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Call for Gunner Ammo Ideas

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SirNotlag:
Here is my two cents on the Normal ammo being a selection, For one I am extremely against some form of crummy scavenger ammo becoming the default OR the idea of having no ammo in the guns when a ship spawns as it leaves you too vulnerable if the enemy is in your spawn point and you would get steam rolled without being able to fight back. But would it be possible to have it so that the weapons wait before they decide their ammo like as soon as an someone jumps on the gun the ammo in their first slot is the one selected as if it was there all along.

Ex: ship spawns, engineer with greased runs over to gun gets on, immediately starts shooting greased rounds at the birds cause they looked at him funny. Eventually they re-spawn gunner carrying heavy, lesmok, and charged runs over to gun, gets on, it now has heavy in it, if he wanted lesmok he has to reload and switch to lesmok, but heavy is in the gun if he needs to shoot it immediately.

In this system I also feel it would be best if the last ammo that was loaded into it so if the gunner left the weapon to load itself it would have put heavy back into the gun.



Now for a new Idea!
I heard that there used to be ammo types that loaded faster than others but that it could be exploited so you could use the faster reload time to load in a better ammo type... WHY IS THIS CONSIDERED AN EXPLOIT! Why not make it a feature?!

hear me out on a tool for gunners that hopefully would not require much work. Call it a "reload crank" "Auto loader" whatever does not matter right now, but it would be selected exactly like the other gunner tools by sitting on a gun and selecting it to have its effect no new UIs or Models or anything just its little grey picture at the bottom of the screen. While it is selected the gun reloads 35% faster or something it would take some tweaking and math to get it to a fair and balanced point, If the gunner left the tool active when the reload was complete it starts another reload, meaning the gunner just wasted time adding in a form of risk reward for the use of this tool. That also separates the good gunners from the great gunners, as a great one switches to this tool immediately as the reload starts and waits till the last second to switch to his ammo type maximizing DPS.

This way with the current system an engineer could take this tool but be confined to only using regular ammo, while a gunner can still use specialized ammos with this tool. This increases reload without being some magical passive as it would be a very active skill the gunners perform sitting on the gun rather than twiddling their thumbs, staying true to the spirit of GOI.

One problem I see is both these ideas cant be implemented together... UNLESS! the reload crank tool thingy becomes a gunner exclusive tool to stop engineers or pilots from buggering up the game by jumping on guns without any form of ammo. Hell if that happened certain sniper ship builds might be taking 2 gunners simply for the variety and speed they can dish out pain over the engineers.

macmacnick:
What about the 'spring clip' thing that existed for a bit in the dev app? +200% ammunition capacity,  ≈50% damage, gun unloads all rounds almost instantly upon fire, with 50%-75% more spread than usual, and once the clip is emptied, the gun breaks? (the mine launcher in the dev app was fun, 2 mines, once they deployed, they exploded as they were inside of one another, kind-of like you'd be launching an explosive that is timed to detonate in midair, was glorious, but had to rebuild. Plus the flamer was a wall of fire. All that it needs is the extra minus, such as -50% projectile speed (range) so that it would be truly close quarters, high risk, high reward.

Milevan Faent:

--- Quote from: macmacnick on May 20, 2014, 07:43:38 pm ---What about the 'spring clip' thing that existed for a bit in the dev app? +200% ammunition capacity,  ≈50% damage, gun unloads all rounds almost instantly upon fire, with 50%-75% more spread than usual, and once the clip is emptied, the gun breaks? (the mine launcher in the dev app was fun, 2 mines, once they deployed, they exploded as they were inside of one another, kind-of like you'd be launching an explosive that is timed to detonate in midair, was glorious, but had to rebuild. Plus the flamer was a wall of fire.

--- End quote ---

It's already back on dev app for testing.

Stuboi:
Freeze ammo: Ammo designed to hamper and dismantle the use of weapons and engines rather than destroying it. To be used as a supporting ammo type to frustrate enemies.

- Reduces the rate of fire, firing angle and velocity of the target guns
- Reduces the speed and manoeuvrability of the ship for a period of time.
- Targets hit by freeze ammo cannot be set alight for a short period of time.
- Increased amount of time to repair ship parts affected by Freeze ammo for a short period of time.
- Freeze ammo causes a moderate drop in ammo damage of the user.

Smoke bombs: Passive capsule which can be sent hurtling towards an opponent setting off smoke screen on impact, blinding the pilot and crew onboard for a short period of time.

- 1 shot capsule
- No damage
- Long reload
- Short to Mid range.

Goldenglade:
we could always just make weapon jams a common thing for non-gunners.

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