Main > Gameplay

Sky Torpedoes

<< < (5/6) > >>

Squidslinger Gilder:
Yeah it was changed by the end of the thread Zill. I cannot edit old posts so you kinda have to check the other pages and not just read the initial proposal. There was also a minimum distance arming time and a gravity drop on the ammo before balloon deploys talked about later. So getting close to a torpedo ship would be ideally what you would want to do.

Smo that was an idea I had. Dunno if I mentioned it or not but having a timer set manually by the gunner. Like say torpedo would not go active till a certain distance and would be able to ride it's initial firing momentum longer, which would be faster than normal flight once the balloon opened. Just getting the idea to work and implementing it are issues that could be a mess. Lot of this needs some Muse input to see if it could even be possible with Unity. Ressorius liked the idea but that has been all I've been able to find out and that was from talking to him in game one night.

I've never been 100% on board with the guidance idea either. But folks have mentioned interest in it. Personally I'd like a dumbfire Torpedo and if guidance is what folks want, then go magnetic style with very minimal guidance.

RearAdmiralZill:
Forgive me for not reading through 4 pages of speculation. Perhaps in the OP you could give what the idea has evolved into?

Guidance in this game would be massively OP, unless the weapon was so weak it wouldn't matter anyway, so dumb fire for sure.

If a gunner would set the timer, why not just set it at the lowest range and fire-and-forget? What about other guns that could benefit from this if it ever did become a thing? Would they too get those mechanics?

I still don't see the point of a weapon that I could stay so far away from that dodging it would be easy, become OP at medium range, and then useless again (depends on stats) in short range. That just makes me want to avoid it altogether.

Moo:
Presumably the idea of setting the timer is that it explodes at the set range, and not when it hits something, rather than just setting an arming-time-type activation delay. If you set this to the lowest range you'd never hit anything further away...
Presumably it also doesn't explode when it hits something, so setting it to maximum range won't work for closer things either. I think this adds a level of skill (and/or luck) to what could otherwise be considered an OP weapon.

Plasmarobo:
Yeah, a hit before the timer went off would result in zero damage and the destruction of the torp. Basically the thing only does damage if you correctly set the timer for the range you want to use it at. This would make it super difficult to use. Which I think is a good thing.

There would also still have to be a minimum timer. Something like 5 seconds, or even 10, just to ensure the gun is useless (or at least very low power) at short range. Or just have the thing do massive friendly-fire damage if the gunner sets the timer too low.

Zill, I would say this has different roles at different ranges: Area denial long range, high damage/difficult to aim or time medium range, and useless short range. I think it would mostly mix up the long range game by forcing snipers into the open. Ships with this would be pretty weak against brawlers, sure. You need a good ally. Or an amazing gunner to hit them as they approach.

I'm not talking an overhaul of arming time system. The set-timer mechanic would only be for this gun (and maybe subsequent guns it makes sense for, but none I can think of). I'd be exicted to test this sort of thing, and maybe it'd never be viable (it could be too OP or too weak to make sense) but I think it deserves a shot.

Moo:
It may help rather than hinder snipers though... If they are on a galleon or spire and sniping at you, they could fire the torpedoes off at you too, making it even more dangerous to approach them.

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version