Changes in the mechanics of projectile damage

Hello !

What about the parts that only take 10% of the damage ? If no change they will remain the meta against the “explosive damage” only weapons (rockets and missiles, autocannons, grenade launchers…)

In my testing, pass-through parts aren’t nearly as effective against grenades and missiles (and ACs) as they are against cannons.
From what I can tell, it’s because missiles and grenades shoot several projectiles in a row, allowing the first ones to take out a lot of pass-through parts and screens, while the next few projectiles make it further into the build to do real damage.
Not that spaced armour is useless against those weapons, just that it’s not as OP against them.

On a similar note, I’ve been playing Kaiju this week, and quite pleased at how the stream of projectiles eats through spaced armour. Especially if you manage to unload the full volley at one spot on the build. So satisfying to see hovers sliced in half with a single volley from across the map!

If you build a heavily armored hover, they hover lower & eventually start hitting obstacles & overturn. You’ll have to be very careful how you balance things.

We’ll see how it all works out in a few weeks. It takes a while for the players to find out how to adjust to changes like this.

:rofl:
I’ve been playing for 5 years & haven’t been banned, so whatever the line between them, I guess I’ve figured it out okay for myself.


I’ve made predictions about how proposed changes would effect game play… and my record isn’t that great. :man_shrugging: The players are a very clever lot… If I or we cannot predict how proposed changes will pan out, imagine how the devs must feel thinking they’ve fixed something only to see us find a new exploit.

I keep returning to it simply because it’s so appropriate in these discussions… SEVEN WEEKS into the helicopter brawl was when the suicide copters started showing up en masse. 7.

How the dust settles after this update is anyone’s guess, but I’m sure we’ll have some threads on here crying about it either way. :innocent:

Typhoons are quite easy to use…especially the projectile speed fused cersions that many competitive players have. I dont think they have an issue hitting a small build. Avalanche and mastodons are a diff story…

Oh I fully expect to get devastated by some well aimed cannon shots, but I’m ok with that. Cannons should be scary for small fast vehicles.
Besides, I got used to protecting my explosives in compact builds. There are always weak points of course, but as long as bullet damage from shells isn’t too high I think I’ll manage fine.

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Quite the dramatic response. Got you so shook you cant even tell the truth.

Currently, fast builds are less durable than heavy ones and rightfully so. Common sense says this should and will remain.

The penetration changes mean small cabs will be hit hardest. The % change will be most drastic at that level. IF your premise is that is fine because their speed allows them to dodge shots to maintain balance with heavy builds, then you will need to make them much more agile.

So what is the bullet dmg on avalanche, typhoon, and mastodon?

Now take that number, guesstimate how far that penetrates into your small build, and apply the explosion radius.

A mastodon can just about end a firebug right now with 1 well placed salvo to the rear of the car.

I like the idea of changes to both spaced armor and cannons. I am also of the opinion that making both changes at once will be too much. Complaints already abound on devs balancing the game. Making wholesale changes all at once puts much more risk into the result

I usually protect my generator with relatively heavy bumpers, and put it below the cabin. Then there’s usually other structure on top of that. It’s not foolproof, but worked well enough to stop me from getting too frustrated back in the cannon meta days.
Having said that, I’m popping a lot of generators with dual executioners since their recent buff, and I’m a little scared at what they might be able to do after this armour rework. Some of that is due to many strafing builds not using much rear armour and putting all their explosives back there, which isn’t how I usually build.

I might reinstall the game if they implement this as stated.

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Working as intended for 88’s.
I don’t think I have ever hit both guns and the second fall off with Scorps, but they are intended to pierce also.

Did you test this with Auto Cannons? They also pierce, then explode.

Haven’t gotten threw all of them yet as mentioned I was only able to hop on for about 30 minutes and primarily tested the stuff I saw the most complaints about on reddits official test listing. The piercing behavior is just odd that it sometimes leaves the first hit armor up and sometimes it doesn’t.

I checked out millers though as I had a build with them already on. They seemed fine. I tested judges they seemed fine as well as therms and a few others.

There’s no complaints yet on this from what I’ve tried. Avalanche is a little scary, scorpians are scary, aestaeus gets a bit of a buff but it’s not much. Like with the Avalanche I ended up killing a garage visitor that was sitting behind one of the range trucks I was firing on. The projectile went clear through and hit and exploded on him instead. It amused me a lot because it mimics what I’ve seen from actual cannon test firings on real life ranges and two I really love firing on groups of players.

I got the feeling that the shell (projectile) life expectancy or durability wasn’t static but changed across weapons which is good for weapon diversity. The ability for piercing could if they are using something similar to my description just go away and they could just raise the shell durability instead. The idea of piercing is built into how the projectile is treated. i.e. a shell takes damage as it passes through a target the durability of the part it’s passing through more or less equates to the damage it takes. With shells that have blast damage the blast damage is triggered when the shell life is expended or it hits the ground. So it’s described in a way that mimics real ammo without using a fuse delay to trigger the explosion which is something that could be added in later if needed.

I hope I’m not over explaining this… One of the big issues of scoring cannons in the way we count points in the game if you hit a small part on the outside of a vehicle the explosion would trigger right at that point and the cannon player would score less points because of the locality of the explosion being extremal to the target vehicle. That’s completely fixable with this system though it will take a few balancing attempts to fairly place the explosive so they get the damage and points they deserve to get.

It’s not about killing spaced armor but just letting cannons score fairly in the matches and doing so with consistent rules attached to the projectiles that are easy to code around.

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I am so excited. Anyone else try the test server?

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150% - All game “features” are implemented as intended, it’s not my fault the dev team does not test their own game.

P.S. I know it’s impossible to test all combos in this game :slight_smile: that’s what makes it great. I’m sure they try, but it is an impossible task. Thank you dev team!

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Too true…

The helicopter event just cracked me up. Who in their right mind would have ever predicted suicide builds to even be a thing? :joy::joy::joy:. People are frigging brilliant.

I mean, the folks who were exploring that kinda ruined the matches, but in retrospect it’s hilarious… Massively dramatically killing yourself? :rofl:. AND WINNING

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The Japanese in WW2 did

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That was kind of dark…. But your also not wrong.

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Could this be a return to the golden era of LBs and such?
Where my builds were left cracked open twitching in the field?

A lot changed since then

Bring’em on!!!

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So you think… and then comes Legendary Scorpion Drone on Hovers Apocolypse…

There is no need to be some supurb psychic to know that if there is one method of armoring your car that gives you 1-2-3-10-20% (doesnt matter the number) percent advantage over another, you will always pick the one that has advantage.

There is something to be said that in very small margins of advantage some might prefer the utility of having a more compact build but that is not the case here, since they keep the rest of the games weapon mechanics on the 7 bloack limitation. So the weapons that remain to be part of the 7 blocks advantage are still a lot.

Which means that what they do to cannon projectile is almost irrelevant, the thing that gives advantage will be used against the thing that doesnt in almost all competitive scenarios.

And like always, most ignore the real elephant in the room which is that now those projectile builds are kinda kept in check by dogs, especially hovers which is the best way to play those projectile builds…

Now that hovers are the most dominant thing in the game, whats going to happen when those builds get buffed?

Thats the real question here.

This is the biggest issue, they need to address hovers before buffing cannons.

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