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Sky Torpedoes
Serenum:
While the idea may be interesting I think that it would change the meta too much and it would be too difficult to balance.
Squidslinger Gilder:
--- Quote from: Serenum on July 16, 2013, 05:52:37 am ---While the idea may be interesting I think that it would change the meta too much and it would be too difficult to balance.
--- End quote ---
Which is exactly what many folks want. They want new weapons and new combinations. The same old loadouts forever get boring.
1.3 changed it some. The cqc game was altered enough where I think we should be seeing a resurgence of some flame based combat, which is good. Also the mines are adding another factor to deal with. This has returned some usefulness back to the gunner class.
The long range game is still being ran by merc/jack. Adding another standard mount weapon won't really change that. But medium mount weapon, that is where possibilities like torpedoes come in. Balancing wouldn't be as bad as you'd think. It would come down to speed, arming time, and power of the weapon just like any other weapon. The only other factor is combinations of the weapon on things like galleons. Jack/Torp combo could potentially be the most devastating combination ever unleashed in the game. But, with slow firing, reload, and potential for the torpedoes to be intercepted...there is the potential for countering it. Not to mention if the opposing team ran their own torpedo boat. The Jack/Torp would have to stay more mobile to be effective since the galleons move so slow that if they sat still firing, there would be the chance enemy torps would tear them up should they miss one, or if they got flanked by the torpedo boat.
That would be something, a light sniper boat drawing attention and fire to get a target spot to allow a fast Torpfish the chance to get in enough range to fire torps from a blind side. All the time using the bait boat as a spotter so the Torpfish could shoot from cover. How about that for your sniping meta!
RearAdmiralZill:
--- Quote ---Weapon mount: Medium
Range: Long
Rate of fire: Slow
Reload: Very Slow
Ammo capacity: 4-6 shots
Primary damage: Piercing
Secondary damage: Explosive
--- End quote ---
Piercing and explosive? Trololololol.
Seriously though, that's not going to fly by any stretch.
Beyond that, just how slow are we talking here in terms of projectile speed? It couldn't be much slower than flak shots, or it honestly wouldn't do much at range.
Plasmarobo:
I think it was changed at the end of the thread to perform basically like the mine, only with forward movement and homing.
Personally, I'd like to just see a timed mine with a larger explosion radius that moves forward reasonably slowly.
Would very rarely actually hit, and more is a "Get the fuck out of whatever you are hiding in" sort of weapon. Pure area denial.
Homing is a bad idea. There are too many weapons that are easy to hit with, we don't need more.
I'm a fan of higher power weapons that even the best of the gunners have incredible difficulty with.
Andrej Peribosky:
--- Quote from: RearAdmiralZill on July 16, 2013, 09:48:57 am ---
--- Quote ---Weapon mount: Medium
Range: Long
Rate of fire: Slow
Reload: Very Slow
Ammo capacity: 4-6 shots
Primary damage: Piercing
Secondary damage: Explosive
--- End quote ---
Piercing and explosive? Trololololol.
Seriously though, that's not going to fly by any stretch.
Beyond that, just how slow are we talking here in terms of projectile speed? It couldn't be much slower than flak shots, or it honestly wouldn't do much at range.
--- End quote ---
I think speed should be around pyramidion maximum base cruise speed. Maybe kerosene speed.
Range should be the entire map.
The goal is here that the projectile is easy to evade if you see it coming. It is just a deterrent against staying still and sniping.
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