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Call for Gunner Ammo Ideas
redria:
Bouncing Balls:
Reduces damage by 75%
Removes secondary damage type
Changes primary damage type to impact
Impact damage is OP, so a heavy damage nerf allows every gun to deliver some delicious impact damage. Because everything needs impact damage.
Oh, and heavy-flak fish would be (more) viable. ;)
Crafeksterty:
I know the buff hammer and engineers allready can have an ammo type, but dont give up on making the ammo types something more wanted.
In my suggestions, i try to enhance the effect of the ammo types on their purpose. Charged gives more damage, give it that BURSTY damage but make it fire slow.
Make greased use up a clip quickly but take away the damage, its not a damage ammo. Incindiary gives fire, Make it give out fire to the enemies.
Heatsink protects the weapon, lets make that even more clear.
I seriously suggest bringing dragon ash and Rubber Glove back but 1 upping charged in damage. (Lets not forget the %damage on the gun thru the clip).
If... changing damage modifiers is a thing, then... can i suggest.
Flachette ammo changes the weapons damage values to work better versus the baloon. (Does not stack with weapons allready good versus baloons)
Crafeksterty:
--- Quote from: redria on May 20, 2014, 08:17:13 am ---Bouncing Balls:
Reduces damage by 75%
Removes secondary damage type
Changes primary damage type to impact
--- End quote ---
I want to test this!!
GeoRmr:
I know the op requested no gunner tools due to additional coding, but if you were to take the already existing chem-spray as a start, how hard would it be to make a gunners tool (snake oil) that when applied increases rate of fire or yaw speed? All it would need is a recolouring of the chem-spray effect to a murky brown and would be applied in the same way. (As an example, It would have to be more efficient when used as a gunner with greased rounds on a gatling than an engineer using a buffed gatling with greased rounds, or an engineer using a buffed oiled gatling with normal rounds.)
If all you do is add more ammo types, engineers are still able to use them and the problem is not resolved.
AscendantWyvern:
I have two i'd like to propose, i'm a beginner to the game so take my suggestions with that in mind :P
- Splitter rounds
These rounds are designed to break in half after being fired, creating multishot potential. This is useful to add spread and dilution on firing.
+100% magazine, -10% accuracy, -40% damage, Fires two rounds per shot.
- Featherweight rounds
These rounds are made to be light, aluminium or tin coating etc. They lack a heavy punch, but they increase loading speed and fire rate. I think this would be useful strictly for the reload, which could synergize with other ammo layouts (i.e. something that could buff the gunner)
-20% damage, +10% drop, +20% loading speed, +20% fire rate, +15% magazine
Again, I am by no means an expert...just feel like tossing out my ideas.
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