Author Topic: Damage modifier normalization  (Read 29997 times)

Offline RomanKar

  • Member
  • Salutes: 14
    • [SAC]
    • 18 
    • 34
    • 45 
    • View Profile
Re: Damage modifier normalization
« Reply #30 on: July 22, 2013, 01:16:47 pm »
I will do my best to be there.

Offline Seamus S

  • Member
  • Salutes: 2
    • 9
    • View Profile
Re: Damage modifier normalization
« Reply #31 on: July 22, 2013, 01:57:49 pm »
I think I'd still rather see ammo type determine damage. It would help address this issue while also giving gunners more of a purpose. Still, I'm willing to give anything a try!

Offline Queso

  • Muse Games
  • Salutes: 126
    • [Muse]
    • 13
    • 25 
    • View Profile
Re: Damage modifier normalization
« Reply #32 on: July 22, 2013, 08:32:37 pm »
Well that test wasn't a test at all. It's currently rescheduled for Wednesday, 7/22, same 8PM timeslot. Watch the experimental crew group or bug me for updates.

Offline Keon

  • Community Ambassador
  • Salutes: 105
    • [Duck]
    • 26
    • View Profile
Re: Damage modifier normalization
« Reply #33 on: July 24, 2013, 11:43:25 pm »
Well, that test was interesting, but I think I liked some of the changes.

Offline N-Sunderland

  • Member
  • Salutes: 281
    • [Duck]
    • 15 
    • 45
    • 23 
    • View Profile
Re: Damage modifier normalization
« Reply #34 on: July 24, 2013, 11:45:05 pm »
I'm telling you guys, quad flak Galleon.

Offline N-Sunderland

  • Member
  • Salutes: 281
    • [Duck]
    • 15 
    • 45
    • 23 
    • View Profile
Re: Damage modifier normalization
« Reply #35 on: July 24, 2013, 11:46:45 pm »
Oh yeah, I quite liked the look of the Galleon's durability, by the way. Triple ship health for the win!


Offline Queso

  • Muse Games
  • Salutes: 126
    • [Muse]
    • 13
    • 25 
    • View Profile
Re: Damage modifier normalization
« Reply #36 on: July 25, 2013, 12:14:07 am »
Are all of those dynamic, I wonder? Also definitely want to try a double health test as well at some point.

Offline N-Sunderland

  • Member
  • Salutes: 281
    • [Duck]
    • 15 
    • 45
    • 23 
    • View Profile
Re: Damage modifier normalization
« Reply #37 on: July 25, 2013, 12:17:28 am »
Yeah... Triple health seemed like a little bit too much. We want engagements to be longer, but having matches drag out could end up being a byproduct.

Offline Thaago

  • Member
  • Salutes: 12
    • [FALC]
    • 6
    • View Profile
Re: Damage modifier normalization
« Reply #38 on: July 25, 2013, 01:19:36 am »
I had a fantastic time in the triple health test - it was a heck of a lot more fun when the life expectancy without armor is greater then 1 second :P

Offline Lord Dick Tim

  • CA Mod
  • Salutes: 119
    • 7
    • View Profile
Re: Damage modifier normalization
« Reply #39 on: July 25, 2013, 02:22:00 am »
I have to say I greatly enjoyed it as well, I've not had that much wild fun with strategies in a while.  I really had to pull out the bag of dirty tricks to score a kill with a Hellhound goldfish, and I don't usually get to use those tricks against players who are as good as the names we had in that test match because they take time and good positioning to execute.
With the 3x health I just saw a lot more utility and versatility horizontally rather than vertically (more options that all could work vs what does more damage faster.)