@Gallo_Rex,
Yes, totally agree with you, i've been saying that for quite some time - speeders and enforcers have been the dominant boat type for quite some time. although i don't think it's because of the tesla shield/bolt. my own opinion is that the imbalance is caused more by the ship attributes itself... in my league, it's not uncommon to play with speeders who have a higher HP than my shooter. the ability of speeders to equip big shields without consequence is one of the major reasons they are dominant. they have speed and maneuverability while having the option to get just as beefy as the supposed beefy boats (defenders, shooters).
i've already suggested to the devs these tweaks but i don't know if they have considered them:
1) increase turret turn speed of shooters and defenders (shooters/defenders should have higher base stats compared to speeders/enforcers)
2) adjust base HP for all ship classes: shooters/defenders should have a significant HP advantage against the yellow boats.
3) add a weight parameter: boat classes have their own weight capacities and all items have corressponding weight. overloading will result in max speed penalties for the boats, acceleration will also be affected. (simply put, if you wanna get beefier, it should cost you some speed and vice versa)
4) add a stability parameter: this entails a sort of knockback feature as well. boats will have a stability rating (tank type - agility type), weapons will gain a knockback rating/parameter. knockback feature means a boat hit with a weapon that has knockback ability will momentarily shake and won't be able to target so well. tank types will have higher resistance to knockback and agility types will not.
5) power/torque vs speed: this is related to the stability paramter. boats that are power/torque type, will have slower acceleration but won't decelerate when going up a wave or when being hit by strong knockback weapons. speed types will have good acceleration but can be easily bothered by strong hits and will decelerate when going up against a wave.
6) modify the railgun: give it a charge ability - railgun now has lower cooldown, let's say for example, at 6 secs. but at the minimum cooldown, railgun will only deal 30% damage, maximum damage will be achieved once it charges up to the max (default) cooldown of 22 seconds (the proximity factor will still be in included, meaning at minimum charge of 30% damage it wil still have to be multiplied to the proximity factor) - this will give defenders/shooters a very good shield counter since railguns currently can cancel a shield regardless of damage dealt
Click to expand...