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Call for Gunner Ammo Ideas

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Neithrantulre:

--- Quote from: obliviondoll on July 08, 2014, 01:05:57 am ---
--- Quote from: Milevan Faent on July 08, 2014, 01:02:20 am ---
--- Quote from: Neithrantulre on July 08, 2014, 12:42:50 am ---Tar Ammo:
-100% damage
When your shots airburst, they create Tar Smoke clouds

White Phosphorus rounds
like Tar Ammo but starts fires instead of straight damage, probably more powerful, closer range?

useful on explosive guns when the enemy is out of range but approaching. Gets gunner on metamidion off the gatling occasionally.

--- End quote ---

... Your Phosphorus rounds don't really make any sense. We already have Incendiary.....

--- End quote ---

I think he wants airbursting incendiaries that leave a lingering cloud of fire.

The size or duration of the cloud should depend on the radius of the weapon's AoE so it's not possible to load a Flamer up with Tar rounds and spit out insane amounts of death clouds everywhere.

--- End quote ---
That is what I meant.
I think that it would be fine as long as the clouds did significantly less fire than a flamer and overlapping clouds did not double damage. It would not be useful in a flamer except to increase the effective range when running away, and fire stacks themselves do no hull damage.

Milevan Faent:

--- Quote from: obliviondoll on July 08, 2014, 01:05:57 am ---
--- Quote from: Milevan Faent on July 08, 2014, 01:02:20 am ---
--- Quote from: Neithrantulre on July 08, 2014, 12:42:50 am ---Tar Ammo:
-100% damage
When your shots airburst, they create Tar Smoke clouds

White Phosphorus rounds
like Tar Ammo but starts fires instead of straight damage, probably more powerful, closer range?

useful on explosive guns when the enemy is out of range but approaching. Gets gunner on metamidion off the gatling occasionally.

--- End quote ---

... Your Phosphorus rounds don't really make any sense. We already have Incendiary.....

--- End quote ---

I think he wants airbursting incendiaries that leave a lingering cloud of fire.

The size or duration of the cloud should depend on the radius of the weapon's AoE so it's not possible to load a Flamer up with Tar rounds and spit out insane amounts of death clouds everywhere.

--- End quote ---

Except Flamers have a rather large AoE. So you would in fact leave flaming clouds of death everywhere.

--- Quote from: Neithrantulre on July 08, 2014, 02:22:30 am ---That is what I meant.
I think that it would be fine as long as the clouds did significantly less fire than a flamer and overlapping clouds did not double damage. It would not be useful in a flamer except to increase the effective range when running away, and fire stacks themselves do no hull damage.

--- End quote ---
So, to clarify, do you want these clouds to actually deal fire damage? Or do you want them to create fire stacks? Because if it's fire damage you want, they would actually have to deal significantly MORE than the flamer for them to matter at all. After all, the Flamer actually only deals like 1.3 damage, but hits like 16+ times per second.

obliviondoll:

--- Quote from: Milevan Faent on July 08, 2014, 02:33:58 am ---Except Flamers have a rather large AoE. So you would in fact leave flaming clouds of death everywhere.
--- End quote ---

I'm not sure why, but I was thinking of AoE as being exclusively relevant to impact-triggered explosions when I typed that. My bad.

I'm inclined to think 0 damage with fire stacks applied every second would work better than dealing any direct damage with a phosphorous cloud. I like the suggestion of making overlapping clouds not add multiple effects too, that would help to reduce any possible exploits with rapid-fire weapons.

Imagine Tar ammo being loaded into a Gatling Gun though. Blaze away from a little outside maximum range with 82 shots and create a massive wall of destruction in front of the enemy, blinding them AND blocking movement all around the area they want to approach. Even if you were only taking damage from one cloud at a time regardless of how many overlapped your ship, that would be insane. There would need to be some kind of limitation on their viability with rapid-fire weapons. Maybe there could be a limit of 3 active clouds per weapon. And possibly also have a % chance of producing a cloud from an airburst rather than it happening every time, and tie that chance to the weapon's fire rate?

Neithrantulre:

--- Quote from: Milevan Faent on July 08, 2014, 02:33:58 am ---
--- Quote from: obliviondoll on July 08, 2014, 01:05:57 am ---
--- Quote from: Milevan Faent on July 08, 2014, 01:02:20 am ---
--- Quote from: Neithrantulre on July 08, 2014, 12:42:50 am ---Tar Ammo:
-100% damage
When your shots airburst, they create Tar Smoke clouds

White Phosphorus rounds
like Tar Ammo but starts fires instead of straight damage, probably more powerful, closer range?

useful on explosive guns when the enemy is out of range but approaching. Gets gunner on metamidion off the gatling occasionally.

--- End quote ---

... Your Phosphorus rounds don't really make any sense. We already have Incendiary.....

--- End quote ---

I think he wants airbursting incendiaries that leave a lingering cloud of fire.

The size or duration of the cloud should depend on the radius of the weapon's AoE so it's not possible to load a Flamer up with Tar rounds and spit out insane amounts of death clouds everywhere.

--- End quote ---

Except Flamers have a rather large AoE. So you would in fact leave flaming clouds of death everywhere.

--- Quote from: Neithrantulre on July 08, 2014, 02:22:30 am ---That is what I meant.
I think that it would be fine as long as the clouds did significantly less fire than a flamer and overlapping clouds did not double damage. It would not be useful in a flamer except to increase the effective range when running away, and fire stacks themselves do no hull damage.

--- End quote ---
So, to clarify, do you want these clouds to actually deal fire damage? Or do you want them to create fire stacks? Because if it's fire damage you want, they would actually have to deal significantly MORE than the flamer for them to matter at all. After all, the Flamer actually only deals like 1.3 damage, but hits like 16+ times per second.

--- End quote ---

It would be fair to say that since the flamer does not actually have a normal AOE stat but has a large primary AOE(4 meters, about average), that it would do nothing with the flamer.  I was talking about fire stacks, something like every 3 seconds in the cloud every component would have a 30% chance to get 1 fire stack, obviously needing real ingame testing to see what is balanced. If the idea is to make gunners more desirable, then the utility ammo like this would have to actually be worth taking, but not viable for an engi as the only ammo. For balance comparison, engies must bring a fire tool to be viable, but even though gunners would like one, its too necessary to have a normal repair tool first.


Gatlings have a tiny AOE, I wouldn't be scared of them. Think about using it to make the Lumberjack more effective at precisely 1650 meters (where you probably can't score a direct hit) with it's 12 meter explosion radius. Or using it with the mine launcher to get a different kind of mine altogether.

DJ Tipz N Trix:
Makeshift Ammo
-50% arming time
-50% damage
+50% rotation speed
+50% projectile lift

Like a lochnagar type shot for guns with many rounds in them.  Instead of taking damage to the gun, you instead sacrifice damage for arming time.

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