fixates on one item, chaotic and rather lengthy thread ensues. whatevr

So, just to throw my two cents in, there was something I didn't like about the carronade from the start that I feel is rather important.

The carronade is meant to do one thing. Pop balloons and keep an enemy locked down. The carronade does this very well along with some other things.

It trashes  guns and engines and shreds hull.

Notice anything? Like the fact that this gun is great at destroying everything you love and cherish? Seriously, with a half-decent gunner that listens, you can take out anything on their ship with 1 maybe 1 1/2 clips.

It's only weakness is downward arc and short range, both of which can be pretty easily avoided.

I'm not saying it's OP. It can be countered (see about half of the previous posts).

But there's one thing I think should be changed and it's not the gun.

One of the fundamental parts of the game is Spill Damage. Any damage to a destroyed component, spills to the hull and gets modified by the hull.

The balloon is the biggest target on most ships and even with modifiers the carronade does a ton of damage to the hull/armor.

My idea is simple but it effects all damage.

Give all destroyed components a damage modifier.

Yea it's destroyed, but it's still there dammit!

Any damage to destroyed components still spills to hull but is modified by both the hull/armor and also the Destroyed Component modifier.

And to just give it a number say .7 to all damage types.

And that's about it.
Title: Re: Carronades 1.3.2
Post by: Echoez on October 03, 2013, 06:58:19 pm
Sniping light guns is a rarity and close to impossible in a heated fight especially with the tiny hitboxes the have, sniping engines maybe.. disagree with the 0.7 on all damage sources, hull modifiers already decrease the Flechette damage it does to a mere 35% and an even worse 20% for the Shatter and makes it much worse at something it's already not that good in, especially with the longer reload cycle.

People always over exaggerate about the Carronade's armor stripping power when in reality it takes around 2-3 clips to destroy it, that's more than enough time to get spanner and mallet hits in (Unless it's a Goldfish or a Squid, but rightly so, these ships have almost no armor anyway). Sure the carronade's burst can take many by suprise, but it's no more than that, a suprise, you will feel it once, next time you know what's there and you're prepared for it, sniping out components is mostly overlooked in favor of focusing on the objective unless it's a Heavy gun you need to take out, in which case you have that ability, but heavy guns are an entirely different matter, Hwacha has the upper hand in range already so it shouldn't be a problem, LJ should keep you down before you get close enough and the Flak.. well it's the Flak, it can't do anything other than blow up ships.

I mean heck, even Gatlings, Mortars and light carronades can disable that gun.. you don't need a weapon focused on disabling just to take down a single carronade..
Title: Re: Carronades 1.3.2
Post by: Captain Smollett on October 03, 2013, 10:48:33 pm
Sniping light guns is a rarity and close to impossible in a heated fight especially with the tiny hitboxes the have, sniping engines maybe.. disagree with the 0.7 on all damage sources, hull modifiers already decrease the Flechette damage it does to a mere 35% and an even worse 20% for the Shatter and makes it much worse at something it's already not that good in, especially with the longer reload cycle.

People always over exaggerate about the Carronade's armor stripping power when in reality it takes around 2-3 clips to destroy it, that's more than enough time to get spanner and mallet hits in (Unless it's a Goldfish or a Squid, but rightly so, these ships have almost no armor anyway). Sure the carronade's burst can take many by suprise, but it's no more than that, a suprise, you will feel it once, next time you know what's there and you're prepared for it, sniping out components is mostly overlooked in favor of focusing on the objective unless it's a Heavy gun you need to take out, in which case you have that ability, but heavy guns are an entirely different matter, Hwacha has the upper hand in range already so it shouldn't be a problem, LJ should keep you down before you get close enough and the Flak.. well it's the Flak, it can't do anything other than blow up ships.

I mean heck, even Gatlings, Mortars and light carronades can disable that gun.. you don't need a weapon focused on disabling just to take down a single carronade..

Ok, I guess I have to be that guy but time for a quick math check here.

LJ and heavy carronade do almost the exact same amount of overall damage per minute to armor.  LJ does much more to balloons but can't damage components and has an arming time, Carronade does much more to components but has a max range, these guns currently are well balanced against each other.

Heavy carronade actually does almost as much damage per minute to armor as a chaingun and a good deal more damage to armor than a chaingun with heavy clip.

Great, now that we have our maths right, feel free to carry on, though be aware; any more "facts" are subject to future math checks. 
Title: Re: Carronades 1.3.2
Post by: Sprayer on October 04, 2013, 06:47:36 am
It's not the damage per minute that counts when you can strip hulls in a matter of seconds and cooldowns are a crucial factor to repairs. Apply your math more practical for what you did is no better than a subjective "fact".
Also, the gat/mortar is a gat and a mortar, meaning you dont want your mortar to save its 19 (burst/greased) shots until the hull is stripped, you only need about 9 greased and 7 or 8 unmodified damage shots to finish most ships off.

@Echoes are you sure flechette only deals 35% against armor? I wouldn't trust the matrix the devs put on their website (because they no update). The latest patch note I found that was mentioning modifiers said it deals 40% to armor. (Really old patch notes that actually are the newest mentioning flechette damage (http://gunsoficarus.com/community/forumarchive/discussion/892/version-1-1-patch-notes))
Sure it's hard to snipe out light guns with heavy clip. What about charged? I find it quite easy to destroy or at least heavily damage light guns with that. The downside is not how "hard" it is to hit those guns, it's the fact that you can only shoot those two shots every 5,5 seconds, so you have to prioritize. Keep the balloon down? Shoot directly at the hull to strip it?

Other than that, I agree with Echoez. Pretty much every build can counter blenderfish if just the people manning the guns are good enough. Smollet's high skill to power ratio comes to mind.
Title: Re: Carronades 1.3.2
Post by: Echoez on October 04, 2013, 08:19:28 am
Ok, I guess I have to be that guy but time for a quick math check here.

LJ and heavy carronade do almost the exact same amount of overall damage per minute to armor.  LJ does much more to balloons but can't damage components and has an arming time, Carronade does much more to components but has a max range, these guns currently are well balanced against each other.

Heavy carronade actually does almost as much damage per minute to armor as a chaingun and a good deal more damage to armor than a chaingun with heavy clip.

Great, now that we have our maths right, feel free to carry on, though be aware; any more "facts" are subject to future math checks.

The problem is, DPM is reduntant in this discussion, you won't be hitting anyone for a whole minute, it's all about the burst damage you can deliver in a clip or two at most and you are forgetting one crusial detail about the LJ, it's massive explosion means that even if you hit hull, you will also damage the balloon (and visa versa), which means that unike the carronade that has to decide what to hit, the LJ can just shoot hull or balloon and take them both down at the same time.

Carronades might have the same DPM as the Gatling in the long run, but that doesn't change the fact that the Gatling can still take the armor out in one go while the carronade waits for a reload, that's the main difference and I think it's enough. (also the Galting has a much longer range)

Also I hope you do take multiple ammo types into account and not just going with the standard Engi-Buff hammer on a gun like this anymore.

For the Gatling: I still insist that it's spread is reduced to 2.5 degrees instead of 3.5 so Greased rounds can work better, that's my only drag with it atm, if that gets fixed then the gun will be more than sweet AND balanced.



It's not the damage per minute that counts when you can strip hulls in a matter of seconds and cooldowns are a crucial factor to repairs.

@Echoes are you sure flechette only deals 35% against armor? I wouldn't trust the matrix the devs put on their website (because they no update). The latest patch note I found that was mentioning modifiers said it deals 40% to armor.
Sure it's hard to snipe out light guns with heavy clip. What about charged? I find it quite easy to destroy or at least heavily damage light guns with that. The downside is not how "hard" it is to hit those guns, it's the fact that you can only shoot those two shots every 5,5 seconds, so you have to prioritize. Keep the balloon down? Shoot directly at the hull to strip it?
good enough.

Bolded message is a massive truth.

Also yes, the modifiers are correct, there is no way Eric would change those without saying anything and they seem to make sense with the numbers I have found AND the damage I actually deal, so it is still 35%, not 40%.

Yes, as I stated earlier in this post, the carronade HAS to choose a target in order to be effective due to the small clip and now much longer reload, you have to commit even more.

Also I suggest you try Incediary if you want utility/weapon disabling, unless you are up against Heavy guns/Engines, then Heavy is your friend.


Other than that, I agree with Echoez. Pretty much every build can counter blenderfish if just the people manning the guns are good enough.

Every ship can counter everything else, unless it's an extreme situation (Squid gets close to a Galleon for example, in which case the Galleon can't do all that much) or the loadout simply doesn't work (4 Flamerthrowers or something, dunno).
Title: Re: Carronades 1.3.2
Post by: Captain Smollett on October 04, 2013, 11:30:53 am
35% is correct.

DPM does matter when talking about armor damage specifically since unless you're firing at a squid or goldfish, or focusing fire with an ally; properly engineered armor almost always takes more than one clip to break.

But if you insist on arguing over the invalidity of this data point, carronades do more burst damage to armor than chaingun since they release their clips much faster than a gattling can.
Title: Re: Carronades 1.3.2
Post by: RearAdmiralZill on October 04, 2013, 11:34:10 am
Which is why the idea of spreading out the damage across 4 shots is here (Heavy carronade). Also realize I expect a RoF increase if that is put into testing.

@Shadow : I thought spill damage was axed in a patch long gone? It was to combat mercs killing power, among other things.
Title: Re: Carronades 1.3.2
Post by: Captain Smollett on October 04, 2013, 11:39:53 am
I think he used the wrong term.  He's not talking about spill damage but rather the fact that a balloon turns into a hull hitbox once it gets popped. 

Oh, and just to put in my 2 cents I'd rather not see the carronade go to a 4 shot gun.  There's so few low clip guns let that can utilize charged and lochnagar effectively these days not to mention that I think it'd effect the fun factor of the gun for me.  I'm really happy the heavy flak stayed at 2 shot clips since it just feels so awesome to have so much power per shot in a heavy weapon.  I wouldn't want that to have to change in the heavy carronade either.
Title: Re: Carronades 1.3.2
Post by: shadowsteel on October 04, 2013, 11:49:04 am
Which is why the idea of spreading out the damage across 4 shots is here (Heavy carronade). Also realize I expect a RoF increase if that is put into testing.

@Shadow : I thought spill damage was axed in a patch long gone? It was to combat mercs killing power, among other things.
I think he used the wrong term.  He's not talking about spill damage but rather the fact that a balloon turns into a hull hitbox once it gets popped. 

Oh, and just to put in my 2 cents I'd rather not see the carronade go to a 4 shot gun.  There's so few low clip guns let that can utilize charged and lochnagar effectively these days not to mention that I think it'd effect the fun factor of the gun for me.  I'm really happy the heavy flak stayed at 2 shot clips since it just feels so awesome to have so much power per shot in a heavy weapon.  I wouldn't want that to have to change in the heavy carronade either.

Yes. What Smollett said. I guess I got the terms confused. Just so I get this right, spill damage is when, for example, 100 damage destroys armor with 50 health and then spills the remaining 50 to hull right? If so, what do you call my version of it? When damage hits destroyed components and gets transferred to hull?

And to keep this post somewhat on topic, I agree with Smollett about clip size. Besides Loch though, I feel it would be too similar and frankly worse than the Light Carronade.
Title: Re: Carronades 1.3.2
Post by: RearAdmiralZill on October 04, 2013, 12:10:06 pm
Quote
Just so I get this right, spill damage is when, for example, 100 damage destroys armor with 50 health and then spills the remaining 50 to hull right? If so, what do you call my version of it? When damage hits destroyed components and gets transferred to hull?

That's the right term, but it just doesn't happen anymore. My understanding is that Muse patched that out of the game. So, if I take out your balloon at 50 health with 100 damage, none of the extra is transferred. If I hit that destroyed balloon with a fresh shot, it all goes to hull using the proper modifier.

I do agree that going to 4 shots would then kill loch's use. I only suggested it because of the way a carronade shoots, which is raycast, not a projectile like flak. This whole debate is much more to me a "make the gun itself harder to shoot effectively" vs "is it currently balanced."

The range needs to go down regardless. Back to production is fine, and I could stand for even 50m under it.
Title: Re: Carronades 1.3.2
Post by: Captain Smollett on October 04, 2013, 12:16:04 pm
Actually Zill, as I understand, hull spill over was removed for everything except double explosive weapons (like flak, mortar, carousel etc).  But it only works if the direct explosive damage is sufficient to  break the hull; if so the explosive aoe should spill over.
Title: Re: Carronades 1.3.2
Post by: Echoez on October 04, 2013, 12:21:04 pm
That's the right term, but it just doesn't happen anymore. My understanding is that Muse patched that out of the game. So, if I take out your balloon at 50 health with 100 damage, none of the extra is transferred. If I hit that destroyed balloon with a fresh shot, it all goes to hull using the proper modifier.

I do agree that going to 4 shots would then kill loch's use. I only suggested it because of the way a carronade shoots, which is raycast, not a projectile like flak. This whole debate is much more to me a "make the gun itself harder to shoot effectively" vs "is it currently balanced."

The range needs to go down regardless. Back to production is fine, and I could stand for even 50m under it.

The fact that not many people realize and makes them think damage spilling is still in the game is that they forget that the Carronades actually fire more than one shot per shot.. well, they fire multiple pellets, each one with its own damage value, so if a Carronade destroys your balloon with a shot, then yes, the remaining pellets will go straight to your armor, even if all pellets hit the balloon before it got destroyed, the game will calculate how many pellets are needed to take down the balloon and then will apply the rest of them to the hull with hull modifiers.

Range should be brought back down to production and nothing less, don't even go there, both guns are already trumped in range by anything that isn't a Flamethrower, I'd hate to see this game's shotguns be turned into its own version of cotton candy shooters with magically disappearing shots, it will look even more ridiculous when they are being fired from a giant cannon.
Title: Re: Carronades 1.3.2
Post by: RearAdmiralZill on October 04, 2013, 12:27:41 pm
Actually Zill, as I understand, hull spill over was removed for everything except double explosive weapons (like flak, mortar, carousel etc).  But it only works if the direct explosive damage is sufficient to  break the hull; if so the explosive aoe should spill over.

Maybe, and probably only able to be 100% confirmed by a dev at this point.

Back to carronades though.

Quote
Range should be brought back down to production and nothing less, don't even go there, both guns are already trumped in range by anything that isn't a Flamethrower, I'd hate to see this game's shotguns be turned into its own version of cotton candy shooters with magically disappearing shots, it will look even more ridiculous when they are being fired from a giant cannon.

No body stays at the max range of a carronade. Even at production it was just a spot where you could finally start hitting them, but you immediately got well within that to keep the pressure on and give your target less maneuvering options. Lowering its range by 50m just gives people that much more of a second to disable/evade/ect is not going to kill it.
Title: Re: Carronades 1.3.2
Post by: Echoez on October 04, 2013, 12:35:38 pm
No body stays at the max range of a carronade. Even at production it was just a spot where you could finally start hitting them, but you immediately got well within that to keep the pressure on and give your target less maneuvering options. Lowering its range by 50m just gives people that much more of a second to disable/evade/ect is not going to kill it.

That first hit is still important though and don't forget that from the current stage of the gun, which is pretty balanced, not sure why people are whining about it all over the place, that would be an 100 meter range nerf. I understand that the vast majority of players are only used to seeing their armor go down and not the balloon, but that is no reason to nerf a weapon that was fine any further than it used to be, it's already been nerfed in a way, no need to take away more range than it used to have and if you do take it away then you will have to take it away from the light carronade as well else the two guns won't have much of a difference in range and that's bad on its own, especially since they fill the exact same role.
Title: Re: Carronades 1.3.2
Post by: Zenark on October 04, 2013, 12:46:09 pm
Decrease Flechette damage, carronade and LJ equally nerfed, both still the best at balloon popping.

Honestly, though my original post states I felt the Carronade is OP, I think differently now. While I think it does need looking at, it's hardly the 'OMG SO OP' I felt before. My change of opinion comes with the many valid points brought up here, and that another Carronade works as a good counter. They'll be falling too if they're balloon is popped as well.
Title: Re: Carronades 1.3.2
Post by: RearAdmiralZill on October 04, 2013, 12:55:33 pm
I need to add a disclaimer that any heavy carro changes will also be somehow applied to the light carro for balance purposes.

Having used the blender, I don't see the nerf. The added shatter, range, and spread make up for the reload. I mean, not going to say it got a buff either.

450m was production right? So going to 400m would at least be worth a test. Maybe 450m was just the ultimate sweet spot and we should do that. Id not want it shorter than 400m.

Title: Re: Carronades 1.3.2
Post by: Echoez on October 04, 2013, 01:28:34 pm
Having used the Blender extensively in 1.2 as well as all the latest patches I can safely safe that the cycling rate of the gun feels MUCH slower than before and it is. I simply can't compare 5.5 seconds of reload to the old glory that was the 4 seconds, so to me it is a massive difference while the damage it got in return was simply not worth it compared to that reload time, so it is a nerf. the range buff on both the carronades was a bit excessive though I will have to agree, it should be taken back to 1.3.1 values.

The extra shatter damage doesn't matter anyway, it already had enough of it to destroy heavy guns instantly and the Shatter damage modifiers on anything else than components is so low, that the buff was minimal.

If you ask me I would prefer both carronades to be brought back to how they were in 1.3.1 with no changes, any change that was made in 1.3.2 somehow seems to have broken both of these guns. (according to what most people are complaining about)

More range that wasn't needed, more shatter damage that wasn't needed and actually only buffs the gun on something it should be bad at and that's Permahull damage (cause all damage modifiers are low on that anyway, so any kind of extra damage makes a difference) and a longer reload that makes the gun feel sluggier than it was before.

Bad, bad and more bad.

the only good thing was the reduced spread which should have been there in the first place.
Title: Re: Carronades 1.3.2
Post by: Wundsalz on October 04, 2013, 02:58:16 pm
Having used the Blender extensively in 1.2 as well as all the latest patches I can safely safe that the cycling rate of the gun feels MUCH slower than before and it is. I simply can't compare 5.5 seconds of reload to the old glory that was the 4 seconds, so to me it is a massive difference while the damage it got in return was simply not worth it compared to that reload time, so it is a nerf. the range buff on both the carronades was a bit excessive though I will have to agree, it should be taken back to 1.3.1 values.

The extra shatter damage doesn't matter anyway, it already had enough of it to destroy heavy guns instantly and the Shatter damage modifiers on anything else than components is so low, that the buff was minimal.

If you ask me I would prefer both carronades to be brought back to how they were in 1.3.1 with no changes, any change that was made in 1.3.2 somehow seems to have broken both of these guns. (according to what most people are complaining about)

More range that wasn't needed, more shatter damage that wasn't needed and actually only buffs the gun on something it should be bad at and that's Permahull damage (cause all damage modifiers are low on that anyway, so any kind of extra damage makes a difference) and a longer reload that makes the gun feel sluggier than it was before.

Bad, bad and more bad.

the only good thing was the reduced spread which should have been there in the first place.

- extra shatter damage matters when it comes to hull stripping power and disabling components with ammo other than heavy clips while stripping the hull at the same time.
- additional 50m max distance matter, as they allow you to deal damage earlier (1.2 seconds earlier if a blenderfish engages a static target at max speed). It also allows the pilot to easier keep out of distance of very close range weapons like flame throwers, mine launchers and light carronades.
- the reduced cone angle for the projectiles makes a major difference as it makes the usage of other ammo types than heavy clips viable way earlier than prior to the patch. Here's the hit circle diameter plotted as a function of distance:
(http://s24.postimg.org/eqwpqlv6t/New_Bitmap_Image.png)
red: 1.3.1 diameter, blue: 1.3.2 diameter, orange: difference between those two

in my opinion all those minor buffs of the carronade overcompensate the reload time nerf of the gun.
Title: Re: Carronades 1.3.2
Post by: Echoez on October 04, 2013, 03:53:36 pm
As I said, none of those changes were needed.


Edit: By the way, it was not worth it for various reasons, including the fact that now everyone is complaining about a gun that was alright before, this is extremely annoying to me since I kept insisting that it should NOT be changed at all in 1.3.2, this is a very frightening fact considering what has happened to other guns due to massive complaints because of simple changes that guns didn't realy need.

The carronade was fine in 1.2, just bring it back to how it was and leave it alone, please?
Title: Re: Carronades 1.3.2
Post by: Mr. Ace Rimmer on October 04, 2013, 04:24:27 pm
The carronade was fine in 1.2, just bring it back to how it was and leave it alone, please?

^This^

It worked fine in 1.2, and was still incredibly powerful in the right hands (both the light and heavy versions). There was no real need to buff either guns. In some cases you managed to turn viable builds from high risk high reward to point, shoot and laugh at your enemy.
Title: Re: Carronades 1.3.2
Post by: Captain Smollett on October 04, 2013, 04:59:07 pm
I'd be very curious to test 400M heavy carro range and 350M light carro range.

I feel that would solve most of the things people have been complaining about while still allowing blending to be done easily once in range.
Title: Re: Carronades 1.3.2
Post by: Puppy Fur on October 07, 2013, 01:40:11 am
Personally, I felt the Carronades needed nerfed pre-patch. Why someone felt the need to buff it I don't understand.
Title: Re: Carronades 1.3.2
Post by: Squidslinger Gilder on October 12, 2013, 05:35:25 am
As I said, none of those changes were needed.


Edit: By the way, it was not worth it for various reasons, including the fact that now everyone is complaining about a gun that was alright before, this is extremely annoying to me since I kept insisting that it should NOT be changed at all in 1.3.2, this is a very frightening fact considering what has happened to other guns due to massive complaints because of simple changes that guns didn't realy need.

The carronade was fine in 1.2, just bring it back to how it was and leave it alone, please?

They've gone and done the same with all the ships. 1.2 wreaked the game as far as I'm concerned. Yeah the game was broken before but Muse fixed it and then didn't try to keep it relatively close to what it was before, which was fantastic except for the part that was broken. Totally wreaked havoc. It has been a problem with Muse for a long time. Great folks and a great studio but when they fix or tweak something they tend to either go too far or not enough. Its taken most of this year for them to get the heavy flak back to decent again. Now we have OP carronades and broken ships. It wouldn't be that bad but there is no real counters to carronade because we don't have ships capable of doing it. In 1.1 Blenderfish were nothing to fear. I know, I shot a ton of them down. Unfortunately, small team and we have to deal with it. But that doesn't stop me from every chance I get asking for a squid fix. Same as with the Hydro/Chute problem, which still isn't fixed.

They made changes to things that the community as a whole didn't really want. They are asking us more now via the dev app, which is good, but I sure would have liked that access back when 1.2 was going into development so I could at least have said something to stop the madness from happening. There was a beautiful competitive scene growing before 1.2 but now, meh...we got too much of a one trick pony scene going on. Yeah there is optimal setups and loadouts but there can't be such a huge gap in ship capabilities. You could cut out about 4 ships out of the game and they wouldn't be missed. In 1.1 that number was 1-2 ships.

The lack of capable vessels directly impacts abilities to counter and attack with different loadouts. Which is affecting the perception of carronades. Just a simple thing of returning some ships like the squid to their original abilities would really turn this game around. Give teams back the flexibility they once had.
Title: Re: Carronades 1.3.2
Post by: Echoez on October 12, 2013, 07:09:35 am
Judging from how Hydrogen and Vent worked on 1.1 from videos I have watched of it, I would never agree for that to be brought t how it was. Aside from the fact that it looked absolutely ridiculous, it gave very heavy ships an equally ridiculous advantage of having it, which kinda detracts from them being you know, heavier and less manuverable.

Blenderfishes were not a threat even back in 1.2 Gilder, not when the stupid Gat/Flak was still around and wrecking everything with almost no effort, reducing the game to an armor stripping contest while ignoring every other possible component on a ship for the quickest kill possible. Don't even get me started on old quad Mercs, 1.2 was hell for ANY Goldfish, not just the Blenderfish.

My opinion on the matter of the Carronades remains the same, people bitch and moan about them cause they are simply not used to the fact that their balloon will go down sometimes from match to match cause someone is using a now viable weapon, while blindly ignoring the bladant downsides the weapon has, let alone the Blenderfish, which is the primary victim of the complaints most of the time.

The weapon now simply is on par with Gat/Mortars and other set ups and it WORKS. You don't like how the 1.3.2 one works? We still have the 1.2 set up and can simply be brought back to that, nerf it more than that and it will be a useless piece of scrap that nobody will use except on a Galleon, the Goldfish is already a ship that is barely worth the trouble of flying it anyway (Only 3/4 heavy guns work for it, 2/3 aren't THAT effective for it, limited bifecta gun selection for sides, requires careful angling), don't ruin it completely is what I'm asking from Muse.

The Squid is fine atm and very competitive due to the fact that more loadout possibilities opened up.
Title: Re: Carronades 1.3.2
Post by: Squidslinger Gilder on October 14, 2013, 01:51:29 am
Why is it whenever I bring up Hydro/Chute people always assume I'm talking about heavy ships? When have I ever promoted heavy warships? Yeah the change was good for them because it was silly before, but the light ships were fine and needed those abilities badly to be capable. Muse did squat to bring the light ships back to their former abilities which were not bad or silly. In fact the game has gone even more skewed away from light vessels which needed speed and agility to be able to counter raw firepower from the heavies. We've gone from a great game where you could really be flexible with ships and inventive to one where its just a bunch of flying turrets. Wheres the fun in that? Takes no skill to fly around in a turret.

The squid is fine you say? If you are going to say that, don't do it to someone who logged more hours on the squid than anyone, brought the squid into competitive play in 1.1 and won with it, and was known for emptying lobbies within 1 match because people could not keep up with it.

I'd still be flying it now if Muse hadn't ruined it. Freaken fact, the squid is crap compared to what it used to be and if you say otherwise you are either: someone I made rage quit with it, someone who is new to the game and doesn't know squat, or someone just running their mouth but flies Prya in 90% of their matches and couldn't care less about any other ship. I got pages of info I already sent to Muse about how bad the squid is and why it needs to be fixed. So unless you can back that up, don't start barking up a tree I've already marked with T-rex pee.
Title: Re: Carronades 1.3.2
Post by: Captain Smollett on October 14, 2013, 02:29:27 am
The squid is worse than it was before 1.2, doesn't mean it's not good.

With the buffs made to virtually all non kill light weapons, the squid is competitive again.
Title: Re: Carronades 1.3.2
Post by: geggis on October 14, 2013, 07:34:29 am
I've had a lot more success with the Squid recently than nearly any other ship, and if I remember rightly, Zill is a devil with one so while it may not be as 'good' as it used to be, it's still a nightmare to deal with in the right hands and that's surely all that matters.

As for the carronade, it's currently the bane of my Mobula on a Goldfish. While I don't want to cry OP, I do want to say that it's hard to counter if you've not got some real distance between you and good line of sight. The Artemis can't fire up very well, and flying high is asking for it anyway. How low can you go? Same goes for the Merc with its limited arc (though I ought to try this some more to be honest, it seems like the most sure fire way of dealing with a carronade).

Last night I had the pleasure of being on the other end, crewing a blenderfish with a couple of new players, one piloting and one gunning. The gunner didn't have the right ammo for the carronade and wasn't so sure of its range but we still wiped the floor with our enemies. Particularly so when he brought heavy for later rounds. I explained that the carronade has practically no downward arc so the pilot, once realising this, knew just how to position himself. As for engineering (which I don't do much of), compared to most other ships I've been on, it was a breeze thanks to the one-tap hull armour and incredible hull health of the 'fish, the position of the hull next to the guns and the 'free' crew to keep an eye on things while the lone gunner guns on the front. Even the promiximity of the balloon to the helm made it a good possibility for the captain to help out. Once the enemy ship was locked down though it was just a matter of time before they were gonners. The Goldfish and carronade are a match made in heaven-- and hell.

Do I think the carronade needs nerfing? I'm not sure, but the range makes it a ridiculously easy and devastating point and click weapon if you've got heavy loaded. So that would be my first suggestion: to shift the range closer to its lighter sibling so there's greater risk for the same reward. There's a lot of talk here about it being good at armour stripping but I'm not sure why that is? It does flechette and shatter damage so I'm presuming the damage transferred from the popped balloon and shattered guns and engines etc. is adding up very quickly on the hull armour? That's quite a formidable mix there.
Title: Re: Carronades 1.3.2
Post by: Echoez on October 14, 2013, 08:03:00 am
Why is it whenever I bring up Hydro/Chute people always assume I'm talking about heavy ships? When have I ever promoted heavy warships? Yeah the change was good for them because it was silly before, but the light ships were fine and needed those abilities badly to be capable. Muse did squat to bring the light ships back to their former abilities which were not bad or silly. In fact the game has gone even more skewed away from light vessels which needed speed and agility to be able to counter raw firepower from the heavies. We've gone from a great game where you could really be flexible with ships and inventive to one where its just a bunch of flying turrets. Wheres the fun in that? Takes no skill to fly around in a turret.

Whenever you bring up a pilot tool you are instantly talking about ALL ships cause in case you didn't notice, you can bring the same buffed up tools to the heavies, if I am not mistaken.

As for the whole Light ships vs Heavies, that's realy something for an other thread and it realy depents on what you consider 'Light ships'.

The squid is fine you say? If you are going to say that, don't do it to someone who logged more hours on the squid than anyone, brought the squid into competitive play in 1.1 and won with it, and was known for emptying lobbies within 1 match because people could not keep up with it.

I'd still be flying it now if Muse hadn't ruined it. Freaken fact, the squid is crap compared to what it used to be and if you say otherwise you are either: someone I made rage quit with it, someone who is new to the game and doesn't know squat, or someone just running their mouth but flies Prya in 90% of their matches and couldn't care less about any other ship. I got pages of info I already sent to Muse about how bad the squid is and why it needs to be fixed. So unless you can back that up, don't start barking up a tree I've already marked with T-rex pee.

Jesus.. Look, I never denied the fact that it USED to be better, what I said is that is IS fine right now with the standards that I know of. If you don't like it then tough luck, seriously, nobody can help you and I'm sure nobody else wants to see Galleons and Pyras being able to go at rocket speeds verticaly because they are in no place to be able to do so and I honestly never read the mentioned document of changes you sent to Muse so I have no idea what you even what to do with the ship.

As for the rest of assumptions.. I never ragequited a single game, I've been all the way up to play competitively and pretty much inspect all balance changes to the game since I've started playing last May and I almost never fly a Pyra.

Also let's stop derailing. This is about carronades, not the Squid.


As for the carronade, it's currently the bane of my Mobula on a Goldfish. While I don't want to cry OP, I do want to say that it's hard to counter if you've not got some real distance between you and good line of sight. The Artemis can't fire up very well, and flying high is asking for it anyway. How low can you go? Same goes for the Merc with its limited arc (though I ought to try this some more to be honest, it seems like the most sure fire way of dealing with a carronade).

Blame Muse for that, the Mobula's design is basically asking everyone to blend its balloon, that ship is never meant to go anywhere close to the big guys else, no matter what they bring, you will be dead in no time, at least from my experience with it.


Last night I had the pleasure of being on the other end, crewing a blenderfish with a couple of new players, one piloting and one gunning. The gunner didn't have the right ammo for the carronade and wasn't so sure of its range but we still wiped the floor with our enemies. Particularly so when he brought heavy for later rounds. I explained that the carronade has practically no downward arc so the pilot, once realising this, knew just how to position himself. As for engineering (which I don't do much of), compared to most other ships I've been on, it was a breeze thanks to the one-tap hull armour and incredible hull health of the 'fish, the position of the hull next to the guns and the 'free' crew to keep an eye on things while the lone gunner guns on the front. Even the promiximity of the balloon to the helm made it a good possibility for the captain to help out. Once the enemy ship was locked down though it was just a matter of time before they were gonners. The Goldfish and carronade are a match made in heaven-- and hell.

It was always like this, even back in 1.2 and it's how it should be, else there would be no point to the gun, why the hell bring a Heavy gun to pop a balloon and be mostly useless against anything else aside maybe the occassional enemy heavy gun or big engine, which you have no time to shoot for anyway cause you have to keep the balloon down.

All ships have some quirks to their set ups that help them, the Pyra has the balloon very close to an engineer and the hull is very close to the captain, making the captain able to assist in the repair of one of the most vital components very quickly. Junker has the balloon right above the captain and the hull can be repaired from below! So, please, most ships are having it just as easy, the Goldfish has 1 extra free engineer, but only one maingun, all other ships have 2 main guns most of the time, so I think that's a fair trade off.

Also, 'Matter of time', how much time? Cause it honestly couldn't have been faster than a Gat/Mortar.


Do I think the carronade needs nerfing? I'm not sure, but the range makes it a ridiculously easy and devastating point and click weapon if you've got heavy loaded. So that would be my first suggestion: to shift the range closer to its lighter sibling so there's greater risk for the same reward. There's a lot of talk here about it being good at armour stripping but I'm not sure why that is? It does flechette and shatter damage so I'm presuming the damage transferred from the popped balloon and shattered guns and engines etc. is adding up very quickly on the hull armour? That's quite a formidable mix there.

If the two carronades have similar ranges that kills the point of even going for the Goldfish and not just bringing a Light one on a tankier ship, which has more overall damage per clip and does the same job with marginal difference, plus gets even more damage per clip than the Heavy one with the right ammo up close. Range and faster cycling rate are the only differences between the two.

If anything, the range of both guns should be brought back down to what it was in 1.3.1, even though I honestly can't see how 50 meters affect anything that much. I disagree to making it lower cause then the gun would always be at an extreme disadvantage against ANYTHING that outranges it, which is.. pretty much any gun that isn't a Flamer. It's already at a disadvantage at range.

Damage spill always uses correct modifiers, so nothing wrong with that.

Carronades are supposed to be the big bad cannons up close that wreck your shit, I don't get why people keep complaining about them working in their intended range, I've had no issues and if I ever went down to them, it was because I either had inferior positioning to the enemy or my gunner couldn't get that shot on their gun to disable it and even then, my allies, randoms or not, are mostly concious and help me, so I just don't see what people are complaining about.

Am I realy one of the few people in these game where I just admit to having been outplayed if I die and not just call the weapon the enemy used OP? I insist that people are simply NOT used to having carronades in the game simply cause of how stupidly broken Gat/Mortar/Flak used to be and don't have enough time spent on the gun or against it and therefore just imply it's broken.


Carronades could do the SAME exact things they do now even back in 1.2, but nobody even brought up the damn gun. Now that they are 'usable' everyone complains about them. Is THIS how we are gonna do the balancing in this game? Please tell me from now so I can take my early leave at least.
Title: Re: Carronades 1.3.2
Post by: RearAdmiralZill on October 14, 2013, 09:41:13 am
I just glanced over most of what's been said so far, so If I repeat something, my fault.

After playing more, I think tweaking the range for the heavy carro will be close to all it needs.

I'd like to switch focus here from the heavy carro to the light one. I've been seeing a lot of pyras taking the double carro front, and the dps those things pump out is...no. Its over that of the heavy carro for sure. So, without putting any ideas in, I want to get people's take on the light carro.

Title: Re: Carronades 1.3.2
Post by: Dutch Vanya on October 14, 2013, 09:57:01 am
Not much of a suggestion but the light carronade could use a decrease in rate of fire and/or reload speed.
Title: Re: Carronades 1.3.2
Post by: geggis on October 14, 2013, 09:59:03 am
It was always like this, even back in 1.2 and it's how it should be, else there would be no point to the gun, why the hell bring a Heavy gun to pop a balloon and be mostly useless against anything else aside maybe the occassional enemy heavy gun or big engine, which you have no time to shoot for anyway cause you have to keep the balloon down.

I'm not sure what exactly you're responding to here Echoez.

[...] the Goldfish has 1 extra free engineer, but only one maingun [...]

The front mounted Hellhound on a resilient fast moving, fast turning ship coupled with that spare engie goes a long way though, that's all I'm saying.

Also, 'Matter of time', how much time? Cause it honestly couldn't have been faster than a Gat/Mortar.

Of course not. You're busting my balls Echoez! I'm not outright moaning about the carronade or the slow spiral of death here.

If the two carronades have similar ranges that kills the point of even going for the Goldfish and not just bringing a Light one on a tankier ship, which has more overall damage per clip and does the same job with marginal difference, plus gets even more damage per clip than the Heavy one with the right ammo up close. Range and faster cycling rate are the only differences between the two.

If anything, the range of both guns should be brought back down to what it was in 1.3.1, even though I honestly can't see how 50 meters affect anything that much. I disagree to making it lower cause then the gun would always be at an extreme disadvantage against ANYTHING that outranges it, which is.. pretty much any gun that isn't a Flamer. It's already at a disadvantage at range.

I agree that the two shouldn't have similar ranges, that would make the Hellhound practically obsolete hence why I said 'closer to'. What are the max ranges of both weapons currently?

Damage spill always uses correct modifiers, so nothing wrong with that.

I didn't say there was anything wrong with that -- it is a formidable mix -- I was just asking how it works!

Carronades are supposed to be the big bad cannons up close that wreck your shit, I don't get why people keep complaining about them working in their intended range [...]

I absolutely agree that they're big bad cannons but my tentative issue is with the range at which they can be big and bad because once they're in range and have fired those first two shots into your balloon, they only get closer, bigger and badder until you die or your teammate helps you. I'm not crying OP here, or that it's broken; simply that it seems to be a particularly easy weapon to use particularly effectively in a lot of situations, thanks in no small part to its range.
Title: Re: Carronades 1.3.2
Post by: Echoez on October 14, 2013, 11:55:43 am
Sorry Geggis, it was not my intention to stress you dude, don't take what I said personaly btw, this topic is just so frustrating to look at sometimes, I can't help but spill some spite in each post and most of them look like they were written by angry Joe. So my honest apologies there.

For the first quote, I simply state that the Carronade while being a balloon popper must not lose its current secondary utility, which is taking out armor, brought it up cause you were talking about damage spilling to hull.

As for the Goldfish, it's not as resilient, a Gatling will still mostly strip your armor in one go and they can finish you while you get in range easily. Of course if you flank them, then they have to play in your advantage field. Also the gun IS exposed, so charging blindly doesn't work that well unless you are already near range.

Third quote: Sorry xD

Current Max ranges are 400 for the Light, 500 for the Heavy, old values were 350 for the Light and 450 for the Heavy. Could be brought back down, I won't deny that the range increace was not needed.

For the damage spill, it happens cause of the multiple pellets that don't all disappear after your last shot takes out the balloon and just hit the hull, with hull modifiers though, so don't worry about that, there's no crazy damage spil going on :P

That aside, the range should probably be brought back to what it was before 1.3.2 and the gun should have 5 seconds reload because OCD. (5.5 looks irritating beyond any belief and also overdone.)
Title: Re: Carronades 1.3.2
Post by: Echoez on October 14, 2013, 12:02:31 pm
I'd like to switch focus here from the heavy carro to the light one. I've been seeing a lot of pyras taking the double carro front, and the dps those things pump out is...no. Its over that of the heavy carro for sure. So, without putting any ideas in, I want to get people's take on the light carro.

haha, this is why I always said that the Light carronade having the same and more total damage output as the Heavy was so ridiculous.

Double Carro Pyra was standard practice for me when I wanted to play Pyra in 1.2, it was even more powerful back then cause Heavy let you have the full 5 shots magazine, but Gat/Flak was so broken, it eclipsed even that.

double Light carros can destroy a LOT of shit in no time and keep doing it, the DPS is otherwordly and your health bars won't be going up any time soon, once those are on you, this is where you are realy dead with no hope of coming back unless your ally REALY does something (or you somehow escape their arcs)

and THIS is why I'm so frustrated by people always blaming the Goldfish and the Heavy one.
Title: Re: Carronades 1.3.2
Post by: RearAdmiralZill on October 14, 2013, 12:22:56 pm
Well then what would "fix" the light carronade issue? I mean, one on it's own isn't too bad, but put two together and it's as you say "otherworldly."

RoF? Damage? Im thinking RoF as we still want it popping balloons. Most drastic change would be 1 less ammo.

I still think the ranges can go back to stock at least as well.
Title: Re: Carronades 1.3.2
Post by: Echoez on October 14, 2013, 12:47:48 pm
Well then what would "fix" the light carronade issue? I mean, one on it's own isn't too bad, but put two together and it's as you say "otherworldly."

RoF? Damage? Im thinking RoF as we still want it popping balloons. Most drastic change would be 1 less ammo.

I still think the ranges can go back to stock at least as well.

Range back to stock for starters, that is a given and then either RoF or a longer reload. 1 less shot is a bit much.
Title: Re: Carronades 1.3.2
Post by: RearAdmiralZill on October 14, 2013, 01:26:24 pm
I'd like RoF over reload. It only takes one clip from the two to just mess up a ship.
Title: Re: Carronades 1.3.2
Post by: geggis on October 14, 2013, 01:26:47 pm
Sorry Geggis, it was not my intention to stress you dude, don't take what I said personaly btw, this topic is just so frustrating to look at sometimes, I can't help but spill some spite in each post and most of them look like they were written by angry Joe. So my honest apologies there.

For the first quote, I simply state that the Carronade while being a balloon popper must not lose its current secondary utility, which is taking out armor, brought it up cause you were talking about damage spilling to hull.

As for the Goldfish, it's not as resilient, a Gatling will still mostly strip your armor in one go and they can finish you while you get in range easily. Of course if you flank them, then they have to play in your advantage field. Also the gun IS exposed, so charging blindly doesn't work that well unless you are already near range.

Third quote: Sorry xD

No worries! :-)

Current Max ranges are 400 for the Light, 500 for the Heavy, old values were 350 for the Light and 450 for the Heavy. Could be brought back down, I won't deny that the range increace was not needed.

Thanks for the info. That 100 difference seems huge in-game so I can now see how 'closer to' IS, for all intents and purposes, 'similar'. Those old values seem more realistic to me.

I think the problem with balancing the light carronade based on that dual Pyra build is that it may hurt single carronades more than it does that particular build. Dual Barking Dogs are going to hurt whichever way you cut it in the same way dual gats or mercs will strip and shatter anything (I don't know the maths on this though). The shorter range will help inject a little more risk before that reward though.
Title: Re: Carronades 1.3.2
Post by: Captain Smollett on October 14, 2013, 01:29:20 pm
A bit off topic here but does anyone remember what balloon hp is?

I think it's somewhere around 1200 but my old brain seems to have forgotten the actual health value.
Title: Re: Carronades 1.3.2
Post by: RearAdmiralZill on October 14, 2013, 01:30:51 pm
Again, I don't talk in terms of a massive RoF hit. Just enough so doubling up on them doesn't break them, while still leaving a single one able to do its work.

Unless it changed, they should all be 1200.
Title: Re: Carronades 1.3.2
Post by: Echoez on October 14, 2013, 01:35:05 pm
I think the problem with balancing the light carronade based on that dual Pyra build is that it may hurt single carronades more than it does that particular build. Dual Barking Dogs are going to hurt whichever way you cut it in the same way dual gats or mercs will strip and shatter anything (I don't know the maths on this though). The shorter range will help inject a little more risk before that reward though.

Yeah but dual Merc/Gatling can't destroy absolutely everything in a matter of seconds, it's more about the utility the carronades have, they can destroy balloon, armor, hull, weapons, engines.. did I miss something? :P

That's the case when you get them in pairs at least, the burst damage is as I said, otherworldly, but yeah I can't see how you can't realy fix that easily, RoF nerf is just an example because I honestly don't see how else can it be done, unless you take out one shot as Zill said, that way a Heavy clip light carro would not be able to strip a balloon by itself and doubles would lose out a lot of damage.
Title: Re: Carronades 1.3.2
Post by: RearAdmiralZill on October 14, 2013, 01:38:04 pm
A lot of the double carro builds I go up against have at least one firing incend as well.
Title: Re: Carronades 1.3.2
Post by: geggis on October 14, 2013, 02:44:12 pm
Yeah but dual Merc/Gatling can't destroy absolutely everything in a matter of seconds, it's more about the utility the carronades have, they can destroy balloon, armor, hull, weapons, engines.. did I miss something? :P

Aieee. Yeah. I forgot about that. >,>
Title: Re: Carronades 1.3.2
Post by: Puppy Fur on October 14, 2013, 08:42:41 pm
Unless the range is EXTREMELY short then there is no point. Most fights are done in fairly close range in this game anyway. The main issue, in my opinion, is that it only takes one clip to kill a balloon. That's a second or two and your balloon is down (no way to come back except a friendly or loch lumberjack aiming straight up).

If it took more then one clip to kill a balloon it gives time to counter, and personally, I'd still use carronades happily.
Title: Re: Carronades 1.3.2
Post by: Echoez on October 15, 2013, 05:21:51 am
Unless the range is EXTREMELY short then there is no point. Most fights are done in fairly close range in this game anyway. The main issue, in my opinion, is that it only takes one clip to kill a balloon. That's a second or two and your balloon is down (no way to come back except a friendly or loch lumberjack aiming straight up).

If it took more then one clip to kill a balloon it gives time to counter, and personally, I'd still use carronades happily.

Just to make sure we are on the same page, you're referring to the Light Carronade right? Cause if you're talking about the Heavy one, taking more than one clip to down a balloon pretty much defeats its purpose, especially against ships like the Junker where you don't have a second chance, one-clip balloon pop is pretty much the only way you can survive against some ships, if it gives them enough time to turn around then what's the point?
Title: Re: Carronades 1.3.2
Post by: -Mad Maverick- on November 01, 2013, 01:31:13 pm
Unless the range is EXTREMELY short then there is no point. Most fights are done in fairly close range in this game anyway. The main issue, in my opinion, is that it only takes one clip to kill a balloon. That's a second or two and your balloon is down (no way to come back except a friendly or loch lumberjack aiming straight up).

If it took more then one clip to kill a balloon it gives time to counter, and personally, I'd still use carronades happily.

Just to make sure we are on the same page, you're referring to the Light Carronade right? Cause if you're talking about the Heavy one, taking more than one clip to down a balloon pretty much defeats its purpose, especially against ships like the Junker where you don't have a second chance, one-clip balloon pop is pretty much the only way you can survive against some ships, if it gives them enough time to turn around then what's the point?

dude didnt you know?  they want all close range to take more than two clips to do anything.   that way the longer range ships which have a slower ROF have as good a chance to win at short range as they do at long range, duh
Title: Re: Carronades 1.3.2
Post by: -Mad Maverick- on November 01, 2013, 01:33:47 pm
Unless the range is EXTREMELY short then there is no point. Most fights are done in fairly close range in this game anyway. The main issue, in my opinion, is that it only takes one clip to kill a balloon. That's a second or two and your balloon is down (no way to come back except a friendly or loch lumberjack aiming straight up).

If it took more then one clip to kill a balloon it gives time to counter, and personally, I'd still use carronades happily.

yeah i mean another alternative is we could come up with some sort of pilot tool that would incredibly decrease the effectiveness of this strategy...  but hey last time i made this suggestion for fire based weapons(what is a heat sink?) i was wrong on that too and had to go through 8 months of over-hauling...

nothing worse than forcing captains to have to bring tools that would counter what their opponents are trying to do, lets just always bring claw kero and tar cuz i shouldnt have to change....