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Call for Gunner Ammo Ideas
Crafeksterty:
An ammo idea il share here also.
TNT
An ammo that gives a ship the ability to do Impact AOE damage when it dies.
-90% less ammo
-90% damage
When the ship dies with a gun loaded with this, it will do 75 impact damage, multiplied with more weapons loaded with this.
Squid and Goldfish will blow up up to 225 dmg maximum
Pyra and Spire will blow up to 300 maximum
Mobula and Junker 375
and Galleon 450
Its just a number and the reason why its impact is to deliver a distortion like a push effect. So in most cases, ships will have either 2 or 1 with this ammo loaded.
IF THIS IS POSSIBLE
A weapon giving the ship some kinda of a buff...
Then it would be cool to have other ammo types that do something else to the ship.
Milevan Faent:
--- Quote from: Crafeksterty on July 08, 2014, 11:35:11 pm ---An ammo idea il share here also.
TNT
An ammo that gives a ship the ability to do Impact AOE damage when it dies.
-90% less ammo
-90% damage
When the ship dies with a gun loaded with this, it will do 75 impact damage, multiplied with more weapons loaded with this.
Squid and Goldfish will blow up up to 225 dmg maximum
Pyra and Spire will blow up to 300 maximum
Mobula and Junker 375
and Galleon 450
Its just a number and the reason why its impact is to deliver a distortion like a push effect. So in most cases, ships will have either 2 or 1 with this ammo loaded.
IF THIS IS POSSIBLE
A weapon giving the ship some kinda of a buff...
Then it would be cool to have other ammo types that do something else to the ship.
--- End quote ---
This isn't just a different type of ammo, this is an entirely unique mechanic, and well outside of the realm of what the devs seem to be looking for.
Crafeksterty:
I know i just threw in the idea D:
Kestril:
I think that should be more a pilot tool than anything.
Pilot tool, Scuttle charge: If the ship dies while the tool is activated, it will blow up. Shuts down engines when used. Engines and balloon glow bright red to indicate an active scuttle charge.
In any case, using that 3rd pilot slot is a hefty price to pay to go boom, but may have a niche use on the spire, or just to discourage ramming.
Neithrantulre:
Proximity Rounds:
-40% damage
+25% velocity
+30% explosion radius
detonates as soon as the projectile is within blast radius of anything, including enemy shots midair
Can be used for inexperienced gunners to maximize their damage when shooting difficult guns
Can be used for all gunners to extend the range of difficult and arc-ey weapons, there is no ammo that increases range less than 70%
Can be used for experienced gunners to shoot down rockets and slower moving shells, Gat/Mortar has more options to approach a sniper if they can shoot down the Lumberjack shots with the mortar, at least some of the time.
Would rarely be taken by engineers because of the damage penalties, but can make new gunners more valuable (get less frustrated with the game early and might stay), and gives unique capabilities to gunners, buffing the class as a whole.
Inspired by this guy's idea for a weapon that acts similarly, which would be interesting as well https://gunsoficarus.com/community/forum/index.php/topic,4046.msg69823.html#msg69823
up to MUSE to decide which flavor it should be, or both.
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