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Call for Gunner Ammo Ideas
HamsterIV:
After watching lets play videos of GOI I think nerfing the vanilla ammo will be extremely newbie unfriendly. Many of these videos feature gunners shooting vanilla ammo even when they have enough time to preload. Since these lets plays are done with a group of friends who are also newbies there are no vets barking orders at them to swap ammo types. Even in my own games I have noticed powder monkeys keeping Vanilla active in the face of repeated requests to change ammo. With Vanilla being in the state that it is in I can work with sub optimal gunners. However if vanilla were significantly worse I would become very angry at gunners who did not do their job. Also if AI were to still use vanilla this would be a significant nerf to pilots who start the game without crew. We spend enough time in lobby as is.
SirNotlag:
--- Quote from: Verbose Mode on July 01, 2014, 12:07:10 am ---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.
--- End quote ---
I still think it would be a very unfriendly play style for newer players as captians often spawn close to the enemy causing the steam rolling, plus a galleon can take up to 2 min to load all its guns if they are done one at a time so if you were fighting a gold fish or squid on dunes in a galleon regardless of where you spawn they will spot you and close the distance fast and a new gunner might not be able to load enough guns in time to fight back, again causing serious steam rolling.
then there are issues with the king of the hill game types where the captain is going to burn kerosene to get to the point fast leaving the engineers busy and the gunner to load and again certain ship types have to many guns space to far out to be able to load in time to be in a good fighting condition. This would just end up making certain ships unusable in king of the hill.
I find the idea of guns spawning unloaded adds way more problems than it fixes.
DJ Tipz N Trix:
How about Lightweight Ammo?
+100% rotation speed
+50% projectile lift
+30% clip size
-25% damage
Milevan Faent:
Now, I rather doubt this random idea of mine is even possible, but I figured I might as well throw it out there. Is it possible to make "Charged Rounds" actually "charge"? For example:
For every 1 second the gun with Charged is not firing, it builds up a Charge. Each Charge increases the damage of the gun by X% (let's say 5 for this example), to a maximum of 60% (again, for example purposes, but probably somewhere between 40% and 80%). Each shot costs 1 Charge for every 50 damage the gun deals (for weapons that deal less than 50 damage, it costs 1 charge per shot). It only gains charges 10 seconds after the last shot fired.
This creates a lot of front-loaded burst damage that drops as a battle goes on, and requires time to build up again. This makes it more suited to hit-and-run tactics, or as a "first volley" type ammo, before switching to something a bit more useful in prolonged combat.
As I said at the start though, this was just a random idea that seemed interesting in my head, and I figured I might as well throw it out there.
Kestril:
A little late to the thread, but here's some suggestions on ammo types
Point Blank Ammo
+50% Primary damage.
Projectile disappears when it reaches it's arming time.
Projectile Deals no secondary damage.
The thinking is that this ammunition gives the light flak/heavy flak/hades some usefulness when the enemy gets inside their arming time. Likewise, it's not an ammo type the engineer would take, but it adds some versatility to the guns which have this ammo.
Tracer ammo
Enemy hit with this ammunition is spotted.
Hit Clouds are lit up for the life of the projectile.
-X% damage
-X% clip size.
A good ammo to spot ships. I'd mine point with this ammo. Again, this ammo is all about the utility. An engineer would not usually take this because it's not required, only nice to have.
Freezerburn Ammo
Deals X% more damage to components that are chemsprayed.
If a gun loaded with this ammunition is fired while chemsprayed, the gun takes X damage while fired.
(again, adds some utility to shut down clever chem-spraying engineers).
(Alternatively)
Converts hit components that are chemsprayed to X stacks of fire
If this gun is fired while chemsprayed, it converts the chemspray to X stacks of fire.
Overload Shot
Deals X% more damage to components that are buffed.
Ignites component s that are buffed with X stacks of fire.
If a gun loaded with this ammunition is fired, it ignites the gun with X stacks of fire.
If a gun loaded with this ammunition is fired while buffed, it takes X damage.
This adds some utility to gunners and gives a clever captain and gunner the tools to shut down a buffed ship. It also gives some need for corrdination "don't buff, loading Overload/Freezerburn. ammo" In short, it gives options.
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