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« on: July 07, 2014, 11:54:44 am »
Thanks for the feedback, here are some direct responses:
RE: Buff
The times and strength haven't been balanced. The time and strength can easily be changed to suit the objectives.
In regards to it building too strong of an offensive (Buffed Hwacha + Proximity, or Buffed Carronade being the examples), there are some new Engineer tools that are still being tested internally that were designed to combat the added strength of ammo.
Increasing reload speeds across the board might be interesting to try, but the easier would just be to decrease Reload Buff modifier as others have already suggested.
RE: Brand new mechanics over new ammo
As I've said many times, new mechanics are not happening until new ammo tests are proven to be a failure. That's not the case yet. If failure is where we end up, new mechanics will be investigated. However, this will not happen for at least another several months as our Engineering Team is booked with building Co-Op functionality. With that said, new ammo probably won't drop until for a while as well.
RE: Armor Clip
Increased chance of catching fire. Wording is inconsistent, I'll make a pass later. Just let me know where these issues are and I will take a look.
Regarding nerfs, I'll take a look.
RE: Proximity Clip
The way Proximity works is that it has a ProximityTrigger value that interacts with the weapon's AoE like this:
Proximity Detonation Distance = ProximityTrigger * AoE size
So if ProximityTrigger is less than 1.0, then it will trigger within the weapon's AoE distance and also cause damage (because it's within AoE distance). However, the original goal was to make it easier for shoot projectile weapons at long range so an additional ModifyAreaOfEffect is added.
Proximity Detonation Distance = ProximityTrigger * ( AoE size * ModifyAreaOfEffect )
With the additional ModifyAreaOfEffect (300% in the current state) it'll be easier to hit with projectile weapons and still deal damage. This is also why damage is nerfed by 50%.
An interesting side effect of large AoE and Proximity Detonation is that weapons can attack multiple ships at once fairly reliably if flying in tight formation. Might be especially good on Capture Point maps.
Arming time can be added to it to ensure mines work properly. I'll test and see what happens. Mines steal a bunch of different values to use for itself so can be some weird behaviors as people already know.
Again, all values can change if deemed unfit.
RE: Charged
I'll take a look and see how to make it stand out more and balance it against Lochnagar. However, it's looking like Charged may not make the cut in light of the new additions.
Bonus arc? I really don't want to be too generous with bonus arcs... especially on a weapon that increases DPS.
RE: Heatsink
Yes, there's a lot of stuff going on. One possibility is to remove its arc related properties and put those into another ammo. I'll need to think a little more on that one and see if it's actually interesting to dilute ammo to that degree.
RE: Greased
In general, the arc increases need to be decreased. Too generous with arcs.