Info > Feedback and Suggestions
Call for Gunner Ammo Ideas
Koali:
--- Quote from: Verbose Mode on June 26, 2014, 12:08:36 pm ---There is another thread running about a "water cannon" light gun concept that extinguishes fires and pushes other ships, perhaps "washing off" Chemspray would be an interesting feature for the gun, but not an ammo type. I think Chemspray is balanced as it is.
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I'd like to see that. Could you direct me to that thread?
Verbose Mode:
--- Quote from: Koali on June 27, 2014, 11:49:28 am ---
I'd like to see that. Could you direct me to that thread?
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https://gunsoficarus.com/community/forum/index.php/topic,4382.0.html Ought to link properly.
Back on topic, the earlier ideas about guns spawning "unloaded" and default ammo being something you would have to take with you seemed like a fantastic idea to me. Of course, it would mean changing the reload mechanics to remember the last ammo selected, but very few people would be complaining.
SirNotlag:
I for one would complain!
For one I am extremely against some form of crummy scavenger ammo becoming the default OR the idea of having no ammo in the guns when a ship spawns as it leaves you too vulnerable if the enemy is in your spawn point and you would get steam rolled without being able to fight back. But would it be possible to have it so that the weapons wait before they decide their ammo like as soon as an someone jumps on the gun the ammo in their first slot is the one selected as if it was there all along.
Ex: ship spawns, engineer with greased runs over to gun gets on, immediately starts shooting greased rounds at the birds cause they looked at him funny. Eventually they re-spawn gunner carrying heavy, lesmok, and charged runs over to gun, gets on, it now has heavy in it, if he wanted lesmok he has to reload and switch to lesmok, but heavy is in the gun if he needs to shoot it immediately.
In this system I also feel it would be best if the last ammo that was loaded into it so if the gunner left the weapon to load itself it would have put heavy back into the gun.
HamsterIV:
How about some trickshot ammo types?
Split shot (spawns two bullets at an offset of 5 degrees) reduces damage for each bullet by 30%
Party shot (explodes into confetti and streamers)
Spiral shot (bullet travels in a corkscrew manner)
Dub shot (replaces normal weapon sounds with Dubstep beat)
Smoke screen shot (emits a non tar cloud that breaks line of sight)
Ghost shot (shot ignores hull and balloon collides and only hits components)
Verbose Mode:
--- Quote from: SirNotlag on June 27, 2014, 05:26:33 pm ---I for one would complain!
For one I am extremely against some form of crummy scavenger ammo becoming the default OR the idea of having no ammo in the guns when a ship spawns as it leaves you too vulnerable if the enemy is in your spawn point and you would get steam rolled without being able to fight back. But would it be possible to have it so that the weapons wait before they decide their ammo like as soon as an someone jumps on the gun the ammo in their first slot is the one selected as if it was there all along.
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I understand your point, but I think the "steam rolling spawns" would be negated by the fact that captains always have multiple spawn points to choose from, and most wise captains spawn farther away to give crews prep time anyway. Spawning right on top of an enemy and instantly unloading a Hwatcha would not be an option because a gunner would have to load it first, so it removes the factor of having a fresh ship suddenly pop into a fight from thin air.
Besides, I think loading guns would simply be an extension of the normal "rolling into battle" prep that happens: pilot flies, engies buff or spanner out kerosine damage, gunners run around loading their guns with preferred. It just changes it from a option to a responsibility.
Of course, after a gun is used, it never will stay empty: the last shooter will load their first ammo as soon as it empties or reloads.
In all, any problems from starting with empty guns can be solved with minor changes to player strategy.
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