Off-Topic > The Lounge
Utility Ammos
Lieutenant Noir:
After watching a lot of Splatoon play I thought of an idea
I thought that having Weird, Quirky ammo would make the gunner a more utility focused class
I searching up some existing ammo and came up with these
Tracer Ammo
Ammo that causes Flare light to be emitted on shots that make impact. Shots would have a limited radius of emitted light meaning less lag and less effective than the flare (More effective for enemy ships trying to run way from a short range load out).
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Easier alternative - make the spots last for longer after the enemy has taken cover
Stealth Shot
Ammo that eliminates the sound of the shot as well as make the projectile invisible to make it harder for the enemy to detect where the shots are coming from. (I have no Idea how this with mines would work, I guess you would just have mines popping out of nowhere)
Smoke Shot
Ammo that causes a cloud to be emitted around the radius of the shots decreasing the target's visibility. It would, however, make it easier for the target to shake off spots.
Piercing Shot
Ammo that penetrates through a ship causing it to hit multiple components. Would have to have a significant clip reduction for this one.
Acid Shot
Ammo that makes it easier to break components by decreasing component health to a fixed decreased number. Major rate of fire reduction for this.
What about you guys? Can you think of any weird ammunition that might make the gunner a utility focused class?
Carn:
Stealth mines............beautiful........ Acid ammo sounds a lot like incendiary though.
BlackenedPies:
There are 4 ammos in Dev App: Injection, Dragon Ash, Dense Slug, and Armed.
More ammos would help make the gunner useful. Fix incendiary first
Arturo Sanchez:
stealth shot makes no sense from a lore perspective. And its not like call of duty where a person shooting makes the ship blip on the map screen revealing them.
Acid=pretty much does the job of proper dps ammo hence pointless.
flare and smoke=lag gun and makes the use of utility guns and pilot tools that have ALWAYS done the job in the fine balanced way useless.
The role of guns is to control enemy movement, whether to force a ship to go down, retreat, be blocked off or forced to die and spawn out of its effective combat zone and of course gun arcs.
The role of ammo is to support these actions. To either prevent the above actions used against you or to amplify the ability. Either by increasing accuracy, aoe or dps.
With that in mind. Every ammo type thus far has its utility.
Here's something to consider.
High piercing ammo-gives even explosive guns like flak an increase in pierce dmg but decreases explosive. Increased rate of fire, lower clip. Hence cannot replace greased.
High Explosive ammo-decreases pierce but increases explosive. lower rate of fire, bigger clip.
Flechette, impact and shatter ammo. I considered but nah. Way to OP. Impact mines, flechette lumber, and shatter on any gun with AOE...
maybe a nerf like inci with a chance of increased x-dmg. where x is the type of dmg.
This is of course me thinking about me suffering noob builds and me as a vet finally having some degree of control of the situation... like old crazy king....
@pie
some info on the ammo types beyond the names would be nice.
but by the names, I don't like them already as they seem to imply to be very very gun specific.
Liked armed probably being related to arming time (hence what happens to guns with no arming time)
Koali:
@Ceres
Stealth shot mutes the sound and cloaks the projectile, preventing the enemy from tracing its path back to your ship and helping you stay somewhat hidden.
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