So in 3.0, the High Yield Shell was adjusted after how horrific it was in the 3.0 Beta.
However, in addition to the 2.4 Rate of Fire reduction, the High Yield Shell now also imposes a flat 50% decrease in damage to the actual cannon.
This seems somewhat overwhelming as nerfs go, even while I agree it needed to be toned down.
Even at grade 5, an overcharged medium cannon now has 22 damage when High Yield Shell is applied to it. That's so poor that it appears to make High Yield Shell completely worthless.
I completely accept that converting a portion of the damage to explosive (to which hulls are generally more vulnerable) as well as adding an area of effect that can hit nearby modules is an extremely powerful effect and needs to be balanced appropriately.
Does anyone know for sure whether this is as it's supposed to be, or if a mistake has been made? It's been raised as a bug report, but as far as I can tell, there's been no word yet that it isn't working as intended.
I don't want to jump to conclusions either - maybe other things were changed that make the area of effect bigger, or something else - I'm trying to test out these half-damage High Yield Shell cannons, but it's very difficult to clearly see what's going on by it's nature... cannons excel at knocking out modules, and with the random roll nature of the breach chance, it can be hard to see whether a High Yield Shell got a good hit or not.
In any case, does anyone know for sure whether this is intentional?
I really hope that High Yield Shell keeps its place as a useful experimental effect. It doesn't have to be overwhelmingly awesome, just decent. This doesn't even look decent at first glance.
However, in addition to the 2.4 Rate of Fire reduction, the High Yield Shell now also imposes a flat 50% decrease in damage to the actual cannon.
This seems somewhat overwhelming as nerfs go, even while I agree it needed to be toned down.
Even at grade 5, an overcharged medium cannon now has 22 damage when High Yield Shell is applied to it. That's so poor that it appears to make High Yield Shell completely worthless.
I completely accept that converting a portion of the damage to explosive (to which hulls are generally more vulnerable) as well as adding an area of effect that can hit nearby modules is an extremely powerful effect and needs to be balanced appropriately.
Does anyone know for sure whether this is as it's supposed to be, or if a mistake has been made? It's been raised as a bug report, but as far as I can tell, there's been no word yet that it isn't working as intended.
I don't want to jump to conclusions either - maybe other things were changed that make the area of effect bigger, or something else - I'm trying to test out these half-damage High Yield Shell cannons, but it's very difficult to clearly see what's going on by it's nature... cannons excel at knocking out modules, and with the random roll nature of the breach chance, it can be hard to see whether a High Yield Shell got a good hit or not.
In any case, does anyone know for sure whether this is intentional?
I really hope that High Yield Shell keeps its place as a useful experimental effect. It doesn't have to be overwhelmingly awesome, just decent. This doesn't even look decent at first glance.