Guns Of Icarus Online

Info => Feedback and Suggestions => Topic started by: Arturo Sanchez on March 25, 2015, 11:31:51 pm

Title: New guns
Post by: Arturo Sanchez on March 25, 2015, 11:31:51 pm
Just post them here... make this a sticky thread or summat.

Heres one.

Flash bang-disables sight and sound of whole crew.

Chaff-disables all communications of all crew.

Or a combo of both. Flashbang is the instant effect...but the lingering effect is the chaff.
Title: Re: New guns
Post by: Crafeksterty on March 26, 2015, 01:09:57 pm
Tar Smoke Gun, Alot like the light flak, but makes lingering puffs of smoke on the enemy ships that makes the crew have a difficult time seeing past it wherever it gets hit on.

Disabler, Fires a harpoon like wire with a small AoE wich disables components nearby (Except armor) for 10 seconds. (Disabled, not destroyed, but can be rebuilt to relinquish the 10 seconds faster for that one component). Long reload.

Cloud gun (light gun), Puts a  large cloud that lasts for a minute, but slow firing. Maximum 5. Deploys like the mine launcher, just aproximate 500 meters away or less as default.

Title: Re: New guns
Post by: Lanliss on March 26, 2015, 01:26:05 pm
Ball and chain: fires a harpoon and a single or pair of giant metal balls. Almost no damage, but slows or stops the ascent of the hit ship. To remove, hit the component it is stuck to.
Title: Re: New guns
Post by: SirNotlag on March 26, 2015, 01:28:36 pm
Laser gun.
light gun. Would be like a mix between a flamer and the merc field gun.
Max range 1000m so it cant hit things all the way on the other side of the map unless using locnagar or something.

narrow field of fire ( 5 degrees horizontal and down 15 degrees upwards)but long range and instant impact cause its a laser.

small clip of 50 with 6 heat damage per shot and 10% fire chance. burns through ammo about as fast as a flamer so very shot but damaging burst.
Title: Re: New guns
Post by: SirNotlag on March 26, 2015, 01:35:47 pm
I really like the idea of the tar gun that can shoot small smoke clouds at an enemy from range obscuring their view and disabling components. Thats a utility gun I would love to use doesn't have any kill power and not very good against moving targets as they move through the clouds before they are fully formed but still really cool idea!
Title: Re: New guns
Post by: DrTentacles on March 26, 2015, 01:55:01 pm
I still vote against anything that stops chat.

First, most competitive teams have a out-of-game client. It will only cause additional frustration, and make it less likely for PUGs to win against per-orgazined groups. Second, a lot of your first ten or twenty levels is learning how to effectively communicate. Adding a hindrance will only slow the process.
Title: Re: New guns
Post by: SirNotlag on March 26, 2015, 02:13:45 pm
I agree with dcTentacles disrupting communication in a game about communication defeats the purpose and is just very frustrating, itd be like putting slow shields in a game like COD that block all bullets forcing you to kill the guy with a knife or something, its adding something to the game that actually takes away from it.





Oh and on a side note i dug up some of my old weapon ideas to share:

Howling wolf shotgun: an alternate brawler weapon that deals both explosive and disable damage at short range just to add a bit more variety to brawler builds
https://gunsoficarus.com/community/forum/index.php/topic,4496.msg75352.html#msg75352

Harrasement scrap gun: a light gun that deals very little damage but with amazing arcs and easy to use allowing for some guaranteed damage and adding more options to bifecta builds.
https://gunsoficarus.com/community/forum/index.php/topic,4488.msg75238.html#msg75238

Shredder canon: an idea for a heavy piercing weapon. Muse already came out with one now and its much more interesting than my plain old boring canon so I actually don't like this one.
https://gunsoficarus.com/community/forum/index.php/topic,4487.msg75236.html#msg75236

Light scorpion: a medium range balloon popper that fires explosive  bolts that deal flechette and explosive damage
https://gunsoficarus.com/community/forum/index.php/topic,4484.msg75159.html#msg75159

Sonic weapon: my personal favourite as it mixes defence with offence and Muse has not created a gun that can do that yet. It would fire short range slow moving particles in a wide cone that would detonate incoming enemy rockets and explosives and be able to deal shatter and explosive damage up close to enemy ships.
https://gunsoficarus.com/community/forum/index.php/topic,4046.msg69823.html#msg69823


Title: Re: New guns
Post by: Saull on March 26, 2015, 02:23:09 pm
More deployables like the mine launcher would be cool. How about an automated floating turret.(piercing or explosive?) If you can just shoot out one at a time it shouldn't be too bad especially if the reload didn't start till it was destroyed so if you misplace one you have to pop it's balloon or make the best of it.
Title: Re: New guns
Post by: Replaceable on March 26, 2015, 03:01:17 pm
I want a gun that shoots other, smaller guns.
The smaller guns cant fire. Pls Muse.
Title: Re: New guns
Post by: MightyKeb on March 26, 2015, 03:28:31 pm
I want a gun that shoots other, smaller guns.
The smaller guns cant fire. Pls Muse.


A hwacha with a 20 rockets barrage that fires 20 tiny and effective flamethrowers..

I'd hate to be daniel in that situation.
Title: Re: New guns
Post by: Arturo Sanchez on March 26, 2015, 03:54:26 pm
I still vote against anything that stops chat.

First, most competitive teams have a out-of-game client. It will only cause additional frustration, and make it less likely for PUGs to win against per-orgazined groups. Second, a lot of your first ten or twenty levels is learning how to effectively communicate. Adding a hindrance will only slow the process.

My baby AIs know exactly what to do without me ever saying so. Why? point ship very obviously to a target. Obviously I mean shoot that target.

engine goes down. do I need to tell them to go on engines? I use kero and they see engines continue to go down. Do they derp around? No they move their asses.

same with any component and etc.

The only thing I order is fine details like what ammo to use or an elaborate 3 step plan that spans 3 minutes or so.
But in the moment stuff? its pretty clear to them, because common sense.

Laser gun.
light gun. Would be like a mix between a flamer and the merc field gun.
Max range 1000m so it cant hit things all the way on the other side of the map unless using locnagar or something.

narrow field of fire ( 5 degrees horizontal and down 15 degrees upwards)but long range and instant impact cause its a laser.

small clip of 50 with 6 heat damage per shot and 10% fire chance. burns through ammo about as fast as a flamer so very shot but damaging burst.

It already exist. Its called the tesla gun.
Title: Re: New guns
Post by: Replaceable on March 26, 2015, 04:15:33 pm
I want a gun that shoots other, smaller guns.
The smaller guns cant fire. Pls Muse.


A hwacha with a 20 rockets barrage that fires 20 tiny and effective flamethrowers..

I'd hate to be daniel in that situation.

just fires small flamethrowers. the small flamethrowers cannot shoot.
Title: Re: New guns
Post by: SirNotlag on March 26, 2015, 05:37:55 pm
tesla gun isnt in the game yet and I doubt it fires at things 1km away
Title: Re: New guns
Post by: GeoRmr on March 26, 2015, 07:23:28 pm
(http://i.imgur.com/kTRWs.jpg)

Heavy gatling. It's time.
Title: Re: New guns
Post by: Crafeksterty on March 26, 2015, 08:26:57 pm
Ooooh heavy gattling is so tempting, but it would rival the heavy flak!
Title: Re: New guns
Post by: Indreams on March 26, 2015, 08:46:54 pm
Heavy Mine Launcher, except, instead of mines, it deploys small pea-shooter guns.

Pea-shooter guns would be short-ranged and weak. As weak as mortars on practice ships.
Max Deployment 2
or
Max Deployment 5 with slow reload and limited duration (Balance purposes).

Ammo type effects the pea-shooter. For example, lesmok would increase peashooter range, but reduce clip size and reaction (rotation) speed.

Three Tactics/Builds I can think of.
Fish that deploys these going in. Engages with broadside with the aid of pea-shooters.
Galleon that puts these on the starboard side. With correct piloting and aiming, a devastating ship that utilizes all four of its heavy guns.
A support Spire that performs tactically on Cap point maps.

If implemented, plenty of balance to do. Still, a fun idea nonetheless.


Should work kinda like Hydra Sorc in Diablo II, where longer she was in the engagement, more damage she dealt (with Spammed hydras and firewall). Come to think of it... never was a popular build.
Title: Re: New guns
Post by: David Dire on March 27, 2015, 08:55:21 am
What I'd love is a gun that could shoot those cable blimps like the Nazis used in WW2. (If you don't know about them, they basically tie hundreds of cables beneath a blimp, send a few surrounding an area, and these will catch any planes that try to fly through them. They got pretty feared by pilots back then).

So it'd be like a Harpoon Mine. You shoot the ground, and your projectile detaches. It would then string a 10 or so meter line and float up a bit higher than max height. You could have five deployed max, like mines, and you could only destroy them by A) Lumberjacking the mini-blimp/balloon, or B) Shoot them. I'd think the cables would have high health. Also ramming them for ll the damage would work too :D
Title: Re: New guns
Post by: Koali on March 27, 2015, 09:14:19 am
Prometheus Heavy Flamer! Shoots dual jets of napalm! Originally surfaced in an RP thread! Designed by me! Built by me! And you'd best hope not pointed at you!








If anyone wants to reformat this in true TheT4nk style, you're welcome to do so.
Title: Re: New guns
Post by: David Dire on March 27, 2015, 09:17:30 am
Prometheus Heavy Flamer! Shoots dual jets of napalm! Originally surfaced in an RP thread! Designed by me! Built by me! And you'd best hope not pointed at you!








If anyone wants to reformat this in true TheT4nk style, you're welcome to do so.

I can't speak TheT4nk yet, it's too advanced, but...


PR0M37h3U2 h34VY PHl4M3r! 5h0072 Du4L J372 0F n4p4lm! 0R191N4LLy 5URf4c3D 1n 4N RP 7hR34d! d3519n3d 8y M3h! 8u1L7 8y M3h! 4ND J00'd 8357 h0P3 N07 p01n73D @ J00!
Title: Re: New guns
Post by: Koali on March 27, 2015, 02:48:58 pm
PR0M37h3U2 h34VY PHl4M3r! 5h0072 Du4L J372 0F n4p4lm! 0R191N4LLy 5URf4c3D 1n 4N RP 7hR34d! d3519n3d 8y M3h! 8u1L7 8y M3h! 4ND J00'd 8357 h0P3 N07 p01n73D @ J00!

There we go.

The 'designed by me, built by me, and you'd best hope not pointed at you' is from the TF2 Engineer.
Title: Re: New guns
Post by: MightyKeb on March 27, 2015, 07:34:57 pm
PR0M37h3U2 h34VY PHl4M3r! 5h0072 Du4L J372 0F n4p4lm! 0R191N4LLy 5URf4c3D 1n 4N RP 7hR34d! d3519n3d 8y M3h! 8u1L7 8y M3h! 4ND J00'd 8357 h0P3 N07 p01n73D @ J00!

There we go.

The 'designed by me, built by me, and you'd best hope not pointed at you' is from the TF2 Engineer.

That hurt my eyes so bad that if Promethus was released it'd hurt way less.
Title: Re: New guns
Post by: Koali on March 27, 2015, 07:51:17 pm
Heh, no it wouldn't.
Title: Re: New guns
Post by: MidnightWonko on March 27, 2015, 08:28:41 pm
Ooooh heavy gattling is so tempting, but it would rival the heavy flak!
No it wouldn't.  They'd be buddies.  The heavy flak'd be all, "Gosh golly, I sure do wish that darn ship's armor was down so I could do some actually decent damage."  And the heavy gatling'd be all, "RRRRRRRAAAAAAAAAAAAAAGGGGGHHHHH!"

Seriously, heavy flak does ~148 DPS to hull, yet only ~32 DPS to armor and components.  By contrast, the LIGHT gatling does ~74 DPS to armor and ~120 DPS to components.
Title: Re: New guns
Post by: Arturo Sanchez on March 27, 2015, 08:29:55 pm
heavy gat heavy flak galleon.

galleon gets a hull nerf.
Title: Re: New guns
Post by: Koali on March 27, 2015, 08:44:48 pm
I kinda get the idea that Chaladonian ships (i.e. Squid) are difficult to fully repair in the field, only allowing for quick fixes (4-hit armor with spanner, massive permahull), while Yeshan ships like the Galleon are easy to repair in the field, making it so large amounts of damage can be repaired (armor) while calamitous damage can't be fixed in the field (permahull).
Title: Re: New guns
Post by: Crafeksterty on March 28, 2015, 12:01:24 pm
There would be no reason for a heavy flack on spire anymore too, the gattling is enough to spare 2 light flaks into the target with the heavy gattling.

The only ship using the heavy flak is Galleon with the heavy gattling, but even that would not maybe be as good as the standard Carro Hwacha.
Title: Re: New guns
Post by: MidnightWonko on March 28, 2015, 03:41:53 pm
I think a new mechanic might help make for a wider variety of guns: a disarm time.  Much like an arming time requires time to expire before splash damage is dealt, disarm time would zero out direct damage after time has expired.  Perhaps if used together, it could result in projectiles that explode in mid-air or weapons that have a sweet spot where both damages are dealt.  Prior to the explosion (pre-arm/disarm time), it only does direct damage.  After the explosion, it only does splash damage.

Might also be funny if projectiles could be made such that, after hitting a target, they sorta feebly bounce off and fall towards the ground.
Title: Re: New guns
Post by: Arturo Sanchez on March 28, 2015, 03:50:51 pm
referring back to the point about communication being key part of the game.

Every component lost makes you lose a key part of the ability to play.

Guns=ability to shoot.
Engines ability to move
hull ability to tank/live
balloon ability to riise and fall and generally stay afloat.

disabling communication channels effects gameplay in about the same kinda way. the only thing needed to balance is how long the chaff should scramble communications, how big the aoe is AND for it to have friendly fire (as actual chaff jams all communications in reality).

and the flashbang part is there because simply blocking off com lines isn't really enough to slow a ship (especially a competent one)
Title: Re: New guns
Post by: Omniraptor on March 28, 2015, 05:51:27 pm
once again, please clarify what you mean by communications. If you mean voice, the only thing it would actually do is annoy people who don't have teamspeak/mumble/skype/etc.
Title: Re: New guns
Post by: SirNotlag on March 29, 2015, 04:30:24 pm
referring back to the point about communication being key part of the game.

Every component lost makes you lose a key part of the ability to play.

Guns=ability to shoot.
Engines ability to move
hull ability to tank/live
balloon ability to riise and fall and generally stay afloat.

disabling communication channels effects gameplay in about the same kinda way. the only thing needed to balance is how long the chaff should scramble communications, how big the aoe is AND for it to have friendly fire (as actual chaff jams all communications in reality).

and the flashbang part is there because simply blocking off com lines isn't really enough to slow a ship (especially a competent one)

I stand by my previous Statement. LEAVE COMMUNICATION ALONE! Disrupting communication in a game about communication defeats the purpose and is just very frustrating and not fun to the participants, itd be like putting slow shields in a game like COD that block all bullets forcing you to kill the guy with a knife or something. It is adding something to the game that actually TAKES AWAY FROM IT.
Title: Re: New guns
Post by: Arturo Sanchez on March 29, 2015, 06:32:03 pm
referring back to the point about communication being key part of the game.

Every component lost makes you lose a key part of the ability to play.

Guns=ability to shoot.
Engines ability to move
hull ability to tank/live
balloon ability to riise and fall and generally stay afloat.

disabling communication channels effects gameplay in about the same kinda way. the only thing needed to balance is how long the chaff should scramble communications, how big the aoe is AND for it to have friendly fire (as actual chaff jams all communications in reality).

and the flashbang part is there because simply blocking off com lines isn't really enough to slow a ship (especially a competent one)

(https://media0.giphy.com/media/Uk3Qf16CnFABi/200_s.gif)


>All this talk about this game being purely about communication.
>most vets don't need to state obvious crap to each other all the time and just get on with it.

Though... maybe the effect disabling the ability to see the health of parts for awhile might be a better alternative as there are indeed work arounds to communications. I call it-noob vision.
Title: Re: New guns
Post by: SapphireSage on March 29, 2015, 10:21:44 pm
To say that this game is not about communication defeats the main core of this game.

This game was built on the foundation of teamwork. The teamwork between the crew of the ship on the lowest level and teamwork between ships and captains on the highest level are necessary to make the most effective fighting force possible. In fact, I would say that this game requires much more teamwork compared to other games like LoL, PAYDAY, or Killing Floor. Even in those games you are able to perform well on a basic level "flying solo" so to speak with minimal communication. However, in GOIO in order for someone to do anything you must rely on everyone else on the ship. For such things to come to fruition communication is a must.

Even though most people who have played the game for longer than a year or so know what they are doing doesn't mean they don't need communication. My first question to any captain I would serve under is to ask what I need and what he expects of me. I would also argue that on a higher level comms are less about the basic acts that need to be performed and more about what the ship as a whole needs to do and requires much more communication with the co-captain regardless of one's experience in the game.

A communication ruining gun or component would only encourage clans to only play with each other and use ts, mumble, skype, or party chat more often since normal comms will be so easily disrupted. A comms disrupting weapon would be a thing that would destroy pub matches and ruin the fun of people being able to play with other people they don't often play with.

Thank you for reading and I hope everyone has a good day!
-SapphireSage
Title: Re: New guns
Post by: Kamoba on March 30, 2015, 01:51:58 am
While I think this idea is a very interesting one, with lots of merit, my overall opinion is in agreement with SapphireSage.
Title: Re: New guns
Post by: Arturo Sanchez on March 31, 2015, 08:26:23 pm
railgun

fired with built up magnetic energy stuff... iunno just look up railgun.

but yeah basically fires as a heavy merc with a single shot that has the ability to go at a straight line and rip all components it hits to shreds.
Title: Re: New guns
Post by: Koali on March 31, 2015, 08:30:21 pm
DEAR GOD, THE SHATTER
Title: Re: New guns
Post by: ShadedExalt on March 31, 2015, 09:21:00 pm
railgun

fired with built up magnetic energy stuff... iunno just look up railgun.

but yeah basically fires as a heavy merc with a single shot that has the ability to go at a straight line and rip all components it hits to shreds.

I had the idea of a Jupiter Field Cannon.

Like a Merc, but so much recoil it moves your ship.

Like, double Jupiter Galleons could ram if they fired both.
Title: Re: New guns
Post by: BlackenedPies on March 31, 2015, 09:39:26 pm
railgun

fired with built up magnetic energy stuff... iunno just look up railgun.

but yeah basically fires as a heavy merc with a single shot that has the ability to go at a straight line and rip all components it hits to shreds.

Sounds like the old Minotaur: 800 m/s, no drop, shatter... I called it a railgun.
Title: Re: New guns
Post by: Koali on March 31, 2015, 10:08:20 pm
(http://i.imgur.com/LeeXcKj.jpg)
Title: Re: New guns
Post by: Carn on March 31, 2015, 10:31:04 pm
dude, you are really pushing the Prometheus
Title: Re: New guns
Post by: Koali on March 31, 2015, 10:37:06 pm
*Pushes harder*

What can I say, I want it to be in the game.
Title: Re: New guns
Post by: Kamoba on April 01, 2015, 05:32:56 am
*Pushes harder*

What can I say, I want it to be in the game.

I still think double lion heads is too similar to the hwacha...
Now what I think would be (my opinion) better would be a single Large dragon head!
Launching flames which could engulf most of a galleon from.its jaws!

That way it has ots own unique look...
Also how awesome would that be on a goldfish?!?!
"Map is dual at dawns, were taking the dragon fish!!!
Title: Re: New guns
Post by: MagKel on April 01, 2015, 07:11:32 am
*Pushes harder*

What can I say, I want it to be in the game.

I still think double lion heads is too similar to the hwacha...
Now what I think would be (my opinion) better would be a single Large dragon head!
Launching flames which could engulf most of a galleon from.its jaws!

If we have to go for an head, i suggest a bull's head of Aegean origin(https://figures.boundless.com/12185/full/ami-stierrhyton.jpe)

imagine opening it's mouth when spewing fire, with the horns aligning to the body of the weapon just to retract once the trigger is relased

Title: Re: New guns
Post by: Kamoba on April 01, 2015, 07:14:06 am
*Pushes harder*

What can I say, I want it to be in the game.

I still think double lion heads is too similar to the hwacha...
Now what I think would be (my opinion) better would be a single Large dragon head!
Launching flames which could engulf most of a galleon from.its jaws!

If we have to go for an head, i suggest a bull's head of Aegean origin(https://figures.boundless.com/12185/full/ami-stierrhyton.jpe)

imagine opening it's mouth when spewing fire, with the horns aligning to the body of the weapon just to retract once the trigger is relased

  • because Brazen Bull
  • because of Greek Fire
  • because a goldfish would be called Bullfish
  • because Lebtr

Bullfish is a minotaur goldfish.
The bull should have been on the minotaur.
Dragon Fire because dragons.
Title: Re: New guns
Post by: MagKel on April 01, 2015, 07:23:17 am
Bullfish is a minotaur goldfish.

is a minotaur goldfish that mythological creature that we never get to see ever?

"Once upon a time there were bullfishes and flakfishes, roaming the Dunes. But those times are no more

also: The Khalkotauroi are two immense bulls with bronze hooves, and bronze mouths through which they breathe fire. In the Argonautica, Jason is promised the prized fleece by King Aeetes if he can first yoke the Khalkotauroi and use them to plough a field. The field was then to be sown with dragon's teeth. (http://en.wikipedia.org/wiki/Khalkotauroi)
Title: Re: New guns
Post by: Kamoba on April 01, 2015, 07:50:54 am
I saw a bullfish today and a flakfish yesterday!
I laughed manically as I took a mine launching squid...
Title: Re: New guns
Post by: Koali on April 01, 2015, 09:15:17 am
Tell you what, I'll put up an alt picture when I get around to modeling it.
Title: Re: New guns
Post by: Kamoba on April 01, 2015, 09:24:58 am
Awesome :)
Title: Re: New guns
Post by: Arturo Sanchez on April 01, 2015, 10:00:57 am
(http://i.imgur.com/LeeXcKj.jpg)

fuel tanks look incorrect.

the hells the point of revolving barrels when you can just fill the space with 2 gas tanks. I want this gun to have 2 hit boxes where shooting the fuel tank will destroy it and cause fire damage to the whole ship.
Title: Re: New guns
Post by: Kamoba on April 01, 2015, 12:13:59 pm
(http://i.imgur.com/LeeXcKj.jpg)

fuel tanks look incorrect.

the hells the point of revolving barrels when you can just fill the space with 2 gas tanks. I want this gun to have 2 hit boxes where shooting the fuel tank will destroy it and cause fire damage to the whole ship.


Erm....
The hells the point is that the gun is less prone to mass disable like you suggested in your inferior flame thrower weapon?
Why have giant fuel tanks if they are so easily subject to explosion?
#safetyfirsteveninwar
 8)
Title: Re: New guns
Post by: MidnightWonko on April 01, 2015, 01:27:36 pm
I could imagine a bull fish in a 4 v 4 or maybe a 3 v 3 where it's inability to do decent damage wouldn't be much of an issue so it can afford to go support instead.  Still a hard call IMO; killing things is a more effective way of ensuring they can't fight back.
Title: Re: New guns
Post by: Koali on April 01, 2015, 01:33:47 pm
(http://i.imgur.com/LeeXcKj.jpg)

fuel tanks look incorrect.

the hells the point of revolving barrels when you can just fill the space with 2 gas tanks. I want this gun to have 2 hit boxes where shooting the fuel tank will destroy it and cause fire damage to the whole ship.


Erm....
The hells the point is that the gun is less prone to mass disable like you suggested in your inferior flame thrower weapon?
Why have giant fuel tanks if they are so easily subject to explosion?
#safetyfirsteveninwar
 8)

Those aren't actually fuel tanks, they're big boxes of napalm kegs (see RP Tavern thread for more information) that can either have their contents sprayed out or you can just launch the keg altogether, something to do with Lochnagar Shot or Heavy Clip.
Title: Re: New guns
Post by: Lanliss on April 01, 2015, 04:10:18 pm
I just thought it was because it is easier to load small barrels than it is to load giant kegs. More realistic that way.
Title: Re: New guns
Post by: Arturo Sanchez on April 01, 2015, 04:56:04 pm
(http://i.imgur.com/LeeXcKj.jpg)

fuel tanks look incorrect.

the hells the point of revolving barrels when you can just fill the space with 2 gas tanks. I want this gun to have 2 hit boxes where shooting the fuel tank will destroy it and cause fire damage to the whole ship.


Erm....
The hells the point is that the gun is less prone to mass disable like you suggested in your inferior flame thrower weapon?
Why have giant fuel tanks if they are so easily subject to explosion?
#safetyfirsteveninwar
 8)

Those aren't actually fuel tanks, they're big boxes of napalm kegs (see RP Tavern thread for more information) that can either have their contents sprayed out or you can just launch the keg altogether, something to do with Lochnagar Shot or Heavy Clip.

Hey. I'm just referencing a real world problem about flamers.

Back in 'nam the biggest flaw of a flamethrower was their fuel tanks kept getting shot and anyone near them turned extra crispy.
Hence no one ever got near the flamer guy.

Also... napalm kegs? thats dumb. Why lose fuel potential by putting the napalm in tiny kegs, as opposed to giant fuel tanks that won;t run out until there is no gas.


Thats a good idea there. The gun only has one huuuuuuge clip. once its out its gone until you respawn. tho that might prove a problem in regards to ammo...

*meh could just be an ungodly long reload.
Title: Re: New guns
Post by: Koali on April 01, 2015, 10:23:57 pm
As I said,

Quote
SEE RP TAVERN THREAD FOR MORE INFORMATON

The kegs could also be there to help balance it by only letting it fire in short bursts. Trust me, it makes sense when you read the RP thread. However, to simplify, I'll explain here.

We found some kegs of Hellfire in the cellar. I tried to recreate it but tweaked the recipe and somehow ended up with napalm. I saw some potential and decided to cobble something together out of a Hwacha and a pair of mine launchers. I kept making napalm by the keg, as the kegs just happened to be the same size as mines.
Title: Re: New guns
Post by: Toasty McSlug Nugget on April 04, 2015, 11:00:21 pm
Kronos Heavy Flamethrower:
Like the Dragon Tongue but with longer reload time, increased fire rate, smaller clip, and will push/turn your ship in the opposite direction as it fires.

The Minotaur can move the enemy ship, but I think we need a new gun that can move your own ship when you fire it.
It would be like a flamethrower hwacha and could primarily be balanced against the hwacha.

I think the idea behind heavy guns is that they try to reward skill more than light guns, so:

Be careful to avoid pushing yourself out of range by shooting it too early.
Fire it when your target is most vulnerable to a fire attack; quickly adding tons of fire stacks to things won't contribute if those things are about to break anyway, have been chemsprayed/heatsunk, or have already been broken (especially if they are about to be repaired). Firing too much of it at the wrong time is a wasted clip and a long reload. So while in some ways it is just a more powerful flamethrower, it has certain drawbacks that the flamethrower does not. The light flak and the heavy flak have a similar relationship.

Tartarus Light Grenade Launcher:
1 shot clip, decent muzzle speed, 900 meter range, 10 shell drop, Primary shatter (50), secondary flachette (270), 5 second arming time, 120 meter AOE

It if hits them (even before its arming time) it will deal primary damage first, and its secondary damage will delay and go off once its arming time ends. It can basically stick to them, and so the arming time isn't much of a disadvantage.. Unless they get too close to your ship so that the grenade hurts your balloon too! Or unless they skillfully use that time to prepare for the balloon damage!

It's an easier, immensely weaker lumberjack that is bad at close range for a different reason but opens up new strategies for the light ships. It's also more heavily dependent on special ammunition than the lumberjack, since it suffers no negative effects from using charged or lesmok and is balanced with these in mind.

Having it use flachette buckshots would be cool, but possibily difficult because they would have to originate at a strange location instead of from the gun itself.

I didn't talk about angles because I don't think either of these would have profound ones.

They should have better names too, I didn't put much thought into these.
Title: Re: New guns
Post by: Crafeksterty on April 04, 2015, 11:17:03 pm
Kronos Heavy Flamethrower:
Like the Dragon Tongue but with longer reload time, increased fire rate, smaller clip, and will push/turn your ship in the opposite direction as it fires.


Woah hoho Holy shit i can imagine the galleon putting two of those on the right side. The captain says FIRE and the galleon STRAFES torwards their target!
Would be op as hell.
Title: Re: New guns
Post by: Toasty McSlug Nugget on April 04, 2015, 11:41:06 pm
Kronos Heavy Flamethrower:
Like the Dragon Tongue but with longer reload time, increased fire rate, smaller clip, and will push/turn your ship in the opposite direction as it fires.


Woah hoho Holy shit i can imagine the galleon putting two of those on the right side. The captain says FIRE and the galleon STRAFES torwards their target!
Would be op as hell.

That is the idea :D I don't think it's OP though. I think the galleon really needs a slight buff, and being able to strafe a hundred meters once in a while by occupying two crewmembers for 4 seconds wouldn't be OP. Having two people do that to get closer to an enemy (who would typically be firing at them) while they could be repairing and firing other guns could be a tough tactical decision.

At least I can't see any situations where it would be overpowering for a galleon to be able to do that.

It would look really cool and would be really fun for their crew too, and with the right coordination it could be used for interesting dogfight maneuvers, like for flying under a blenderfish to avoid its guns as it's sinking you.

Title: Re: New guns
Post by: Crafeksterty on April 05, 2015, 12:04:33 am
Raming, simply moving, in a strafing manner. It is basicaly a tanky wall of doom getting closer and closer. There is a reason why to move close to the enemy, you ahve to turn to go for them.
But then again, there could be the question of how strong this really propels the ship.
Title: Re: New guns
Post by: MightyKeb on April 05, 2015, 04:06:08 am
I think the best buff we can give to the galleon would just be more Heavy guns. In the dev app you mostly saw people donning their Minotaurs on their galleon because it wasn't exactly a self sufficient weapon unlike Hwacha and Carronade. And I still think Mino is fairly effective even after the nerf.



We need heavy guns that make the Galleon more similiar to the other ships. Heavy Hades with reverse arming time? Heavy sniper rifle with piercing?  Or even Heavy Banshee as a substitute for Flamer.
Title: Re: New guns
Post by: Arturo Sanchez on April 05, 2015, 03:28:28 pm
Impact hammer.

http://unreal.wikia.com/wiki/Impact_Hammer

A pneumatic hammer that fires off huge impact dmg upon contact of an enemy ship.
The very first auto firing gun.

It has carronade reload time and can be mounted by players to change out ammo types. It has only one arc, cannot be fired by players.

But the impact not only does massive dmg (added with ram from the ship that has it), but it instantly pushes the ship automatically 50m in the direct the hammer fires.

It has a localised AOE that can damage components. So dmg types is impact and shatter type dmg.


So it will either hull break, ram kill or component devastate (ram the rear of a pyra and those engines and the back gun is gone)
Title: Re: New guns
Post by: Carn on April 05, 2015, 06:35:59 pm
i dont think an auto canon would be implemented, it rather defeats the idea of the gunner class. I like the idea of the Kronos, i just wonder why kronos, prometheus is related to fire, to my knowledge kronos isn't
Title: Re: New guns
Post by: Lanliss on April 05, 2015, 10:45:07 pm
i dont think an auto canon would be implemented, it rather defeats the idea of the gunner class. I like the idea of the Kronos, i just wonder why kronos, prometheus is related to fire, to my knowledge kronos isn't

Only connection, as far as I know, is that they are both titans.
Title: Re: New guns
Post by: Carn on April 06, 2015, 12:00:40 pm
i dont think an auto canon would be implemented, it rather defeats the idea of the gunner class. I like the idea of the Kronos, i just wonder why kronos, prometheus is related to fire, to my knowledge kronos isn't

Only connection, as far as I know, is that they are both titans.
Prometheus is the one who gave mankind fire, to my knowledge kronos has nothing to do with fire, time yes, fire no
Title: Re: New guns
Post by: Arturo Sanchez on April 06, 2015, 02:22:09 pm
krono trigger

a lag gun. freezes perception of time and then suddenly catches you up.
Title: Re: New guns
Post by: Carn on April 06, 2015, 02:23:35 pm
krono trigger

a lag gun. freezes perception of time and then suddenly catches you up.
ohh that would suck, but how to make it make any level of sense for steampunk?
Title: Re: New guns
Post by: Arturo Sanchez on April 06, 2015, 02:30:34 pm
krono trigger

a lag gun. freezes perception of time and then suddenly catches you up.
ohh that would suck, but how to make it make any level of sense for steampunk?

iunno... chrono trigger was pretty steam punkie.
Title: Re: New guns
Post by: MagKel on April 07, 2015, 01:00:41 pm
krono trigger

a lag gun. freezes perception of time and then suddenly catches you up.

don't we have Water Hazard for that?
Title: Re: New guns
Post by: David Dire on April 07, 2015, 01:56:38 pm
krono trigger

a lag gun. freezes perception of time and then suddenly catches you up.

don't we have Water Hazard for that?

Raid on Refinery would like to speak to you.
Title: Re: New guns
Post by: Carn on April 07, 2015, 03:45:03 pm
krono trigger

a lag gun. freezes perception of time and then suddenly catches you up.

don't we have Water Hazard for that?
How about desert scrap when someone chucks out flares all the time. Its worse then Raid or Hazard, at least on my computer
Raid on Refinery would like to speak to you.
Title: Re: New guns
Post by: Indreams on April 07, 2015, 04:35:23 pm
In 4v4s, I've seen a five flare Mobula whose strategy was to kill clouds and lag the enemy.
Title: Re: New guns
Post by: Carn on April 07, 2015, 04:42:39 pm
thats just evil
Title: Re: New guns
Post by: Koali on April 07, 2015, 05:44:30 pm
CHEESENESS'S FOLLY MK. II

ALL HEATSINK FLARES

Welp. I'm gonna get banned.
Title: Re: New guns
Post by: PixelatedVolume on April 07, 2015, 09:50:48 pm
Heavy hades-type gun, heavy flamethrowers... The more heavy guns the better, basically
Title: Re: New guns
Post by: Koali on April 07, 2015, 10:26:46 pm
Heavy hades-type gun, heavy flamethrowers... The more heavy guns the better, basically

This guy gets it. Come to the Tavern (it's in the Cantina) and have a mug of Hellfire with us!
Title: Re: New guns
Post by: ShadedExalt on April 07, 2015, 10:33:47 pm
Tartarus H.Cannon.

Learn it, worship it, fear it.

Hey Koali, buddy, you wanna make a render?  ;D
Title: Re: New guns
Post by: Carn on April 07, 2015, 10:35:24 pm
the hades is probably my favorite gun of the game, if they give me a heavy version i will love muse for all time
Title: Re: New guns
Post by: Koali on April 07, 2015, 10:37:46 pm
Tartarus H.Cannon.

Learn it, worship it, fear it.

Hey Koali, buddy, you wanna make a render?  ;D

Just tell me EXACTLY what it looks like.
Title: Re: New guns
Post by: ShadedExalt on April 07, 2015, 10:43:56 pm
Tartarus H.Cannon.

Learn it, worship it, fear it.

Hey Koali, buddy, you wanna make a render?  ;D

Just tell me EXACTLY what it looks like.

Well, take the Minotaur, widen the thin part of the barrel, give it that barrel thing on both sides.  Now have like 9001 gauges, lots of tubes running from the boilers to a bright red, grilled portion in front of them-that's the furnace for melting the metal.  Now give it a seat just behind the boilers, smooth out the fancy shmancy stuff on the barrel, and give it a screaming devil head on the end of it.

Voilá.

A lot to ask, but run with that.  I'm just happy to get it rendered!
Title: Re: New guns
Post by: Koali on April 07, 2015, 10:46:51 pm
THAT'LL BE $30 FOR COMMISSIONED ARTWORK

lel jk

I get to have one for my face first.
Title: Re: New guns
Post by: ShadedExalt on April 07, 2015, 10:49:59 pm
*Hands over prototype Tartarus.*

There's that's easily a few dozen thousand dollars, should cover it.
Title: Re: New guns
Post by: Koali on April 07, 2015, 10:54:00 pm
*Nudges it back.*

I think I'll have one that doesn't explode.
Title: Re: New guns
Post by: Carn on April 07, 2015, 10:56:31 pm
good call
Title: Re: New guns
Post by: ShadedExalt on April 07, 2015, 11:08:26 pm
Ahh, you caught that.

Oh well.  Hands you replacement boilers*
Title: Re: New guns
Post by: Koali on April 07, 2015, 11:21:20 pm
Replacement boilers? Son, the construction is so shoddy I'll need a replacement face! Didn't you use something other than duct tape?
Title: Re: New guns
Post by: ShadedExalt on April 07, 2015, 11:23:59 pm
It's in your mouth, and the boilers are what made it unstable.

And no, DT holds the universe together.
Title: Re: New guns
Post by: MidnightWonko on April 09, 2015, 01:26:18 pm
How about a heavy version of the mine launcher, but, instead of having contact triggers, the explosives have timers and a large blast radius.  If they are made obvious enough (perhaps a bright blue burning fuse, a distinct noise, and visible even in clouds) then it'll make enemy pilots scramble to evade!
Title: Re: New guns
Post by: Carn on April 09, 2015, 01:29:29 pm
i dont like that idea, i personally would like the heavy mine launcher to be a floating cluster bomb
Title: Re: New guns
Post by: PixelatedVolume on April 09, 2015, 03:22:15 pm
Or it releases a string of mines linked together that all go off if one is touched.

Also... Rotary hades?  Pepperbox hades?  Anyone? 
Title: Re: New guns
Post by: Carn on April 09, 2015, 03:27:04 pm
if they were linked together that would be similar to a cluster bomb, at least the end result. And what is a pepperbox?
Title: Re: New guns
Post by: MidnightWonko on April 09, 2015, 03:35:43 pm
If it were timed, it could be used as a "get the hell away from me" weapon.  It could also potentially be a brutal combo weapon with something else that had just immobilized an enemy.
Title: Re: New guns
Post by: PixelatedVolume on April 09, 2015, 03:52:52 pm
if they were linked together that would be similar to a cluster bomb, at least the end result. And what is a pepperbox?

Multiple barrels all linked to fire at the same time
Title: Re: New guns
Post by: Carn on April 09, 2015, 04:02:39 pm
ahhh thanks
Title: Re: New guns
Post by: The Sky Wolf on April 10, 2015, 02:50:37 pm
Bombs! I want bombs that drop straight down without stopping and detonate on contact. Like mines without a balloon.

You could fly over somebody and do a bombing run oldschool style.
Title: Re: New guns
Post by: Lanliss on April 10, 2015, 03:01:42 pm
Bombs! I want bombs that drop straight down without stopping and detonate on contact. Like mines without a balloon.

You could fly over somebody and do a bombing run oldschool style.

Maybe not straight down, but I could see an undermounted gun, with 90 degrees down and zero I up, allowing you to only look down, while still aiming around a bit. Would have to be heavy balloon damage, since that is all you will be hitting. I would imagine something with only one shot, so as to avoid blending people forever, as well as a decent sized reload. All together, sounds promising.
Title: Re: New guns
Post by: The Sky Wolf on April 10, 2015, 03:12:20 pm
Bombs! I want bombs that drop straight down without stopping and detonate on contact. Like mines without a balloon.

You could fly over somebody and do a bombing run oldschool style.

Maybe not straight down, but I could see an undermounted gun, with 90 degrees down and zero I up, allowing you to only look down, while still aiming around a bit. Would have to be heavy balloon damage, since that is all you will be hitting. I would imagine something with only one shot, so as to avoid blending people forever, as well as a decent sized reload. All together, sounds promising.


I liked your reply, salute for you. Good thinking too. Though instead of 1 powerful bomb I'd prefer at least 3-5 bombs with the power divided amongst them to get that beautiful "waterfall" effect like with WWII bombers.
(http://worldonline.media.clients.ellingtoncms.com/img/photos/2003/07/17/B17bomber_t440.jpg?9e2a24ba44807f8f9b96aad7c4082bf6ded075dc)
Title: Re: New guns
Post by: David Dire on April 10, 2015, 03:24:45 pm
Bombs! I want bombs that drop straight down without stopping and detonate on contact. Like mines without a balloon.

You could fly over somebody and do a bombing run oldschool style.

Maybe not straight down, but I could see an undermounted gun, with 90 degrees down and zero I up, allowing you to only look down, while still aiming around a bit. Would have to be heavy balloon damage, since that is all you will be hitting. I would imagine something with only one shot, so as to avoid blending people forever, as well as a decent sized reload. All together, sounds promising.


I liked your reply, salute for you. Good thinking too. Though instead of 1 powerful bomb I'd prefer at least 3-5 bombs with the power divided amongst them to get that beautiful "waterfall" effect like with WWII bombers.
(http://worldonline.media.clients.ellingtoncms.com/img/photos/2003/07/17/B17bomber_t440.jpg?9e2a24ba44807f8f9b96aad7c4082bf6ded075dc)

Also, both good hull and balloon damage, as, you know, the Mobula, which is the biggest target for bombs too, since it's width.
Title: Re: New guns
Post by: c-ponter on April 10, 2015, 03:28:27 pm
Bombs! I want bombs that drop straight down without stopping and detonate on contact. Like mines without a balloon.

You could fly over somebody and do a bombing run oldschool style.
I actually did that once Last week!
We had a blender with side mines, all mine mobula and munker as teammates and we had an enemy mobula pinned on the floor, but grinding him out would be boring right? Nah that's no fun, so we mined above him and I shot the mines balloon dropping it on our poor unsuspecting mobula for quite possibly the most satisfying kill ever, makes me tear up just thinking about it :')
Title: Re: New guns
Post by: Carn on April 10, 2015, 03:42:17 pm
If they had bombing, squids would become so much more dangerous. Ah mines, i remember a Mine Madness Monday where it was a 4v4, our entire team had boxed in 2 mobulas, ah the mass detonation when they died........ beautiful
Title: Re: New guns
Post by: Crafeksterty on April 10, 2015, 05:17:36 pm
You will get your bombing airplanes in coop! But nothing for you to bomb, just them bombing you... huh...

Anyway, my new idea for a gun is a light gun flachatte shatter straight shooting gattling gun. It fires mid range length, no spread and the rate of fire + ammo capacity is 50% that of gattling gun.
So essentialy a mid to close range disabler that requiers good leading.

Ammo that would be most effective is Lesmok, greased and incendiary.
It would pair very well with banshee and on a squid.