Author Topic: Call for Gunner Ammo Ideas  (Read 224419 times)

Offline Virgil Seimoor

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Re: Call for Gunner Ammo Ideas
« Reply #240 on: August 11, 2014, 04:27:01 pm »
I haven't read all the 16 pages of comments, so it might be already suggested.

Tracer rounds: Embeds it self into the target and produces light for a short time. Helps to find targets at night, in fog or sandstorm.
Marks the enemy for 30 sec on hit (like the spyglass).
-20% clip size or -20% muzle velocity.

Dirty ammo: Ammo filled with all the nasty stuff (tar, glue, etc.). On impact it shatters and covers the components of the machinery, making maintenance a nightmare. How ever the ammo is prone to leaks, so it makes the gun's maintanace just as miserable.
After hit it applies a debuff that reduces repair efficiency by 15% on modules struck for 5 second. Further hits just refresh the debuff, they do not stack.
-15% clip size, -50% gun rotation speed + the same debuff on the gun after the shot.

Shredder rounds: Ammo designed to properly smash appart and shred modules. The rounds are larger and heavier then normal.
When a shot destroys a module it applies a debuff that lasts indefinetly, reducing rebuild power by 25% on that module. (Spanner: 5-->4, Wrench: 4-->3, Mallet: uneffected)
-20% clip size, -25% muzle velocity

Short fused rounds: For guns that use ammo that has arming time. Fuse set shorter, for close(r) range combat.
-50% arming time for shots that have it (not by reducing muzle velocity).
-20% rate of fire, -10% damage, -15% gun rotation speed

Offline Crafeksterty

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Re: Call for Gunner Ammo Ideas
« Reply #241 on: August 11, 2014, 08:06:51 pm »
Mhh... that sparks up an idea.

A different condition type (Like fire)
Just that it makes repair cooldowns longer.

So if a gun is affected, and it gets repaired while it is affected, the cooldown is increased by 50%.

Offline Ultimate Pheer

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Re: Call for Gunner Ammo Ideas
« Reply #242 on: August 14, 2014, 11:12:36 am »
I think I may have suggested this before, but how about an Ammo that heals the gun it's loaded in over time?

Or ammos with REALLY GOOD upsides, but which negate the effects of the buff hammer while they're loaded?

Offline pandatopia

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Re: Call for Gunner Ammo Ideas
« Reply #243 on: August 15, 2014, 10:27:05 am »
I think I may have suggested this before, but how about an Ammo that heals the gun it's loaded in over time?

Not really a reason for a gunner not to pop off and just repair the gun. Light guns take only 1.2 wrench hits, heavy guns about 2.5-3.5.

You lose negligible dps if you do this while shooting, and you lose zero dps if you do this while reloading.

The only ammo that needs to happen imo is having heatsink work if it is being reloaded...having the entire reload cycle be vulnerable really defeats the purpose of letting the gunner shoot while being flamered. We can have the 3 stack removal only happen after reload, but reloading with it selected should preserve the chemspray effect.

Offline GeoRmr

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Re: Call for Gunner Ammo Ideas
« Reply #244 on: August 15, 2014, 12:09:55 pm »
Heatsink used to work like that back in the day, but that was at a time when weapons that were preloaded with an ammo that you didn't have equipped would auto reload if you mounted them... Since then the reloading mechanic has been completely changed and adding heatsink protection during the reload would be extremely difficult to implement (according to muse).

Offline Replaceable

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Re: Call for Gunner Ammo Ideas
« Reply #245 on: August 15, 2014, 12:40:20 pm »
not ammo but:
give gunner an extra repair tool
gunner would surely be used at least a little bit more?

either that make engis pacificists who cant stand to damage other ships, and/or can only use default ammo,
and/or since they are unskilled make them more inaccurate on guns?
« Last Edit: August 15, 2014, 12:44:24 pm by Replaceable »

Offline obliviondoll

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Re: Call for Gunner Ammo Ideas
« Reply #246 on: August 16, 2014, 07:52:10 am »
The only ammo that needs to happen imo is having heatsink work if it is being reloaded...having the entire reload cycle be vulnerable really defeats the purpose of letting the gunner shoot while being flamered. We can have the 3 stack removal only happen after reload, but reloading with it selected should preserve the chemspray effect.

Easiest way I can think of to somewhat improve this situation is to set a fixed-duration fire immunity on reload when emptying the heatsink clip. Make sure that duration is equal to or less than most of the shorter reloads in the game, and only the longest reload times will be risking fire kicking you off the gun during the reload.

Offline Mr.Bando

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Re: Call for Gunner Ammo Ideas
« Reply #247 on: August 25, 2014, 05:50:44 am »
Fragmentation rounds/Stacked ammunition/[insert other name here]:
+50% ammo in magazine
-25% damage per shot
Weapon now has burst fire mode of (10% of default magazine size) shots* per burst
Shots fired under burst fire is at +300% normal rate of fire
Delay between bursts is 50% of default ROF
Can add recoil reduction to reflect burst shots being more accurate

*Different guns with different ammo capacity will fire different number of shots per burst

Good for guns with lots of rounds in their magazine. Gattling first comes to mind but double tapping with light carronade is possible. Could be fun on the hwatcha.

Didn't really do much of the maths in my head, but the numbers can be tweaked with
« Last Edit: August 25, 2014, 06:00:58 am by Mr.Bando »

Offline Mr.Bando

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Re: Call for Gunner Ammo Ideas
« Reply #248 on: August 25, 2014, 06:12:41 am »
Reinforced Ammunition

+200% on time to live on rounds
-33% projectile speed

Gunners reinforces all his bullets with duct tape and nails so they don't break apart so quickly and they travels further, but the added tape and metal increases drag and causes the rounds to travel slower.
Rounds lasting 3 times as long but travelling 33% slower should equal to net doubling of range of said gun.


Offline Sprayer

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Re: Call for Gunner Ammo Ideas
« Reply #249 on: August 25, 2014, 07:28:31 am »
Would that work on raycast/hitscan weapons? I think those don't actually have a shell life.

Offline GeoRmr

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Re: Call for Gunner Ammo Ideas
« Reply #250 on: August 25, 2014, 07:54:42 am »
Wouldn't have in the past the same way lesmok didn't, should do now/they can make it work if they were to add it.

Offline Richard LeMoon

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Re: Call for Gunner Ammo Ideas
« Reply #251 on: August 25, 2014, 01:26:59 pm »
I mentioned this a while back:


Anti-gravity rounds:

+[whatever it takes]% lift to make arcing rounds go up instead of down.

"What goes up must take them down."


However, I do not recall if I or anyone mentioned its sibling:

Depth Charge Rounds:

-20% lift, causing shots to drop much faster.
-40% velocity

"They are passing under us... let's make sure they stay there."

Normally, the velocity reduction would be in red, but in this case it adds to the ammo's functionality.

Offline Queso

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Re: Call for Gunner Ammo Ideas
« Reply #252 on: August 25, 2014, 02:12:56 pm »
Fun fact, flamethrower operates pretty much identically to anti-gravity rounds.

Offline Richard LeMoon

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Re: Call for Gunner Ammo Ideas
« Reply #253 on: August 25, 2014, 04:09:03 pm »
So adding Anti-G rounds would basically make flamers shoot straight up.

Offline SaintR.L.

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Re: Call for Gunner Ammo Ideas
« Reply #254 on: August 27, 2014, 09:16:37 am »
So adding Anti-G rounds would basically make flamers shoot straight up.
That actually sounds pretty fun. And very broken.