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Re: Captain Cannon needs to be nerfed


@dwooten77 wrote:

Here’s the problem deto characters IMO.  The majority of players can’t get the timing down or understand them.  The players that understand them and put the time in can be a nightmare.  I love the idea and design of all of them.  If the idea is for this to be a casual shooter and not competitive, then they shouldn’t be in the game at all.  There is no reworking this style character to be balanced in a game like this.  


Yeah, IMO that is the problem.  Detonation characters aren't really a good fit for this game as it exists.  They have gotten Petrified and (to a lesser extent) electro pea into a semi-workable place in the last year.  When I leveled those characters up, you could do OK with them by simply spamming your detonations at close range.  But Cannon remains a problem.

3 Replies

  • bobburgers6's avatar
    bobburgers6
    7 years ago

    Dropping me change here. Detonation characters here are very easy to pick up late game versus initial learning curve; i.e. after you reach advanced c-rank.  My issue with detonation similar to orochi_snk, there is no incentive/risk for aiming directly.  When I can vanquish a imp at medium range with a petrified caucus without really moving my cursor or remove a sunflower completely free with captain cannon, then the issue occurs whether I actually feel like I worked to earn that vanquish.  An example is provided below.

    Referring to Tf2, there is a weapon called loose cannon where it is a detonation type (shots are always charged), but the initial damage of its shot (cannonball itself) is minimal with an secondary damaging explosion (ball exploding) and provides okay knock back to the enemy.  However, if the shot and the explosion are triggered within a short time frame, additional damage will be dealt and gives the weapon not only a satisfactory feeling upon use, but it also eliminates players from spamming un-aimed consecutive shots.

  • Screion's avatar
    Screion
    7 years ago

    Now what i want to address is this perceived damage output of direct hits.

    Given the fact that his projectile speed is so low compared to other long range classes, its actually not a problem. I just imagine a long range shootout between a Cpt Cannon and a Camo Cactus. In the best scenario he will run for his life. In the worst he gets rekt. But i see no outcome i which his slow direct hits would outclass the Camo. So the question could very well be: "is Camo Cactus OP?"

    I think this is a great example of the games general asymmetrical design. Where depending on which class you play against specific other classes, you may encounter heavy difficulty spikes.

    Now at close range i can imagine that the delay between each slow projectile offers a much higher DPS with direct hits. But hitting a target with basically a chainsaw that has a scope doesn't seem very feasible either.

    From my experience i can tell that timing each shot up close is extremely confusing. Simply because i can never be sure when to hit fire, as i may have missed and need detonation or have to fire again with my next projectile. If i press too early i may screw up a direct hit. If i press too late it may just end up as wasted time. Same goes for long range. Hitting a target once i manage to pull off. But then it moves and my slow projectiles miss. And by the time i realized it missed it is too late to detonate it. Direct hits just don't seem as something to focus on for me, with slow projectiles against moving targets.

    So having all that said i came to the conclusion that he is only effective at medium range. Best at choke points as i have experienced in Gnome Bomb matches. But i have never seen a long range Cpt Cannon.

  • In that I give you all the reason. The problem here is not its manual detonation, because it is something difficult to master and, as you say, it is only effective in the medium range. The problem lies in his direct shots:


    Petrified Cactus:
    manual detonation- 32
    43 - direct damage
    49 - head injury


    Electric pea:
    manual detonation- 27
    36 - direct damage


    Capitan canyon:
    manual detonation- 32
    43 - direct damage
    49 - head injury

    As you can see, the direct damages are very big, more than any other variant of these characters. If anything GW2 administrators have realized is that a character can not be good at everything. And that's the detail with these variants, or you're good with manual detonation or with critical hits, not both.

    And again, these characters are the ones I use the most (precisely because of this damage) and I daresay they are my favorites, but I agree with the community that they are OP.

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