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Call for Gunner Ammo Ideas
Crafeksterty:
HOLY SHIT! PROXIMITY IS MY NEW FAV ONE! That is a Great Ammo type! Holy Crap!
SquireOfFire:
Tesla rounds:
on hitting: engines or weapons this sends and electrical charge thorough the component, disabling it for 2 - 5 seconds (depending on the weapon you are using and if it is effective against said component or not)
-30% ammo
-10% firing speed
+10% range
(should be nerfed or incompatible with the flamer)
kerosene soaked rounds:
on hit: increases the chance of igniting the hit ship and has a small chance to ignite mid-air.
+30% ship ignition chance
10% chance rounds will ignite mid-air, granting bonus fire damage (similar to that of the flamer)
+20% firing speed
deals damage to the weapon these rounds are fired from (per round fired)
-30% damage
-10% range
tracer rounds:
on hit: has a small chance to spot a ship
+20% damage to balloon
-20% ammo
-10% damage to everything else
mini-heat rounds:
+40% damage to hull armor (not the hull itself)
+20% range
-30% overall damage
-10% ammo
-20% firing speed
awkm:
RE: Autoloader/Reload Crank
We had ammo and passives that modified reload speed. The way we did it before was subject to a lot of abuse and we ended up ditching reloading speed related shenigans. However, there's a chance faster reload may come back in some shape or form.
Having Autoloader/Reload Crank means that we would be officially making that last second ammo switch an important thing and not only a "nice to have." That's kind of interesting.
Crafeksterty:
[Note that ive only tested the effects, not on a match or a ship]
New Proximity
Very, very powerfull. The drawbacks isnt enough. This ammo type is such an easy mode for most guns.
The -60% secondary damage, is not enough.
I suggest add another -30 to primary. or just -50% less damage overall instead.
Along with activating under 50% of the AOE. 80% is... you cant miss. You just cant miss.
Maybe, tune down the AOE to 1500%, but then keep 75% activation.
For now, it seems very easy mode and lumberjacks will always hit, no exception.
[Remember, i havent tested this versus ships so maybe it is maintainable.]
But here is the things it acomplishes!
Hwacha actualy becomes an area of Denial type of weapon!
I can see people having fun actualy using the Lumberjack/Heavy flak (New people that is)
Mines can be used as proximity warnings.
And some other uses. Ive noticed that i do prefer direct hits over this, but this does quite the easy mode of damage. Il need further testing, this is neat!
This can... easily replace burst rounds. If we have both, then one will be used over the other.
The mechanic of this ammo can be used in other ways for other ammo type. Or weapons in general. Im liking the idea of this, its very strong atm.
Injection Clip
It is actualy in a good place now.
May be the go to ammo for the mortar, while the gattling and stuff is pretty good.
This ammo is seppoused to be used only on short ranges. I dont know if it is best to have no arming time.
This is combating lochnagar by the edge, maybe thats what you want. Almost replacable. A hades in particular does better than the gattling. I dont know why i would bring a gattling if this can satisfy close range needs AND long range. I suggest removing the arming time buisness.
Dragon ash + Dense Lungs
I find these to be balanced in a sense for the gunner.
If we remove Charged, suddenly gunner is more valuable for their slots.
For now, ive only tested these versus Test Dummies.
Richard LeMoon:
That stuff should be posted in the DevApp forum. I already made comments on prox, and it is horribly game-breaking as is. You will only hurt yourself with the mines.
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