Info > Feedback and Suggestions
Another one of those 'gunner balance' threads.
Zirilfer:
This may have been brought up before, but what if instead of giving the gunner an ability beyond multiple ammo types, we add additional ammo types to make multiple ammo's more viable.
Here's a few ideas I'll throw around
Shatter rounds: Gun damage is significantly traded off for added shatter damage, for when things aren't going your way and you need a disable (great for flak, banshee and mortar to get some extra utility when the hull won't fall)
Explosive rounds: Like shatter rounds but with explosive damage, great for balloon poppers and hull strippers to get a little utility once their job is done
Reinforced rounds: Your gun takes less damage, for those merc/art assaults as you move through, sort of a reverse heatsink
A front ship specific mounted captains gun: The captain controls this gun with lmb, but it only shoots straight, anyone could load this gun, but it may be the gunner if other ammo types/load locations don't synergize well with the mounted gun
I think the shatter and explosive rounds works best, as you're likely to use that on otherwise 1 ammo type guns like gat, carro, mortar, banshee, maybe even bring merc off the charged rounds for once.
Let me know what you guys think
Mezhu:
I do like the idea of having ammo types that add a minor amount of a specific damage type. It's what incendiary does already practically- you lose a ton of dpc and dps but part of the damage dealt is instead fire (conditionally; if you're hitting unsprayed components, doesn't work against permahull), making guns otherwise ineffective vs balloon, such as the gat, somewhat more viable. The trade-off isn't really beneficial but under a few very specific circumstances it could work to an extend.
Awkm's concern with the suggestion is that such a change could cause balance issues- which is indeed true. However the numbers could be toyed with until there's a point where e.g. using the 'explosive' ammo type on an explosive weapon would actually decrease your damage (just as incendiary is extremely ineffective for the flamethrower), and using it on any other gun wouldn't transform it into the ultimate finisher but just make it less pointless to shoot versus armorless targets.
I actually think this effect could be implemented as part of many current ammo that find limited use. Burst for example is of almost no use to non-AoE weapons, and not really optimal on any gun other than the Artemis. If there was a damage modifier such as -15% primary damage, +5% of secondary damage dealt as explosive, it would immediately be viable in a number of different guns and scenarios where it could be used for some extra explosive power, mostly in disable-focused builds, without losing it's effectiveness on Artemis at the same time. Likewise, Charged finds very very limited use, mostly on high damage/low clip guns- a similar use could be found for it.
GeoRmr:
Burst rounds are OPTIMAL on the hwacha, flamer, lumberjack and mine launcher...
Mezhu:
Not the point
GeoRmr:
Yes it is, you're suggesting replacing burst rounds entirely with an ammo type that modifies damage type, how about we keep burst rounds as they are (useful on many guns) and add another ammo type that modifies damage type.
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