lol whats the difference between a burst fire of 33% damage each.. and 1 powerful shot at 99% damage? o.o
The higher chance to hit. Also having three impacts on the same spot will result in much higher armor penetration.
In the real world one hit is all you need, and reloading a cannon like that is a time-consuming affair so loading it up with several shots at a time gives considerable savings. In Empires you need a dozen hits and your cannons can reload themselves in less than a second, so firing a burst is simply pointless.
exactly... It can differ from a rail by 1: accuracy 2: Damage type 3: faster firing speed. 4: shinny new particle?
I want a three-slot splooge cannon. It can differ from a rail by 1: accuracy 2: Damage type 3: faster firing speed. 4: sploogy new particles I want a sniper cannon. It can differ from an ER CN by 1: accuracy 2: Damage type 3: faster firing speed. 4: shooty new particles I want a anti-infantry cannon. It can differ from a HE CN by 1: accuracy 2: Damage type 3: faster firing speed. 4: splashy new particles
Oh come on Demented, one shot IRL is likely not enought when it doesnt penetrate the hull :/ Also those four facts are all what differs the cannons we got, so why not adding another which also only shares those differences?
But it is enough if it does penetrate the hull, and a three-shot burst increases your chances (not that fighting a heavily armored target with a 25mm bushmaster is a good idea) before you have to reload. In Empires, your concern is damage per second because there's no hoping that one of your first three shots is a killshot. Also, do you need me to tell you why "let's add another cannon for no distinguishing reason" is a bad idea, or can you figure it out for yourself?
Basically that, but I'll go even further: Do you realize that the last thing we need in a system that is unbalanced is ANOTHER variable? I know people like suggesting new features... but... sometimes what we have is enough...
Well then I'll give something to differ it from other cannons... *thinking* Edit: Each shot of the burst could deal more damage then the one before, if the shot before did hit!
Good point but... we will never have balance so long as we keep getting patches that change a weapon script just for the hell of it without any kind of reasoning of balance.
Gimme 1 shot cannon that does 500 damage per shot with a 6 second reload time and projectile speed of 7000.
Except all the changes are done for balance. Just because you don't necessarily agree with them because we nerfed your OP weapon or some shit, doesn't mean it isn't needed.
if one would want a forced "shotgun" burst weapon, one should consider the following pros and cons for using this weapon vs using a comparable weapon in dps - less control of individual shots and heat - more spread + more initial damage per shot (* the amount of the shots fired per click)
Strange given that weapon balance went from relatively good to unbelievably terrible, apparently entirely in the name of you making stupid changes to the scripts because you felt like it.
Have you played NF recently? Have you noticed the NFHR is about as functional as a wet fart, and that the NF basically has no long range weapon other than the scout rifle and random hits with their AR? Have you tried using the BE pistol2 as a main weapon? Have you noticed that it's probably better than the SMG1 in most situations? Have you noticed that the only reason it doesn't seem overpowered is because the BEAR is universally amazing at everything? The balance is TERRIBLE. Absolutely terrible, and what's worse is that it's making the game more like fucking blackops in that the weapons are apparently supposed to be instagib so you die because some pleb can kill you before your ping even registers him on your screen.