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Messages - CallMeCoop

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Gameplay / Re: 1.3.6 Harpoon Changes
« on: April 28, 2014, 08:40:14 pm »
happy to see the changes. It's nice knowing a harpoon wont be flinging 2 ships in what seemed like two random directions for 2 minutes anymore. would like to see damage changes to be viable on ships with a small number of guns with same arc, but i don't know how that would go and one fix at a time is nice. haven't worked with it too much with it will post again if anything else comes up

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Gameplay / Re: 1.3.6 Flamethrower Changes
« on: April 28, 2014, 08:25:05 pm »
For me, currently the gun is very frustrating to play against to the point where it isn't any fun to play the game anymore. I know some people are upset about this "balance" but i believe it was a bug fix to be specific followed by some nerfs to keep it from getting to out of hand. I did like its old niche uses and wouldn't mind playing with the old flamer (even if we nerfed new flamer to being like the old one)

Things I've noticed/ideas :

- I can only run chem spray and the 20s chem provides doesn't feel long enough for my routes on most ships specifically when things start breaking, but buffing chem sprays timer would just mean you take flamer for damage instead of for flames against well organized ships.

-the ignition chance + rate of fire is crazy to where if it isn't chem sprayed for more then three seconds it might just be dead. reducing ignition chance would be a nice breather but once you do that you couldn't reduce clip size or else you lose reliable fire starter. i.e. flipping a quarter 100 times is gonna be closer to 50/50 results then flipping it 10. hitting a part x times in a row to start a fire could be viable, but don't know how you would work that in or work with it

-6 aoe seems to be large to me, my entire ships seems to light on fire in seconds

-the nature of fire damage itself is jack of all trades with the capability to disable all components so a gun that is strong with it is gonna be on a lot of ships. Nerfing fire damage would also weaken hades, but not banshee which wouldn't be the worst result.

-I've seen the gun hit outside of the flame's visuals by spectating matches not sure if this is lesmok and visuals not lining up or something else

-there is no escape for certain ships once the flames are in range due to either speed or the ships build (compact size) : spire, mobula, galleon, junker.  even the natural vertical or turning motions of these ships don't seem to help much once the flamers start chipping engines and balloon.

- haven't run any gunners, we need more chem spray with out losing rebuild power and heatsink leaves a gun vulnerable for 4+ seconds. having heatsink prevent fires during the reload after firing would be nice, but could just mean flamers + heatsink + only engis

-I haven't played to much with it and I don't think I will be doing so much more till there is a fix


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Gameplay / Re: Let's talk gun damage/balance
« on: February 28, 2014, 03:01:23 pm »
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You trade sheer damage for the fire potential

A point I hoped someone would bring up, and while it's very true I find the fire stacks can harass, i feel it needs a shift in % chance and fire stacks given

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You should join the dev app.

I'll check it out and thanks for the address of who to contact!

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THe Artemis just got nerfed

I think you should be more on this topic as it's more hazardous to continuously nerf something when it just received one and atm the only nerf i'd see on it is the explosive damage unless (maybe), my bringing it up is that it is that not many weapons are like or are better subs to it except the mercury and H'watcha, however both of those have major downturns to there positives

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Gameplay / Let's talk gun damage/balance
« on: February 27, 2014, 09:06:20 pm »
I find this to be a really touchy subject personally, mainly from the point that with the wide variety in damage, fire rate, reload time, range it can be a touchy subject. Also if anyone had access to shots/sec I would much appreciate those numbers. Lastly we will mostly be using other guns as base examples of seeing why a gun is truly weak or unsatisfying

List of guns with underwhelming damage:
Echidna Light Flak Cannon
Banshee Light Rocket Carousel

list of guns with overwhelming damage:
Artemis Light Rocket Launcher
Hades Light Cannon

I would love to hear your guy's input on these guns
You may notice most of these guns are ranged: more guns to be added at a later date! (Maybe idk, Love you)

Some basics:
A quick note about arming time from my understanding
-when a shot is not armed it only deals the direct damage of the gun
-when it is armed it deals the aoe damage the gun has to offer

damage:
-all guns deal damage twice so long as it's armed (the exception being the flame tongue)
-the first type of damage is direct damage
-the second type is aoe, it hits everything around where your shot landed
-all guns have different aoe sizes
-some guns have 0 aoe meaning both damage types is applied to where you hit

Damage Matrix:
effects the amount of damage your gun deals to certain ship parts
-exp: explosive damage is effective against hulls, but not hull armor, engines/guns and balloon



Let's talk about the light flak first:
This is gun with only explosive damage is meant to be the end of someone's ship. With only 6 shots and generally rapid fire you better make them count!
Cons:
-arming time
-range
-clip size/damage

Pros:
-rapid fire
-good arc
-made my cry when an ally had nothing but them on his squid

the sand reality this gun even if arming time was removed from it. It would still be weak
Provided all the shots are direct shots to the hull with standard amo types
the total damage of the gun to the hull before reloading is 450 damage with 6 shots at 875 range
compared to the Artemis which has over 50% more range deals 440 damage to hulls in 4 shots
While the Artemis has a slower fire rate it's effectiveness against the hull sadly beats the flak



Next Gun the banshee:
This gun is meant to harass you opponent by setting fires. When the chance comes it gets to freely chip down the hull. Followed by rinse and repeat. pew pew FIRE!
 
Cons:
-damage/clip size

Pros:
-firing speed
-good arc
-has a fire chance 26 percentish causing 2 stacks of fire

This gun is no where near as bad as the flak and can still be used specially in the ranged harass area, but with only 2 stacks you may need more then one to make effective use of the harass or something else that causes fires. This gun is still a little outclassed by the artemis. Artemis has something over a 10% range advantage on banshee. While the banshee has only 8 more damage on hull (assuming all shots from one clip with regular rounds) while the Artemis has shatter damage to go with it. It's hard to say whether Artemis is strong or banshee is weak, or maybe both...



HUGE damage time
Artemis rocket launcher:
the ultimate harass weapon two or three shots will kill and engine or gun and a precise shot kinda makes it hard to keep said thing up again. and when the hull starts to go it will begin to chip away on that as well. disable then kill i guess

Pros:
-awesome range
-two damage types and plenty of damage from each type
-no arming time
-easy to fire (not as much with the latest patch but still easy)
-awesome arc

cons:
-firing rate is decent at best

Man huge advantage in its range and damage. It outclasses many things even though they maybe closer range. 3 shots deal somewhere around one merc's shatter damage. while the base explosive damage slowly takes the hull out if it goes down.



One last gun for Now
Hades:
with a big arc and fire damage this gun melts though armor, balloons and hull. Master the arc and the arming time and your gonna be hurting, burning and melting a lot of things

Pros:
-fire damage
-two damage types
-big range
-good firing rate
-good reloading time
-decent arc
-did i say damage?

Cons:
-arc
-arming time

This gun is amazing. the Damage it deals is just crazy at its range which is a little more then the Artemis. to put it in perspective assuming normal rounds and direct hits to the hull it has a little under 80% damage of the Gatling at over three times the range and still causes fires. It's still effective against the hull even to the point to where, if the gun doesn't have arming time its still doing good damage. The bonus damage to balloons is enough to keep people from being able to rebuild the balloon if it goes down.


Any changes you guys would like to see any guns or any gun you want an overview of? I personally would like to see more damage on the light flak and more fire stacks with small% change on the banshee. While the artemis be good at one of Two damages not great at both and I can't even think for the hades maybe less range...

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