Main > General Discussion
Damage Type Combinations (for discussion and new ideas)
Ultimate Pheer:
I think an Explosive/Fire Firebomb-Type weapon would be neat, and good for spreading fire around at a distance.
vyew:
--- Quote from: -Muse- Jacob on July 25, 2014, 08:38:31 am ---Also, and this is where things get really dodgy, some of the guns in the game right now have a secondary damage type that deals more damage than their primary. As such, I wouldn't discriminate between Shatter/Flechette and Flechette/Shatter for instance. That cuts the number of damage combos in half sadly.
--- End quote ---
Not quite, because the secondary damage type can have an AoE and can therefore hit multiple components, or hit the balloon through a Pyramidion's armor. Imagine if the Lumberjack had Flechette as Direct and not AoE damage.
Also, yes I think that Explosive/Fire or Fire/Explosive seems to be the most interesting and not likely to be overpowered combination. Plus, it fits in with the alternate reality timeline because firebombs were definitely available in WW1/WW2.
Echoez:
--- Quote from: vyew on July 28, 2014, 01:26:44 am ---Also, yes I think that Explosive/Fire or Fire/Explosive seems to be the most interesting and not likely to be overpowered combination. Plus, it fits in with the alternate reality timeline because firebombs were definitely available in WW1/WW2.
--- End quote ---
Heavy Napalm Launcher!
Richard LeMoon:
If there were a Piercing/Explosive gun, I would make it a support gun with high angles of rotation, but pretty low damage per shot. If we compare it to a gat/mortar combo, you would have to have about 3 or 4 of these guns to do the same damage. This would make it a supplemental trifecta gun along with the Artemis.
I think an Impact/Flechette would do well as a very short range Claymore mine type heavy gun. Fires hundreds of shot in one burst in a wide horizontal spread, knocking a ship back and damaging the balloon. Could be Impact/Shatter instead as well.
Deltajugg:
DISCLAIMER:Everything in this post is only but a suggestion and,whether it's name or balance-wise, a subject to change, don't get butthurt if you consider a weapon unbalanced with its high damage, numbers can be changed.
1.Hephaestus light bombard cannon.
Fire/Impact
Light gun
Long range (1500m), Arming time at 900m
Fire damage 150, Impact Damage 120
AoE 60, 3 shots per clip, Rate of Fire 0.80, Reload Speed 0.13
Projectile speed 240m/s , Shell drop 10m/s2
Horizontal angles 30
Vertical angles 10, 65
Highly rewarding for long-range shots, large AoE for good long range spread of fires, benefits alot from lochnagar shots, can be used downwards to bombard people from above. Slow projectile speed makes it hard to shoot, small clip, rate of fire and reload speed, as well as high arming time make it a situational and, from my perspective, balanced gun.
2.Athena Light Spear Launcher
Piercing/Flechette
Light Gun
Medium Range (800m)
Piercing Damage 80, Flechette Damage 70
AoE 0, 6 shots per clip, Rate of Fire 0.75, Reload Speed 0.17
Projectile speed 300m/s , Shell drop 10m/s2
Horizontal angles 50
Vertical angles 35, 15
Not excelling at neither total damage or dps with either armor break or balloon pop compared to gatling or carronade, yet good for mid-long range harassment in both cases, relatively easy to shoot and it has good arcs. A supportive gun of sort, consider it a secondary option for banshee in your ship layout.
3.Apollo Light Autocannon
Piercing/Piercing
Light gun
Long Range (1000m)
Piercing Damage 6, Piercing Damage 12
AoE 4, 45 shots per clip, Rate of Fire 3.50, Reload Speed 0.17
Projectile speed 325m/s , Shell drop 5m/s2
Horizontal angles 30
Vertical angles 30
Additional notes: Shots spread like light flak.
DPS lower than incendiary hades, but it's relatively easy to shoot and has higher total damage per clip than any gun apart from burst gatling. Shot spread makes it additionaly unreliable with aiming for balance reasons, so the DPS may vary more. Has no arming time, so even if it's not better than greased gatling and dps wise it's worse than accurately aimed hades, it is an additional armor breaking weapon option.
4. Ares light Falconet
Explosive/Fire
Light Gun
Long Range (2000m), Arming time at 700m
Explosive Damage 130, Fire Damage 70
AoE 40, 2 shots per clip, Rate of Fire 0.4, Reload speed 0.15
Projectile speed 700m/s, Shell drop 10m/s2
Horizontal angles 15
Vertical Angles 20, 5
A gun to pair with mercury. Very good killing potential, high AoE for long range flame stack appliance, but very slow fire rate and reload speed, also narrow arcs. Also I was thinking of a badass huge flamecloud showing up for a moment after hit, we seem to be lacking weapons with high badass factor when it comes to the visuals.
5.Thanatos light cannon
Piercing/Explosive
Light gun
Short range (150m)
Piercing Damage 70,Explosive Damage 130
AoE 30, 4 shots per clip, Rate of Fire 0.8, Reload speed 0.13
Projectile speed 625m/s, Shell drop 6m/s2
Horizontal angles 35
Vertical angles 30
Good killing potential. Not as good as mortar, but the weapon has piercing damage, so it can break armor AND kill. High AoE on explosive with good flamestack appliance percentage, relatively slow fire rate and very slow reload. Most importantly, even if it is very powerful because of its damage types, it's a very short range weapon, so it can be used effectively only when you're incredibly close. I was thinking of the projectile exploding at its maximum range if it won't hit anything, making a fire cloud (look badass factor), and also affecting your own ship as well, like mine, if you charge into it, it may help with balancing the gun as a "double-edged sword" that cannot be used reckressly when closing in on the enemy, or it may affect you more than you wish it did. This is only for the case of the gun being too powerful as it is.
6.Tartaros Heavy Shrapnel gun
Shatter/Fire
Heavy gun
Short range (400m)
Shatter Damage 1 , Fire Damage 1.2
AoE 4, 100 shots per clip, Rate of Fire 10.00, Reload speed 0.07
Projectile speed 450m/s, Shell drop 6m/s2
Horizontal angles 35
Vertical angles 35
Additional notes:Shot spread like flamer/carronade/hwacha.
A heavy gun with immense component disable potential. It's relatively short range, it doesn't have killing potential of a hwacha, but it can keep the components damaged on a consistent basis for the duration of 10 seconds, and it can ignite alot of fires with its huge clip. Reloads for a long time, it has good arcs. Initially I wanted it to be a heavy flamer, but then I realized that damage passing through the entire ship would be op with those statistics. Sorry Cake :<
And now the funtime, guns with new mechanics!
7.Zeus Ray Cannon
Piercing/Flechette
Light or Heavy gun
Short range (350m)
Piercing 1, Flechette Damage 1
AoE 0, 25 shots per clip, Rate of Fire 5.00, Reload speed 0.06
Projectile speed 3000m/s
Horizontal angles 60
Vertical angles 35, 25
Additional notes:Tesla cannon, spreads in chain between the components, disables engines for 3 seconds after recieving damage, cooldown refreshing with every damage tick, weapon keeps shooting until the clip gets depleted (proximity ammo-style).
Basically a supportive gun for only but slight damage harassment, but mostly for turning off the engines on the enemy ship. I wanted to implement the "stun" effect after using the gun, but at the same time I wanted to avoid the abuse of refreshing the stun with one round used every 3 seconds, so I went with the proximity idea of a gun shooting itself until the end of clip that we have with the experimental proximity ammo on Dev App. Good arcs, barely any damage, very slow reload speed.
8.Daedalus Missile Launcher
Shatter/Explosive
Light gun
Long Range (1900m) Arming time 500m
Shatter Damage 100 Explosive Damage 60
AoE 3, 1 shot per clip, Rate of Fire 1.00, Reload speed 0.20
Projectile speed 400m/s
Horizontal angles 60
Vertical angles 10, 15
Additional notes:Homing, heatseeker missile, if there's any fire on any component on any ship, the missile flies to the closest fire by itself after arming time, trying to hit the component , charging straight for it. Can hit enemies, allies and your own ship.
A supportive gun. Weaker than Artemis rocket launcher. Its dependance on flamestacks makes it unreliable for actual, straight-line aiming, but it is nonetheless a homing missile.
9.Poseidon Water Cannon
Impact/Shatter
Light gun
Short range (250m)
Impact Damage 1, Shatter Damage 1
AoE 10, 50 shots per clip, Rate of Fire 5.00, Reload speed 0.07
Projectile speed 250m/s Shell drop 10m/s2
Horizontal angles 50
Vertical angles 25, 45
Additional notes:
Extinguishes fires, can push ships around.
Water cannon has been already suggested somewhere on the forums. I still think of it as a cool idea.
10.Aphrodite Repair-bot launcher
no damage
Light gun
Short range (200m)
AoE 0, 1 shot per clip, Rate of Fire 1.00, Reload speed 0.03
Projectile speed 50m/s Shell drop 15m/s2
Horizontal angles 60
Vertical angles 45, 15
Additional notes: Sends out a mini-bot that repairs the component you hit, repairing 20 hp/s for 30 seconds. Works on enemies and allies.
A supportive gun that additionaly repairs the hit component without any cooldown penalty. An idea I've repeatedly suggested to Devs. It's not an energy beam, so it fits more in the steampunk(ish) setting of the game. It's not a crane/repair arm, so there's no problem coming up with the idea of how would it work considering the distance between the ships not being maintained all the time. All comes down to whether or not steampunk robots are an option. I always imagined this repair bot looking like Zeke from Rise of Legends. Look at this little guy, repairing your hull and such.
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