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Feedback and Suggestions / Re: Call for Gunner Ammo Ideas
« on: May 21, 2014, 06:21:49 pm »
Tesla rounds:
on hitting: engines or weapons this sends and electrical charge thorough the component, disabling it for 2 - 5 seconds (depending on the weapon you are using and if it is effective against said component or not)
-30% ammo
-10% firing speed
+10% range
(should be nerfed or incompatible with the flamer)
kerosene soaked rounds:
on hit: increases the chance of igniting the hit ship and has a small chance to ignite mid-air.
+30% ship ignition chance
10% chance rounds will ignite mid-air, granting bonus fire damage (similar to that of the flamer)
+20% firing speed
deals damage to the weapon these rounds are fired from (per round fired)
-30% damage
-10% range
tracer rounds:
on hit: has a small chance to spot a ship
+20% damage to balloon
-20% ammo
-10% damage to everything else
mini-heat rounds:
+40% damage to hull armor (not the hull itself)
+20% range
-30% overall damage
-10% ammo
-20% firing speed
on hitting: engines or weapons this sends and electrical charge thorough the component, disabling it for 2 - 5 seconds (depending on the weapon you are using and if it is effective against said component or not)
-30% ammo
-10% firing speed
+10% range
(should be nerfed or incompatible with the flamer)
kerosene soaked rounds:
on hit: increases the chance of igniting the hit ship and has a small chance to ignite mid-air.
+30% ship ignition chance
10% chance rounds will ignite mid-air, granting bonus fire damage (similar to that of the flamer)
+20% firing speed
deals damage to the weapon these rounds are fired from (per round fired)
-30% damage
-10% range
tracer rounds:
on hit: has a small chance to spot a ship
+20% damage to balloon
-20% ammo
-10% damage to everything else
mini-heat rounds:
+40% damage to hull armor (not the hull itself)
+20% range
-30% overall damage
-10% ammo
-20% firing speed