As some of you may know, the "High Yield Shell" (HYS) special effect for cannons was fixed in the beta, and thus made extremely strong. The fairly large and reliable internal AoE made cannons equip with this effect extremely effective at wiping out internal modules. Even if the opponent had module reinforcement packages, the AoE hitting several modules (and thus the MRP absorbing the damage several times over per shot) was quickly overwhelmed. Justifiably, the effect was nerfed with the launch of 3.0, but FDev's (hopefully temporary) "fix" was to simply cut the damage in half. It's now fairly useless.
As long as module reinforcement packages continue to work as they do (damage effectively getting multiplied per module hit by an AoE) HYS (and to a similar degree, super penetrator) is going to be extremely difficult to balance in its current form. I think it needs to be changed to behave differently. I've come up with one possible implementation, but I'd love to see you all put on your thinking caps and see if you can come up with others. The objective is to come up with an implementation that's interesting and an appealing choice, but also fair to be on the defending side of. Here's my idea to get the conversation started:
As long as module reinforcement packages continue to work as they do (damage effectively getting multiplied per module hit by an AoE) HYS (and to a similar degree, super penetrator) is going to be extremely difficult to balance in its current form. I think it needs to be changed to behave differently. I've come up with one possible implementation, but I'd love to see you all put on your thinking caps and see if you can come up with others. The objective is to come up with an implementation that's interesting and an appealing choice, but also fair to be on the defending side of. Here's my idea to get the conversation started:
Proposed changes to High Yield Shell:
- Make damage 100% explosive
- Make breach chance extremely low, if not outright 0%
- Give it a splash radius, but keep it very small
- No damage decrease, possible slight damage increase
What this does:
- Makes high yield shell a great hull-smashing tool, giving it a unique role
- The role of cannons is already sniping modules. The current implementation of HYS just makes them way better at it (making the effect difficult to balance). This change makes it so HYS has its own role, instead of just being "Cannons, but better."
- Finishing off someone with cannons can sometimes be a little frustrating. When their hull is low, the cannons breach almost every shot. Since their damage gets dumped on some random module when they do this, destroying that last bit of hull can be annoying. This special effect lets you set up your cannons to be great a breaking hull specifically, at the expense of being able to damage internal modules.
- Allows HYS cannons to damage external modules, but requires a basically-direct hit.
- Keeps them unique from missiles: higher speed, no vulnerability to PDT and potentially higher damage, but requires MUCH closer aim, and realistically can only hit one module at a time.
- Keeps it from being excessively good at killing internal modules