Info > Feedback and Suggestions
Call for Gunner Ammo Ideas
Milevan Faent:
--- Quote from: vyew on May 23, 2014, 01:23:01 pm ---
--- Quote from: Mezhu on May 23, 2014, 12:58:15 pm ---
--- Quote from: Mezhu on May 23, 2014, 12:44:45 pm ---And another thing, sorry for yet another double post.
Have you considered my Injection proposal, of turning it into a Turret ammo type? I think it helps resolve a lot of gunner utility issues that are being adressed, and creates a very niche, situational ammo type that is extremely hard to use but allows for tremendous rewards if properly applied, while also slightly boosting the offensive potentials of Spires and Mobulas without affecting the other ships as much.
I'll type it here once again in case it got hidden with all the posts and stuff and I'll shut up afterwards.
Injection Clip-95% rotation
+30..50% rate of fire
-10..30% damage
+80% damage done to gun with entire clip
Does not stop firing until clip's emptied
Practically turns the gun into a turret that can be preaimed, allowing for gunners to 'use' more than 1 guns at the same time, giving some ships the ability to improve their offense while allowing engineers to return to defensive positions (5fecta mobulas anyone?). The ammo type is far too situational to be used by engineers and gives the gunner a more active role of quickly rotating the ship to set the guns up in proper arcs. Gives pilot a whole new thing to learn, as it turns ships into 'biplanes' with fixed turret aiming. Is hard to use effectively, even harder to use to its' maximum efficiency, promoting crew communication and practice.
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This is as niche as it can get. It is interesting, fun, and has a high skill ceiling and encourages having a 2nd effective ammo to salvage an attack run or to simply not have to rely only on this ammo.
Personal suggestion: An ammo that shoots around cover (not proximity rounds). A gunner would shoot away from the cover, after which the bullets would curve towards the target, thereby requiring skill to manipulate the bullet arc.
tl;dr curving bullets :) :) :)
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--- Quote from: Dementio on May 23, 2014, 02:56:02 pm ---Ammo that makes the projectile follow the cursor while it's in mid-air? It would make long range easier. Question would be if the cursor can change the arcs by moving up and down.
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... How would either of these concepts be possible? There is no logic behind them at all. Admittedly, proximity doesn't necessarily make too much sense, but it at least makes more sense than curving bullets, or magical bullets that move with the cursor after being fired.
Dementio:
Does it have to be realistic?
awkm:
We had 'homing' in beta.....
Not sure about following cursor, though. Might require a lot of work for that feature.
Crafeksterty:
Dont know if we need homing now with proximity.
Ive come up with a few tweak suggestions.
Burst Rounds Change
300%+ AOE (Dont really know a healthy number)
Projectiles activate in 200% of new AOE
20% clip size
25%- Rate of fire
50%- Overall Damage
Would be a good change for proximity, or just directly input it for the Burst Rounds.
Incindiary Change
Add in that extra fire (10 or so extra %)
With 25%+ aoe.
Also, is Max health on guns any possibility? Heatsink could go for that, along with an ammo type dedicated to it (Barricade).
Also, questioning a flashback to when gunners (or anyone) could load ammo into guns without having to be in them for the last microsecond once on the dev app.
With a possible introduction to new gunner ammo and perhaps an engineer tool that may make gunners life easier... Would that reload mechanic be for the better or worse? Because i dont remember why it was so bad.
MrJeff:
What about Heat-seeking? After a standard arming time, it makes slight course adjustments toward the hottest point in it's directional cone. Not enough to bend around most cover, but enough to focus on some already inflamed components. Pair with someone firing incendiary rounds, it would bring additional meaning to "focus fire".
Note: Do not fire into your ally's close-quarter flamer-heavy scrum.
Point to consider: How would flares help/hinder/modify this. Either act to distract... or as a way to paint a target?
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Is there a design consideration around what ammo can do? There are a few damage types, but what about inflicting other conditions to components. (Electrical Shorts, Frozen/Iced, Blinded sights on guns.) Is that along the lines that you are looking for? It would be a way to work in ammo-synergy and ways to encourage varied ammo usage.
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