Author Topic: New Ammo Type - Hybrid Rounds  (Read 9140 times)

Offline Jamini

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New Ammo Type - Hybrid Rounds
« on: April 01, 2016, 12:52:36 pm »
I am certain that this will be mocked to oblivion, and I'm fully aware that this idea is a balancing nightmare. That said.

Quote
Ammo Type: Hybrid Rounds
-Effect: Combines the bonuses and penalties of all other ammunition the user has equipped

Gunners are still considered weak and limited by many people. Unlike engineers (who have almost exclusive use of most of their tools) and pilots (who are now mechanically limited to one per ship, and can use more than one tool at a time), their niche is fairly easily covered by engineers and occasionally surpassed by buff-engineers on single-ammo guns. While gunner stamina is a step in the right direction (a very good step), gunner viability is still fairly low.

This ammo type would be ammunition that is solely useful to gunners.  Similar to how most engineer tools (mallet/hammer/spanner/fire tools) and pilot tools (everything but the rangefinder and spyglass) are not generally not useful outside of the class that gets them.

Certain combinations could be very interesting, some would probably be a little powerful, while others would be totally useless. It is without a doubt that some combinations would become a must-have (Charged+Greased comes to mind, as it would be +35ROF and +10% damage). This is a feature, not a bug, as this ammo would cement gunners into a must-have class for all ships without in any way diminishing engineers or changing the buff hammer.

Offline Solidusbucket

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Re: New Ammo Type - Hybrid Rounds
« Reply #1 on: April 01, 2016, 12:56:31 pm »
I like this idea. Something that I think would make it better is to have Hybrid Guns. These guns would be plugged into the nearest outlet (may have to add outlets to some of the ships) and would then be "charged" until their battery is at 100%. Then, instead of ammo, firing the weapon consumes battery power. Once depleted, the gun must be recharged.

Offline Jamini

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Re: New Ammo Type - Hybrid Rounds
« Reply #2 on: April 01, 2016, 01:01:01 pm »
Some example hybrid rounds (Be mindful, the gunner would only get these with both applied ammo types equipped)

Greased Charged Rounds

+10% Damage
+35% Rate of Fire
-20% Projectile Speed
-15% Rotation Speed

Incendiary Burst Rounds

-5% Clip size
+20 Ignition Chance
+50% AoE Radius
-45% Rate of Fire
-30% Projectile Speed

Heavy Burst Rounds
Clip Size:    -5%
Jitter:    -70%
AoE Radius:    +50%
Rate of Fire:    -15%

Be mindful, the gunner needs to have the listed ammo in his inventory to get these. So a Hybrid of Heavy and Burst would need both equipped (Probably ideal for a Hwacha, that one)

Offline ZnC

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Re: New Ammo Type - Hybrid Rounds
« Reply #3 on: April 01, 2016, 01:05:06 pm »
Very cool idea, but mathematically difficult to balance and probably overpowered. Greased Loch anyone?

Offline Jamini

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Re: New Ammo Type - Hybrid Rounds
« Reply #4 on: April 01, 2016, 01:09:29 pm »
Very cool idea, but mathematically difficult to balance and probably overpowered. Greased Loch anyone?

Be mindful, you are trading a potential third engineer/buffgineer for a gunner with this. I did state it would be difficult to balance in the original post.

One thing to take from it of note: If multiple hybrid rounds prove to be problematic that share a similar ammo type in them, it might indicate that a particular ammo type is overbalanced.

Offline Richard LeMoon

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Re: New Ammo Type - Hybrid Rounds
« Reply #5 on: April 01, 2016, 03:29:32 pm »
It would only work if you averaged the two.

Heavy+anything would give you -35% recoil, not -70%.

Also, your second post was made at
Quote
« Reply #2 on: Today at 01:01:01 pm »

on April 1. My local time.

Offline Jamini

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Re: New Ammo Type - Hybrid Rounds
« Reply #6 on: April 01, 2016, 03:43:03 pm »
It would only work if you averaged the two.

Heavy+anything would give you -35% recoil, not -70%.

Also, your second post was made at
Quote
« Reply #2 on: Today at 01:01:01 pm »

on April 1. My local time.

Nope. The idea was to directly combine the benefits, not average them. While averaging the benefits might be a potential solution, I feel it would dilute the effect too much. Remember, part of the point of this is to give us a concrete and viable reason to take a gunner over an engineer.
« Last Edit: April 01, 2016, 03:44:49 pm by Jamini »

Offline Arturo Sanchez

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Re: New Ammo Type - Hybrid Rounds
« Reply #7 on: April 06, 2016, 08:56:23 am »
I want to compile all these outlandish ideas and just put it on a separate Guns of Icarus 2 GDD

Offline Jamini

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Re: New Ammo Type - Hybrid Rounds
« Reply #8 on: April 06, 2016, 12:25:33 pm »
I want to compile all these outlandish ideas and just put it on a separate Guns of Icarus 2 GDD

That sounds fun!

Offline Arturo Sanchez

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Re: New Ammo Type - Hybrid Rounds
« Reply #9 on: April 07, 2016, 08:51:21 am »
Or when private servers are a thing.

A guns mod that we call Lobbies of Icarus.

Offline Jamini

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Re: New Ammo Type - Hybrid Rounds
« Reply #10 on: April 07, 2016, 10:19:28 am »
Lobbies of Icarus 2: The Matchmakening?

Offline Kamoba

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Re: New Ammo Type - Hybrid Rounds
« Reply #11 on: April 07, 2016, 04:26:01 pm »
Lobbies of Icarus, return of the server browser.

Lobbies of Icarus and the quest for the  holy browser.

Lobbies of Icarus, Lobby harder.