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Damage Type Combinations (for discussion and new ideas)

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vyew:
Direct/AOE

Existing combinations:
Piercing/Shatter (Gatling, Mercury)
Piercing/Impact (Mine Launcher)

Shatter/Flechette (Lumberjack)

Flechette/Shatter (Carronades)
Flechette/Piercing (Harpoon)

Explosive/Explosive (Mortar, Banshee, Flaks)
Explosive/Shatter (Artemis, Hwacha)

Fire/Piercing (Hades)
Fire/Fire (Flamethrower, Flare)



Unused combinations:
Piercing/Piercing
Piercing/Flechette
Piercing/Explosive
Piercing/Fire

Shatter/Piercing
Shatter/Shatter
Shatter/Explosive
Shatter/Fire
Shatter/Impact

Flechette/Flechette
Flechette/Explosive
Flechette/Fire
Flechette/Impact

Explosive/Piercing
Explosive/Flechette
Explosive/Impact
Explosive/Fire

Fire/Shatter
Fire/Flechette
Fire/Explosive
Fire/Impact

Impact/Piercing
Impact/Shatter
Impact/Flechette
Impact/Explosive
Impact/Fire
Impact/Impact


Plenty of new room for new ideas, go! Or perhaps there can be more life squeezed out of the few that are already used. Here are my favorites:

Piercing/Piercing. Dedicated piercing gun, maybe like a semi-automatic rifle or revolver. Has actual penetration of ships (because it doesn't have Shatter, I don't think it would be OP like the Mercury with penetration apparently was). Maybe in both light and heavy versions

Flechette/Flechette. Gun that has 1 accurate shot (perhaps needing to be lobbed like a frag grenade) that instakills a balloon, but needs a long reload. Like Lochnagar Lumberjack, but as a light gun and doesn't require actual Lochnagar.

Impact/Impact. Shoots a very heavy projectile that knocks back ships, in addition to a small amount of disabling power (less than the current Mine Launcher). Heavy gun.

Fire/Explosive. Missile launcher that shoots 3 missiles at once. Direct fire damage allows decent damage on the balloon or 9 fire stacks (3 per missile) on components if aimed accurately (heavy clip removes the spread of the 3 missiles.) The explosive part seals the deal.

Shatter/Fire. A projectile weapon that needs very high accuracy to destroy any component in 1 shot, but near misses drop some fire stacks instead. Could be a projectile of molten metal, that "melts" components and splashes the molten metal everywhere.

Flechette/Fire. Focused sunlight laser beam!


I think it's quite unfortunate that a significant number of the unused combinations could easily result in "1 gun that does it all" and thus turn out to be overpowered.

pandatopia:
I like the Fire/Explosive, esp because it will be more viable to shoot while armor is still up, helping disable nonchem'd parts.

I think shatter/fire unless it is something that gets more shots than the merc will not be used, simply because the merc already one shots all guns and does very well vs hull too. No need for fire when you have so much raw damage.

Piercing/piercing is too powerful vs armor - engineers are already completely at the mercy of the enemy team's accuracy when it comes to armor rebuild, and if anything pierces it faster than gatling or merc ships will just all completely die miserably in a "who fired first" kind of scenario.

Flechette/fire is interesting, but keep in mind that since we have incendiery ammo this type of gun needs to prove superior to that. I like the idea of a balloon popper that also adds fire inherently, but the current carronade pops a balloon in one clip (w/ heavy or all shots hitting) so fire seems like not terribly necessary.

GeoRmr:
harpoon is piercing/flechette

Echoez:

--- Quote from: GeoRmr on July 23, 2014, 10:16:34 am ---harpoon is piercing/flechette

--- End quote ---

Ya but, harpoon ain't a gun, it's a fishing tool, we use it to hunt Sky whales that will be introduced in a future patch.

On topic:

Explosive/Fire is something cool that'd I'd like to see, perhaps as an incindiery grenade launcher.

some other combinations would prove to be a bit OP :3

GeoRmr:
Awkm wants to break the banshee by changing it from double explosive to explosive fire. =/

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