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Making ammo type determine damage type

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Squidslinger Gilder:
Give guns a stock ammo feature. This would be their base damage type which is what we have in game currently. The ammo will change say the secondary or primary damage with limitations. Along with capacity reductions or improvements you'd have firing speed and reload time that would be affected. Same as it is now. That would help balance the new system. But the potential repurposing guns would extend their utility by a huge amount. Heavy clip would still exist but it would not provide any change. It would be the stock damage.

It isn't that hard of a system to balance. Lot of it is already implemented in game right now. This would just be giving those types more meaning.

Imagine how much it would affect sniping matches to be able to load flechette rounds into mercs. Or heck gunners switching and alternating between armor piercing and explosive hull cracker rounds. The meta could be turned on it's head and Qwerty would never fall asleep streaming again!

Barbariandude:

--- Quote from: Gilder on May 27, 2013, 04:58:29 pm ---Along with capacity reductions or improvements you'd have firing speed and reload time that would be affected.

--- End quote ---

That sounds extremely interesting, I'd not thought of balancing the different ammo types with reload speed. Would definitely help keep the teamwork involved in having multiple players with multiple damage types as mandatory at the medium to high level of play while still allowing the flexibility of the new ammo types!

Squidslinger Gilder:
More emphasis on aim as well if you have a longer reload time. Gunners that waste shots or don't wait for armor to drop will be not as effective as good gunners which time them perfectly.

So lets outline the rounds now and what could be converted...Just an example:

Heavy Clip = No change, just stock ammo but you get the spray reduction.
Burst/Incendiary = Flechette. Shells would be more shot gun like so more chances for hits being spread. As such the ammo would have a range reduction as well as accuracy. Chance of fire ignite as well. Lot of gunners already use incendiary for balloon igniting so this would be a no brainer. It would also be used for spreading fires due to the burst effect.
Greaser = Component shatter round. High rate of fire, fast reload, dmg nerfed. Range and accuracy reduced. But extremely effective against components due to fire rate.
Charged = Explosive hull cracker round. Pretty much same as regular charged except extend the reload time. So dmg buff, reduced ammo clip. Reduction in fire rate as well.
Lesmok = Armor piercing but weak hull dmg. Light weight ammo designed for distance and penetration on armor. Accuracy hit but rate of fire increase.
Lochnar = The do everything round. Dmg buff and same restrictions but the round gains all the capabilities of the other rounds. Flechette, Shatter, Armor pierce, and Explosive.

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