Have you ever flown a Galleon against a Hwachafish? Where you lose your guns and engines from much farther away? Oh and what happens when it gets close to your Galleon, it uses its side Carronade to kill your balloon anyway and then proceeds to destroy every newly rebuild part with a reloaded Hwacha? A Blenderfish can only destroy the balloon, or the front gun of another Goldfish, which means if you have a Lumberjack and a Hades you can keep shooting the Blenderfish' ally, helping your ally win his battle so he can come help you. Also, a Blenderfish doesn't destroy engines like the Hwachafish, so you can still reposition your Galleon and drop in a location that is either safer for you ship, gives you better shots on the enemy Fish' ally or which gives you the longest survival time.
Essentially, if you talk about how the Blenderfish doesn't allow for fighting back at all, I will tell you how the Hwachafish doesn't allow fighting back at all. And we are not nerfing the Hwacha, so there you go.
I actually don't mind fighting Hwachafish. It feels fair. No complaints from me!
You are thinking wrong, Lochnagar doesn't make the Carronade overpowered at all, it adds more diversity to it than most other guns have. #BurstHwacha, #BurstArtemis, #GreasedGatling and #Lesmok on any other gun.
I agree this is a
huge design problem and needs addressed! Burst and Greased BOTH need a slight nerf. For Greased, the most popular ammo in the game, I say reduce its range another 10% to be on par with Incendiary... but for Burst, I'm unsure. Nerf the larger clip size? Either way, the players are gonna shit their pants at these changes, but they
need to happen.
If your enemy uses a Heavy Carronade with Lochnagar, just tell your Gatling/Artemis/Hwacha/Carronade or even Lumberjack to damage it a little bit, then the gun gets destroyed after a single shot.
Also, it is more useful as an engagement opener than a consistent ammo. If you complain about getting grinded into the ground by the Carronade, than it is not because your enemy used Lochnagar 24/7, it means he destroyed your balloon once and that's it. Especially against a Galleon, a Blenderfish even with heavy clip could easily bring it down before it can react, but that only really goes against a Galleon, in many other scenarios, Lochnagar is the key to allow the Blenderfish to get even one good balloon destruction going.
What I'm hearing is you saying the Carrofish is
very powerful against the Galleon
naturally and you don't think that's a problem... I don't either, honestly. But you're neglecting to mention it's also very powerful against Junkers, Spires, Mobulas... I'm fine with the Carrofish being powerful because if you let it get close, you deserve to take a beating. However, the inability to fight back is extremely frustrating.
If Lochnagar on the Heavy Carronade gets nerfed again, then buff the damn gun at least. It's reload time is dangerously close that of the Hwacha, it has even less arcs than the Hwacha in all directions and also got a random range nerf the last time it was nerfed. The heavy clip nerf hit it hard and the Lochnagar nerf on top of that just ruined all possibilities for the Blenderfish, now it can finally be used again and compete with the "must bring" Hwachafish.
I agree the Heavy Carro needs changed in some way. I'd advocate less damage overall, but larger arcs. Not sure how that would go. HOWEVER...
Long ago I advocated for balloons on the whole to have much more health so a ship would have time to REACT when they begin to take damage. I thought this was a great idea. I should dig it up again. [pause for searching] Ah, here it is. Emailed to Muse on May 20th.
Sorry, I forgot one final thought!
When the gravity patch first dropped (hurhurhur) a few months back, lots of people hated it. I liked it. It wasn't perfect, but I really appreciated the idea of giving gravity, well... more gravity (hurhurhur).
But the increased force was much too severe, as the community pointed out. I just got done with VIP in the dev app, where gravity is still a bit strong, but I'm glad it's stronger than it is in normal Skirmish mode. I don't know what the sweet spot should be, but gravity should indeed be a threat to a ship. As it is right now, it's typically only a nuisance which puts guns out of position for a while but doesn't guarantee death. And maybe it shouldn't guarantee destruction, but it should definitely threaten destruction. To balance that, however, perhaps the efficiency of carronades needs to be lowered. Carronades, heavy or light, typical pop a balloon in a single clip or, at most, two. That's too fast with the increased force. So...
I envision the dynamic like this: popping an enemy's balloon should take more time so the crew of the targeted ship has time to react and repair it, but once it DOES go down, it's a serious problem for the pilot and the ship. Make it so the targeted ship KNOWS the enemy is targeting the balloon and make those gunners WORK a bit to pop it. Make taking a balloon-popping ship a strategic choice: "My goal is to pop enemy balloons to help my team, not to simply grind an enemy into the ground with my own ship and hump them to death," which is currently how it works... Make popping the balloon a power maneuver to control the battle's positioning and sequence instead of just letting Carrofish rack up hump-kills.
TLDR;
1. Make gravity stronger (but not too strong...)
2a. Make balloons stronger and carronades stronger OR
2b. Make balloons weaker and carronades weaker.
3. Allow balloons more time to be repaired.
4. Letting the balloon die likely makes you die.
5. Profit.
Just my two cents,
Atruejedi
I think that would REALLY solve the issue. Howard's response?
Hi Jamison,
Gravity in dev app should not be in the production build.
Some of what we experiment in dev app are really just experiments.
We're still trying to be more consistent about dev app release notes so that you can see what will and won't be in production.
Sorry about this!
Howard
So, a great idea ignored...