ID
Password
FlashGuide
FlashGuide
HA Infomation

Suggestions

  Index

  • Make 110 guns useful

    03. 18. 2013 02:03

Recommend : 0

Arrgh

You know it needs done, and yes I know there has been suggestions.

I have not played all nations bb5 so i'm not going into fine detail here.. so i'll give one example.

The Monty 110 gun: utterly useless dual 18" gun with high reload.

Why not make it something like a lvl 113-115 tripple 18" gun with same range as lvl 100 guns or slightly less range, and retain the same reload.


Might aswell just remove the wasted code otherwise. 


Flame away...

 

 

  • Re : Make 110 guns useful

    03. 18. 2013 05:23


mustangman

I agree, but I remember seeing in another post that making them useful would throw the balance off on all the BBs.

 

Just like 95% of the other guns, they serve almost NO purpose than to take up space in the selector.

  • Re : Make 110 guns useful

    03. 18. 2013 21:47


Arrgh

Originally Posted by mustangman

I agree, but I remember seeing in another post that making them useful would throw the balance off on all the BBs.

 

Just like 95% of the other guns, they serve almost NO purpose than to take up space in the selector.



If the balance issue is range compared to BB6, then the solution is to:

1. Increase bb6 range.

2. Decrease BB6 reload. 

3. Make newly reworked 110 guns carry 1 less bind of ammo?

I know it would be a very long process  and might require reblaance of all BB1-6 guns.. maybe not worth it i guess. 

 I have not seen how nf code looks but i've done my share of xml and lua coding.. is nf C++ ?

  • Re : Make 110 guns useful

    03. 19. 2013 00:38


Benser33

Originally Posted by Arrgh

Originally Posted by mustangman

I agree, but I remember seeing in another post that making them useful would throw the balance off on all the BBs.

 

Just like 95% of the other guns, they serve almost NO purpose than to take up space in the selector.



If the balance issue is range compared to BB6, then the solution is to:

1. Increase bb6 range.

2. Decrease BB6 reload. 

3. Make newly reworked 110 guns carry 1 less bind of ammo?

I know it would be a very long process  and might require reblaance of all BB1-6 guns.. maybe not worth it i guess. 

 I have not seen how nf code looks but i've done my share of xml and lua coding.. is nf C++ ?

Yeah, its C++.

 

The only problem with the 110 guns is creating the 14 different varieties of guns for use by BB5, while the guns would likely try to be different, they must both work with the same hull.

 

You can't design a ship to work with longe range, low damage guns, and then give it a set of short range, high damage guns aswell. Cos no one will use those guns.#

 

The two sets would need to be near identical.

  • Re : Make 110 guns useful

    03. 19. 2013 00:53


KingCong

They do not necessarily have to be more powerful than the 100 guns as balance is the issue. Just make them different enough to break the grind.

If i do recall, the Montana 110s have slightly more range and less hang at the cost of reload and damage. No one uses them but once in a while they can be fun; makes me feel like a Lion2.

Plenty of factors to fiddle with: range, reload, damage, max angle, hangtime, weight which may change ship speed, accuracy, AW-ability, even number of barrels. Even at the same range but factors like max angle alone can add some spice to the BB5 grind.

One thing though is perhaps up the level of the 110 guns since most people's gunners are around 106-107 by the time they reach BB5. 

  • Re : Make 110 guns useful

    03. 19. 2013 08:25


Sonlirain

I like how the only example of useless lvl 110 guns you give the ONLY lvl 110 gun that is actually usable as a sidegrade due to the longer rnage and lower hangtime.

ALL of the other lvl 110 guns are pure CRAP in comparison.

The IJN 20.1" is just a like the lvl 100 18.9"  but with 1 less gun (and thanks to that far less firepower).

The KM 18" has a bit lower range (the only advantake KM ever had goes away the second you use them).

And... well i odn't know about the RN lvl 110 guns but i assume they're just as bad. 

  • Re : Make 110 guns useful

    03. 19. 2013 10:14


KingCong

Originally Posted by Sonlirain

I like how the only example of useless lvl 110 guns you give the ONLY lvl 110 gun that is actually usable as a sidegrade due to the longer rnage and lower hangtime.

ALL of the other lvl 110 guns are pure CRAP in comparison.
...


If I could find another example, this thread would not be needed, would it?

  • Re : Make 110 guns useful

    03. 23. 2013 03:15


Arrgh

Originally Posted by Sonlirain

I like how the only example of useless lvl 110 guns you give the ONLY lvl 110 gun that is actually usable as a sidegrade due to the longer rnage and lower hangtime.


I gave an example I have tested...




  • Re : Make 110 guns useful

    03. 23. 2013 06:21


DeathAddict

If you really want the 110 Guns to be useful, then maybe you should be a little bit more specific in which nations 110 guns get Damage,Reload,Range,HangTime buff or nerf. 

For example:
Montana:
US Has somewhat useable 110 guns from what I heard

Lion 2:
The 110 guns maybe could possibly Alsace Range but do One shot Salvoes like a Montana/Alsace would. Or better yet this could just be the 100 guns and make the current 100 guns the 110 ones.

Super Yamato:
The 110 guns for the Super Yam Yams could have a mod of the 100 guns giving the Super Yammy better spreads, but to offset the damage is cut by maybe 10%-15% and having .5 Second more Hang Time

H44:
The 110 Guns should probably have the same range as the 100 Guns but more damage. The offset is that the spread is 20% worse than the 100 guns to avoid Farming. 

Soyuz:
The Soyuz 110 Guns do pretty well from what I heard, giving it less range but one shot capability.

Alsace: 
The 110 Guns could be Quad 16s instead of Quad 18s. The Range is Increased by a marginable amount for a better spread but only half the damage that the 100 Guns do and .5 second more hangtime. 

RM BB5:
The 110 Guns could be Trips also and having Better Spreads meaning no more range jumping, but slightly less range than the 100 Guns.

Those are just random ideas but I guess could be worked out


 

  • Re : Make 110 guns useful

    03. 24. 2013 16:59


MechPilot524

Or, we could make the guns actually have more range. At current, the dual 18's do have a hair bit more range but not enough to make a difference. Or we could improve the accuracy of them so that they blockshot the level you get them. We don't need to make a whole turret. Heck, if monty mounted triple 18's then people would prefer it over Nebraska any day of the week, unless those guns have BB3 range and then that would not be cool.

  • Re : Make 110 guns useful

    03. 24. 2013 19:54


normpearii

Game-play balance involves the balance between each ship and their respective gun.


Its is impossible to balance a ship tier with 2 different sets of guns as each ship hull is setup for a certain type of game-play, and each gun is adjusted to reflect that game-play style.

Ship tier balance is the balance between each respective nation's ship hull/gun pairs.

For example: The Montana is designed as a short range, high damage brawler.

Correcting the turn-rate and range of the 110 guns and you suddenly have a mid range consistent super H44.



BB Range tiers are quite even based on the level difference. The average range of each tier increases in a pretty linear line.

Increasing BB6 range would remove that line and cause a massive gap between BB4 and BB6s that just gun sets alone would not be a big enough solution to fill.

The only appropriate fix to the 110 guns would be another ship in between to fill the 16 lvl hull gap compared to the 10 and 20 lvl gun gaps to 120. This would call for another set of BB5 balanced hulls paired with each nations 110 gun. (A remodel of the current BB5s preferably, but knowing SDE it would turn into some kind of EBB =.=) that would adjust the hull values to fit to the intended play styles of each 110 gun. They would all be balanced as BB5s. (Basicly instead of 7 BB5s, you'd get 14 thrown in the mix)



Also if you calling the 110 guns crap, If I have time I can look for the screenshot of a game I had 550k with the 18" duals  :)

1