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Call for Gunner Ammo Ideas

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Richard LeMoon:
Powder Keg (incendiary's bigger brother) :

+50% chance of ignition on hit.
+10% velocity.
+5% damage.
-10% capacity
+10% recoil
20% damage over progression of clip.
Muzzle effect: Heavily smoking flames that severely obscure gunner's vision.

"Double the powder and shorten the fuse!"


Ironclad Clip (heatsink's bigger brother):

Puts out 6 stacks of fire on reload.
Fireproof while loaded.
+200% HP max while loaded.
-50% ammo
-50% velocity
-50% rate of fire
-90% rotation speed

"Load up the Ironclad and get to the engines. This smells like Moonshine." -me

This would definitely make gunners higher value against disable builds. I would require my Galleon gunner to bring this ammo.



And another one a little out of the scope of the base changes.

Stealth shot:

Removes all graphical effects, including tracers, projectiles, and particles.
-30% damage.
-10% velocity

"Lighten the powder, lads, we don't want them to see where we are killing them from."

Crafeksterty:
Here is the list of ammo that have a unique purpose that would make for gunners instead of engineers coming from this topic. Also. it is IMO.


--- Quote ---Stealth shot:

Removes all graphical effects, including tracers, projectiles, and particles.
-30% damage.
-10% velocity
--- End quote ---


--- Quote ---Smoke Ammo
The explosion of the gun lasts for 3 seconds longer on direct hits as well as it stays with the enemy ships momentum.
-50% recoil -30% Clip
--- End quote ---


--- Quote ---Tinker Clip:

Gun is fixed (options below) by this clip.
Gun fixes itself when broken?
Damage modifiers? Reduction in firing speed? Fewer rounds?

"Engineers? We don't have time for bloody engineers!" 
Going with gunners needing to fix their own guns, make a special mechanical clip that fixes the gun while firing. Opposite of the DevApp special damage modifier ammos. This frees the gunner up to take something other than pipe wrench.
--- End quote ---


--- Quote ---Placeholder: It will not fully reload the gun, it stops the reload at ~99%. This allows gunners to leave the gun and load their special ammo in it when required. Like burst or heavy for hwacha in case you don't know which will be more useful before you don't even see the enemy. Will load the select ammo once "R" is pressed (again).
If the same ammo is select and "R" is pressed then either don't load anything or just load default ammo.
The price would be that you give up 1 full slot in order to use the other 2 more effiecently.
--- End quote ---


--- Quote ---Heatsink Give it 25%-75% maximum health to the gun that has heatsink
This way, we can be sure that a heatsink weapon is a weapon harder to disable. It is noticed by the chem spray glow. Along with the core nature of heatsink is to protect the gun.
--- End quote ---
Or

--- Quote ---Barricade Turn the gun into a shield. The icon is a shield with a bullet over it. 1 shot. 200% more gun health. -100% rotation speed
[This works well with the heatsink change] This is a good tool for some ships. Changing the gun into a damage soaking craze some ships would love to have. A galleon may protect his right side by giving those 2 heavy guns barricade ammo type. A pyramidion may give his side guns barricade. A spire may give all of its guns barricade for maximum protection. A goldfish can have this loaded before it reloads into a different ammo type. This in turn with heatsink will be for an unexpected effect because it does not have a chemspray glow. However, it only acts as a barricade and one shot isnt alot at all.
--- End quote ---


--- Quote ---Acid rounds

Lower projectile speed
Lower rate of fire
Smaller clip
Each consecutive hit on a component from the same clip does more damage

--- End quote ---

These are all the ammo types coming from this topic that i could see myself bringing 2 gunners with and always 1 gunner atleast on every other ship.
These are ammo that engineers would wish they had but they cant because not enough gunner slots.



Like seriously, Stealth ammo, im so going to make my gunner use it on the lumberjack. Problem is they will need rangefinder to be sure.
Many other ships would benefitt from this, and would want a gunner on ships like the squid, goldfish, Pyra... maybe all ships for certain situations.

Smoke rounds about being annoying and making them react slow. On a spire, ide use this alot versus a charging pyra so that the pilot and gunners dont react torwards a hydro or their awareness generally.

Stuff like the Heatsink, Barricade and Tinker clip are different variants on making the gun survive. Something engineers would like to bring, something gunners on some ships have to bring.

Then we have acid rounds, rounds that reward the gunner for hitting the ship. Its harder to fire, but rewards him in a unique way.

The other ammo that we now have are stuff like Injection and Proximity (That still need tweaking) that are just as different and saturated enough to make the engineer WANT more gunner slots, thus we have a gunner for that.

Caprontos:
I think part of the issue is.. the lack of situational time for many light guns that currently lack the need of a gunner..

Stuff that could be considered.. with that in mind...

Disabler ammo
An ammo that increased part dmg or mainly gun dmg, but lowers all other dmg the gun normal has.. So in these short fights if your getting the worst of it.. you could opt to have the gunner use this to disable the enemy to buy that extra time... maybe

Close Combat Ammo
I suggested earlier close range ammo, that's only useful.. close range but is stronger then usual..

Deflate ammo
(similar to what was suggested earlier) An ammo that forces a ship to drop altitude.. temporarily.. + the makes it hard to go up but easy to drop "debuff".. (that then maybe leads to a immunity so it can't be abused or the ammo just gets greyed out for x amount of time till it can be used more).. Could work for this also.. It would give you the chance to get out of their gun arks and maybe escape death once..

Freeze ammo
It just freezes the enemy ships controls + gun angles for a few seconds... so if they are turning, they keep turning.. if they are going full speed they keep going full speed.. Like with the deflate ammo.. once loaded the clip is greyed out for a few mins before it can be used again.. to stop it from being used constantly.. or maybe, a ship is just immune to the effect for a few mins so you can't chain use it as a team ...

If an ammo needs special rules to make it balanced.. is it bad?

Confuse ammo
what about an ammo that makes the enemies controls go haywire for a few seconds. The pilots speed control, would move up and down randomly during this time and the balloon would go up and down randomly.. Wheel could turn left and right.. Maybe guns would randomly invert and such, so up is left and so on making it hard to aim..  (balance.. see above)..

I know this realistically doesn't make a lot of sense.. but .... so what.. I just want it.. I just like the whole concept of it...

Shrapnel ammo
This ammo could just jam enemy guns/engines for a few seconds .. just another "Save" ammo thought..

Attract ammo
Basically it would attampt to pull incoming ammo to it.. so if you shoot it away from you.. enemy ammo will go away.. I don't get it either..


Ejecto ammo
It just forces all the people on the ship to fly off at a random % chance..... The more they fly off the better... again I just think it would be funny.. really... Just me?..


Most of these ammo's, are ammo's you mainly use close range.. when your probably going to die situation.. Maybe best defense could be a good offense :S idk.. anyway..

These ammos.. are just.. random ideas

Double or nothin ammo
Its normal ammo, where the clip either is 2x normal ammo in every stat... or it breaks the gun and nothing happens.. 50/50 chance if op.. then a weighted 30/70 chance..

Pierce ammo
The ammo goes through ships it hits, and can hit enemies behind it also.. So if you catch your enemies side by side, you might be able to hit both.. How cool would getting two kills with one flak shot be?..

--
Ice ammo
Deals more dmg to parts on fire.. (the whole heat then cool thing).. but has a chance to remove a stack with each hit..

Achilles ammo
Does more dmg to parts on a repair cool down... (name pointing to.. if your fixing something, then its opened up and so you hit it when its weak..... yep)... Including hull/balloon... but hull and balloons dmg shouldn't be as extreme maybe as parts bonus.. I think guns = most bonus.. engines a bit less and hull/balloon bit more less.. based on how often these things are under repair

Splash ammo
Does more dmg to hull if it hits a component... I hear if a gun hits a component, the component blocks the hull some what.. so this would make it so it does more dmg if it hits them.. Name is random idk what to name it..  Just for guns/engines..

Gust ammo
Has a chance to double fire stacks, on parts that are already on fire...

Counter ammo
Does more dmg to guns that are firing

Critical ammo
Does more dmg the less permanent hull health  you have..

(These all would be similar to normal ammo.. at regular power, but noticeably stronger, under its situation).
--

Steady ammo
Ammo is very sensitive to ship movement and can easily be thrown way off target.... but stronger then normal ammo with more range.. This could even be like a second merc ammo.. so like charged buffed but if the ship moves much you will miss.... Clearly a long range ammo.. for ships that can not move at all..

Ram ammo
Adds a debuff to hit ships, that if rammed while they have it.. get hit for a bit more .. So like it softens them up..

Shock ammo
If it hits a gun it has a chance to kick the user off it.. bit more chance to kick engineers off it...?

I get some of these are able to be completely over powered but.. with proper balancing and thought I am sure all things can be made balanced...... well kinda..

Sorry if I repeated your idea btw.. I didn't mean to.. I just didn't see your similar idea..

.. an bed time again..

omegaskorpion:
im not sure did anybody send this kind of idea but:

Spreader ammo:

works on weapons that shoot missiles/protectiles

the projectile spreads to 10 smaller parts. (every small projectile does -50% of the normal damage and the aoe is halfed)
the projectiles spred to small area and fly the same lenght as the normal rounds. (they still fly to same dirrection where you shoot)

mag capasity is reduced by 60%
fire rate is lovered by 25%

Crafeksterty:
What about replacing some ammo?

Im suggesting Straight up replacing greased with injection, Burst with Proximity, Charged with Lungs and Dragon.

Cus #realtalk ammo like greased and burst and charged and 2 others or 1 are very close to being default ammo like.
Having more specific ammo may make more gunner slots more desirable. As ive stated in the Design Paradigm, Game balance, and Gunner vs Engineer topic.

Just wanted to make it clear and question it here. How much do we take away if we replace greased with injection etc etc.
For what i think, starting off with Heavy clip ona  standard Pyra would be pretty vital as you then get every gattling shot in from max range. Until the gattling starts reloading, you can place in injection which then will take down the hull.



If so, greased, charge, burst, whatever can become something new in the future.

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