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STEAMPUNK QUAD BOFORS
Naoura:
A good argument, I will give you that. I can agree on an extended shatter weapon, decidedly more suppressive than a Hwatcha, but I sideways disagree on the Fish. I'm sick of seeing Hwatchafish, utterly sick of it. It's so overdone that it's just pointless to think of anything else. It's a go-to for any new captain or a vet captain who doesn't really know what to take (or is drunk).
However, I will agree. Something like this might be better off as a suppression weapon, rather than the pseudo-torpedo that the Hwatcha is (Slow moving, easily seen, semi-easy to avoid unless at point blank range). On a Fish, it would work perfectly as a flank harrass, if you extended the range adequately to make it moderately dangerous, and very defensive on a Spire or Gally. From the (fuzzy) math that I did earlier, I'd say increase the ammunition amount and the reload speed, but I'd give it a somewhat small AoE for each round. That way it would reward hits and not firing randomly into an area.
However, that doesn't solve the idea of any kind of actual heavy piercer. Yes, I know, "paired with the Typhon, too OP", but isn't that what the Galleon is there for? It's built to be a major weapons platform with an extremely deadly broadside, but dirt turning. A double Hwacha broadside with a gatling topdeck is more than enough to cause death if it's a 1v1, and even in a 2v1 with a full hwacha gally if the gunner and the engie are in good sync. Not changing an awful lot WITH a heavy piercer, and how often do you even see the Typhon anymore? I only see it on noob ships, joke ships, or Jedi's ship, simply because he pairs it with the Mino and it still takes forever to kill.
Hwo about this for a heavy piercer: An actual Flak weapon. A weapon that you can change the ranging on to change it's arming time, say, from 1000 meters down to 250 meters. Once it hits arming time, it projectile-casts in an orb around it, dealing a pitiful amount of damage per projectile sent out from the burst. You'd only have the ability to hit them with half of the payload of said round, making the damage, overall, pathetic, but harrassing enough to be dangerous. It'd basically be a long range, even less accurate gatling at that point, where every second shot is missing the target. Interesting dynamic, low damage but easy to hit with, sub-range to the Flak while still being acceptable close range.
Any better, in this event? Note, I'm talking about a new weapon here, not what the Bofors should be. I cede the field to you on that, it's a better mechanic than simply double-shotting with a little bit of piercing. I don't know if it should be double shatter, but I can agree with it.
Unarmed Civilian:
Typhon sees play on some long range Galleons and the rare flak Spire. It's really good at what it does, the issues with has more to do with its platform than the actual gun.
As for the actual flak/airburst weapon, I like the idea. I've been hoping for a gun like that to be added for a while.
It might actually make for a more interesting, mid-range goldfish with side flaks to be possible if the damage can be applied reliably enough. Just have to be mindful of it not being too good a close range armor shredder that the devs seem to be really hesitant to put on a heavy gun.
Naoura:
Onlt the AoE would be Piercing, I think the direct would have to be something silly. I'm playing around with the idea of fire (Charges inside the round that detonate it into the shrapnel go off unpredictably when hitting a barrier), due to not wanting an explosive/piercer.
And the damage was going to be pretty much tiny, maybe 2-5 damage per projectile, with a smallish clip but quick reload. Diferent ammunition types would change the amount of projectiles cast, where normally it would be 14 (Omnidirectional projectile cast), while loading up Loch or such would drastically increase the projectile amount, depending on the damage percentage. So loading in Loch would jump the projectile count up to 31 and charged would increase it to 18.
My thoughts on the half-life for the projectiles is basically just the burst range. Once the projectiles would be cast, they'd have a half-life until they reach the end of burst range. Burst amunition, and AoE altering ammunition, of course, extends or reduces the half-lives of the projectiles. Arming time would be reversed on it, so that the range is determinal on the arming time, which is also determinal. I think something with an optional arming time, somthing changable in a way different than just loading in a different ammunition, would be pretty neat, and I've talked about it in two seperate weapon concepts I've worked on. I just think it's a mechanic Muse happened to overlook.
Ace of Hawks:
Okay Okay. Enough you two. Howard and I had a discussion about this weapon last night on the Devapp. Players wanted a heavy Gatling gun, but also wanted the original Heavy flak back. I brought up this topic for discussion. First things first,we agreed that this weapon if it was added would be added to Alliance. It doesn't really fit skirmish. Second the weapon would primarily be used for aircraft and to take down hull armor of enemy AI ships. Third and final point, that it would have a high DPS rate so it could take the roll of a heavy Gatling/flak and we could eliminate the word light Gatling and just call it a Gatling gun.
BlackenedPies:
Ah the folly of a piercing heavy weapon... Well as long as it's fun and stays out of PvP that's all that matters
It's a shame that effort isn't put into content for Skirmish mode, one reason being that it's much easier to 'balance' for Alliance
--- Quote from: Richard LeMoon on September 11, 2016, 12:03:17 am ---In essence, it is time to stop worrying about making guns and ships that are unique, and start looking at more variety. It is far easier to look at something that is working, and say, "This is working. How can we make another a little differently?"
--- End quote ---
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