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Gattling Gun and Defence points

Discussion in 'Bugs, Issues & Inquiries' started by JediKnight1968, 6 Sep 2018.

  1. JediKnight1968

    JediKnight1968 Active Member

    Joined:
    23 Jul 2018
    Messages:
    160
    Hi.
    I need a clarification on how Gattling Gun is affected by defence points.

    So as far as I understand the defence points you have as a total (ship+perks) are removed from each hit you receive so if you get hit by cannon shot worth 300 damage and have 65 defence points then you get 300-65=235 damage (correct if wrong assumption)

    In Gattling Gun you have a burst of max 15 shots each with a damage value depended on the level and rarity of the gun e.g a rare one has 15 x 17,9 = 268.5 damage which can be all at once or in bursts as long as you keep the button pressed.
    How damage points are calculated?
    1. Total value of shots 268.5 - 65 = 203.5
    2. each shot 17.9 but neutralized by the defense points (17.9 - 65 = 0)

    Thanks
     
  2. Ash KOT

    Ash KOT MVP

    Joined:
    30 Aug 2017
    Messages:
    2,100
    Yes this is exactly how it works.
    So the gun is currently not viable at the end game due to the defence points.
    Hopefully it gets rebalanced to make it usable.
     
  3. JediKnight1968

    JediKnight1968 Active Member

    Joined:
    23 Jul 2018
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    160
    so what is the way it works number 1 or 2?
    If its number one then no problem if its number two then its useless.
     
  4. Ash KOT

    Ash KOT MVP

    Joined:
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    Number 2 currently, every shot is reduced by the defence.
    Maybe we could calculate it by looking at the total damage - total defence, and then splitting between the shots, would make it much more viable.
     
  5. Aether_Zero

    Aether_Zero Well-Known Member

    Joined:
    6 Feb 2018
    Messages:
    631
    Or just give it defence and Tesla shield piercing bullets? Could start making it viable in mid-late game, and would be an indirect nerf to Tesla shields?
     
    HumpD 414 and Ash KOT like this.
  6. JediKnight1968

    JediKnight1968 Active Member

    Joined:
    23 Jul 2018
    Messages:
    160
    for the moment its just doesn't seem to be a good investment because I was watching a friends defender replay and he was getting shot all the time but no damage appeared.
    So I think its a big screw up of a gun.
     
  7. PastelPiku

    PastelPiku Well-Known Member

    Joined:
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    Occupation:
    Security
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    America
    Increasing the damage by too much would make it pulverize low armor ships, my T1 epic already outdamages mid-level flares against fixers. The weapon needs AP rounds. They don't have to penetrate 100% of defense, but they have to get through some of the defense or they'll be pretty much useless.

    Nonetheless, this thing also needs to deal more damage anyway. T5 epic with proper training does about 80ish damage per shot, even on an armorless ship this would total about 1200 damage, however in the time you empty your clip you could've fired 3 blast cannons, 1 of which (also max epic) would already outdamage the gat's full clip. Factor in defense and you may as well have hit your target with an underleveled standard cannon, at least you could cycle to your next weapon faster that way.

    This weapon severely needs a buff, the numbers make no sense and we saw how weak T4 epics were during the Toobers' showcase.
     
    JediKnight1968 and Ash KOT like this.

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