Info > Feedback and Suggestions
Call for Gunner Ammo Ideas
Richard LeMoon:
Some fun with fire.
Proximity Flameburst
First and secondary damage reduced by 99%
+30% chance of adding a fire stack.
No arming time.
Use stats similar to Prox ammo in Dev App for detonation.
Hot shot
Loads super pre-heated rounds.
+50% chance of adding a fire stack
Adds 3 stacks of fire to your own gun on loading
Short Fuse
100% chance of adding a fire stack
Range reduced to less than 50 meters.
Secondary damage reduced to 0.
Adds 10 stacks of fire to your own gun over progression of clip
Sprayer:
Feedback ammo
+15% Damage
No passive drawbacks
-Whenever a shot misses or something is hit against which the primary and secondary damage type have a damage modifier <1, the gun takes 2/x of its max hp damage. x is the clipsize.
-Whenever a shot hits something against which the primary or secondary damage type have a damage modifier <1, the gun takes 1/2x of its max hp damage. (overridden by first case)
Does not work with the flamethrower (or raycast weapons?).
Canon Whitecandle:
--- Quote from: awkm on July 15, 2014, 05:41:35 pm ---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.
--- End quote ---
Throwing my opinion in on this, but that tends to extend match wait times. I've been sitting in completely full games in lobby for 5-10 minutes because the captains are hashing it out and changing loadouts to counter what the other guy is doing with crews rebuilding every minute or so. The strategy in GoI shouldn't be 'countering what they have', it should be, 'utilizing our ships as effectively as possible as a team'. It's a team-based ship combat game, and so each team needs to work with each other and not doing their own thing to counter X, Y, Z.
Kestril:
I'd like to see ammo that changes damage types. It would give some variety and versatility, as well as open up more strategies. I really can't pop balloons with my junker, but if my gunner on the hades could change the primary damage to flechette, then I could have some balloon-popping utility.
Ammo will not become the defining element, because the guns already behave and shoot so differently with different range bands. Changing damage type will just add some niche versatility in weapons. Plus, you're sacrificing an ammo type that makes the gun shoot better or more effectively in order to gain that versatility. Sacrificing charged or burst or lesmok in order to have the ability for a manticore to deal piercing damage IS a tough call. But it would allow for some neat and interesting combinations. For example, I'd take a banshee carousel on my squid and tell the gunner to bring ammo that changes the primary damage to shatter instead of explosive in order to better disable engines.
It may not "fix" the gunner balance issue entierly, but it'll come a heckofalot closer than what we've got now.
--- Quote ---Throwing my opinion in on this, but that tends to extend match wait times. I've been sitting in completely full games in lobby for 5-10 minutes because the captains are hashing it out and changing loadouts to counter what the other guy is doing with crews rebuilding every minute or so. The strategy in GoI shouldn't be 'countering what they have', it should be, 'utilizing our ships as effectively as possible as a team'. It's a team-based ship combat game, and so each team needs to work with each other and not doing their own thing to counter X, Y, Z.
--- End quote ---
I agree with that.It's no fun when it turns into rock-paper-scissors in the lobby. I've had public matches where I pick a galleon, and the enemy captian immediately goes artimis mobula or carronade squid. I pick spire, they go pyramidion. Junker? Whelp, they bring out the carronade-fish or a long-range lumberjack galleon. Ugh. No fun.
Ultimate Pheer:
I admit I'm not very well versed in the deepest intricacies of the ammo and how they work, and what's been tried or not, but I had a few ideas, only some of them serious.
Serious Ideas:
An ammo that repairs the gun it is loaded in over time
A buff to Lochnagar so that it is actually useful for something, maybe gunners take like, half damage to their guns from it
An ammo that gets extra shots per trigger pull
Less serious ideas:
An ammo that returns a shot to the clip if a shot hits
An ammo that makes shots that hit deal damage and keep going through whatever they hit
An ammo makes all shots hit instantly
Halving the accuracy of non-gunners/Doubling the accuracy of Gunners (Probably my worst idea of the bunch.)
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