Ide say increase clip size, reduce damage proportionately.
Lets say heavy carronade now has 4 shots, but each shot is now 50% of a current heavy carronade shot.
That is to decrease its DPS. (I like this one as it makes shooting it fun and be more about disabling components.
Reduce the health of all balloons - Reduce the damage modifiers proportionately - Reduce the damage done by pilot tools proportionately - problem solved. Balloons still pop with 2 shots from the heavy carronade but can be rebuilt and repaired much quicker - Balloon Lock is no longer an issue but carronades are still effective at dropping ships out of arc - TaDa!I suppose he was speaking of modifiers on armor and hull.
However I also believe that lowering the upward arc on the gun could be a good idea in addition to lowering the damage. Dodging below a carronade ship is generally exactly where they want you and allows the carronade ship to get in to a better attack position after the first dodge as all ships have balloons on the top (except ofc mob) and most guns have worse upward arc.
I believe that currently the carronade ans especially the heavy carronade is the only weapon that can kill on its own that does not have a high skill requirementIn a 1v1 situation, the blenderfish almost always outperforms everything but a metamidion. Carronades got balloon killing, hull stripping, and gun disabling (heavy rounds) together. That's something that needs a twick.
The heavy carronade is ridiculously OP against every ship other than the pyra which its only fairly effective. The fact that you can functionally take down any enemy balloon in the few seconds it takes to fire 2 shots at 400 meters (heavy clip) is insanely broken.
No geo, stop insisting that 'just rescaling balloon health and dmg-> ez fix'. It is a fix but one that has extreme consequences to many other aspects of the game. Suddenly balloon tools are not as punishing to use since dps/rps ratio is greatly reduced. Likewise, carronade is weaker since the balloon can survive a clip with a well timed mallet wack (it already can, assuming unbuffed carro). Faster balloon rebuilds negate the need for crew loadout adjustments and simultaneously change the dynamics of many other guns. If the 'simple' change of changing balloon health and damage values the gameplay shifts dramatically.
OT, I'd change the raw damage numbers so that each unbuffed heavy shot aimed against balloon drains exactly 51% of its' maximum health. Carronade still wins on the long run, as it should. This way though people would have a longer reaction time before the first pop, and after the first pop you have a larger time window during which to seek a chance to escape or retaliate.
Hey how about we just increase the cone of carronade, like a little bit?
They could just reduce the damage it does to armor and hull.
Well, once you dropped on earth and not rising from it and not having engines on , ground should stop making damage
So you can lie down and not be damaged continuously. Well, it should be like that. I touch ground and don't suffer from pain all the time, you know?
Well, once you dropped on earth and not rising from it and not having engines on , ground should stop making damage
So you can lie down and not be damaged continuously. Well, it should be like that. I touch ground and don't suffer from pain all the time, you know?
Hence why i'd test it and not just proclaim we solved the great carronade debate!
In all seriousness though, it would be rather different. Plus, how often do you really manage to make your ship stay perfectly still? Any movement will translate to damage, just not a fixed rate when you're sitting on the ground. A carronade would ram. LJ is usually accompanied with another gun (not my lumberfish) and even if not, they generally run support over kill. I think this ultimately hits the "gameplay vs realism" barrier though. The tactics sound fun at least.
I wonder what would happen if the balloon hitbox of ships is tied to how much space the balloon is actually taking up. Instead of hitting empty space where the balloon once was you would have to actually aim at that little piece left.
This would not only make it a little bit harder for Carronade gunners and pilots, but also might make it harder for any other weapon to hit the hull through the balloon. Probably by a very little margin, but still.
This would also make Pyramidions nigh immortal against Carronades that try to hit the balloon with heavy clip.
Would that be a bad world?
I always aimed for the crumpled balloon anyways aha whoops.
I wonder what would happen if the balloon hitbox of ships is tied to how much space the balloon is actually taking up. Instead of hitting empty space where the balloon once was you would have to actually aim at that little piece left.
This would not only make it a little bit harder for Carronade gunners and pilots, but also might make it harder for any other weapon to hit the hull through the balloon. Probably by a very little margin, but still.
This would also make Pyramidions nigh immortal against Carronades that try to hit the balloon with heavy clip.
Would that be a bad world?
I wonder what would happen if the balloon hitbox of ships is tied to how much space the balloon is actually taking up. Instead of hitting empty space where the balloon once was you would have to actually aim at that little piece left.
This would not only make it a little bit harder for Carronade gunners and pilots, but also might make it harder for any other weapon to hit the hull through the balloon. Probably by a very little margin, but still.
This would also make Pyramidions nigh immortal against Carronades that try to hit the balloon with heavy clip.
Would that be a bad world?
While it would make carros a bit harder, it would really just more maximise the pyramidion advantage since in the goio world, balloons deflate backwards.
Carrofishes excel at controlling opponents from afar,