Info > Feedback and Suggestions
Call for Gunner Ammo Ideas
Milevan Faent:
--- Quote from: Neithrantulre on July 09, 2014, 10:40:13 pm ---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.
--- End quote ---
We already have Proximity Rounds in the Dev App, but it's different from what you're suggesting here.
Canon Whitecandle:
Flak/Shrapnel/Tar/Shaved/Hollow Rounds:
Changes the gun's primary damage type to another damage type, at the cost of a damage reduction. Personally, I believe the roles of gun and gunner need to be broadened instead of narrowed to achieve the desired applicability. If a gunner can make his gatling pop balloons and disable at the pilot's behest, he'd be invaluable. Sure, engineers can take one kind of 'modifier' ammo but the moment that ammo isn't needed or is proving to be ineffective in the situation they've lost out. They're flying too high for that shot on the balloon you want and you can't climb back up to their level? Better waste the rest of your flechette gatling on the underbelly of their ship and load in normal rounds.
awkm:
RE: Changing Damage Types
I've thought about it but realized it is incredibly risky. Why? It's because of information and response. As a Captain, I can generally understand what kind of strategy you're going to employ by your ship, its loadout, and your crew's loadout. If suddenly your guns are doing something not what I expected then it can become unpredictable (in the bad way). Even if I know that your Gunner has these ammo types, each gun could potentially have 4 functions. Multiple that by the number of guns then you get a possibility space that is almost impossible to predict.
If you imagine Poker, it's like if you had your hand and also a supplementary 2-3 cards where you could switch a card in your hand with a supplementary card whenever you wanted. Poke suddenly becomes very difficult.
Dementio:
I like the unpredictableness.
And isn't that what heavy clip hwacha, lochnagar flak/lumberjack and incendary gatlings are? It may not be as extreme as outright changing the damage type, but you already have such unpredictability in the game. Of course it won't be as unpredictable because you expect every hwacha gunner to bring heavy clip, because you should do that because everybody does and nobody on a gatling ever used incendary instead of greased, when they want the enemy armor down, because chem spray.
But if you can expect that and your expectations are the actual reality too than there seems to be a lack of diversity, but we maybe get new ammo types for more diversity, but if the new ammo types don't orient themselves on stuff that has never been seen before, which means more new mechanics, which maybe means tons of programming work, which means the devs will probably go for ammos with less new mechanics, which means we get the possibly new ammo types sonner, but it might be bad because there could still be a lack of diversity und unpredictableness, then there will still be a lack of diversity und unpredictableness...
--- Quote from: awkm on July 15, 2014, 10:43:54 am ---If you imagine Poker, it's like if you had your hand and also a supplementary 2-3 cards where you could switch a card in your hand with a supplementary card whenever you wanted. Poker suddenly becomes very difficult.
--- End quote ---
I might miss-interpret this here, but isn't this what the gunner is supposed to do? Aside from the fact that you may already know all the enemy's crew loadouts, shouldn't the gunner make use of every single trick he has to make it as hard as possible for the enemy to fight back? I can understand though that you may not want a gunner to out-unpredict the enemy expectations for balance issues.
awkm:
Even with the ammos we have now. The gun and its damage types defines much of its role. The ammo only augments their uses slightly.
I fear that if we completely change the role of each gun just because we have this or that ammo, then why bother looking at your enemy's loadout? Why bother having different guns in the first place? Ammo will become the defining element.
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