Info > Feedback and Suggestions
Call for Gunner Ammo Ideas
Virgil Seimoor:
I haven't read all the 16 pages of comments, so it might be already suggested.
Tracer rounds: Embeds it self into the target and produces light for a short time. Helps to find targets at night, in fog or sandstorm.
Marks the enemy for 30 sec on hit (like the spyglass).
-20% clip size or -20% muzle velocity.
Dirty ammo: Ammo filled with all the nasty stuff (tar, glue, etc.). On impact it shatters and covers the components of the machinery, making maintenance a nightmare. How ever the ammo is prone to leaks, so it makes the gun's maintanace just as miserable.
After hit it applies a debuff that reduces repair efficiency by 15% on modules struck for 5 second. Further hits just refresh the debuff, they do not stack.
-15% clip size, -50% gun rotation speed + the same debuff on the gun after the shot.
Shredder rounds: Ammo designed to properly smash appart and shred modules. The rounds are larger and heavier then normal.
When a shot destroys a module it applies a debuff that lasts indefinetly, reducing rebuild power by 25% on that module. (Spanner: 5-->4, Wrench: 4-->3, Mallet: uneffected)
-20% clip size, -25% muzle velocity
Short fused rounds: For guns that use ammo that has arming time. Fuse set shorter, for close(r) range combat.
-50% arming time for shots that have it (not by reducing muzle velocity).
-20% rate of fire, -10% damage, -15% gun rotation speed
Crafeksterty:
Mhh... that sparks up an idea.
A different condition type (Like fire)
Just that it makes repair cooldowns longer.
So if a gun is affected, and it gets repaired while it is affected, the cooldown is increased by 50%.
Ultimate Pheer:
I think I may have suggested this before, but how about an Ammo that heals the gun it's loaded in over time?
Or ammos with REALLY GOOD upsides, but which negate the effects of the buff hammer while they're loaded?
pandatopia:
--- Quote from: Ultimate Pheer on August 14, 2014, 11:12:36 am ---I think I may have suggested this before, but how about an Ammo that heals the gun it's loaded in over time?
--- End quote ---
Not really a reason for a gunner not to pop off and just repair the gun. Light guns take only 1.2 wrench hits, heavy guns about 2.5-3.5.
You lose negligible dps if you do this while shooting, and you lose zero dps if you do this while reloading.
The only ammo that needs to happen imo is having heatsink work if it is being reloaded...having the entire reload cycle be vulnerable really defeats the purpose of letting the gunner shoot while being flamered. We can have the 3 stack removal only happen after reload, but reloading with it selected should preserve the chemspray effect.
GeoRmr:
Heatsink used to work like that back in the day, but that was at a time when weapons that were preloaded with an ammo that you didn't have equipped would auto reload if you mounted them... Since then the reloading mechanic has been completely changed and adding heatsink protection during the reload would be extremely difficult to implement (according to muse).
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