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Garth Mandra
The Southern Legion The Umbra Combine
99
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Posted - 2013.09.11 03:01:00 -
[1] - Quote
Some numbers for this: DPS while firing: 250 (so 625 per 2.5s burst) DPS with prof 5 and 3 damage mods: 363 (907)
Optimal area of effect: 70 m2 (proto assault mass driver has 162 m2)
Nice idea.
However I think there are many issues with countering and information.
With damage of that level you can take out almost all suits with a single 2.5 second burst. This is a problem given the ability to shoot through walls and AoE.
So you shoot a guy with this, it takes him at least half a second to notice and start reacting. Then he has to figure out which way to run (he can't shoot back to counter you). If he knows which way to go it takes him another second or so to get out of the arc. So that's around 375 damage which is ok except that presumably the wielder is tracking the enemy so he doesn't actually leave the area and dies a horribly burny death.
To make this weapon work I think the target has to know (with some visual queue - minimap?) what the area of effect is. And probably be aware of this while the gun is charging. I think the damage is a too high too. Given the huge advantages in shooting though cover and AoE this weapon shouldn't kill unless the target fails to react.
With significantly lower damage and informing the target of the area it'd still be a useful weapon for driving people out of cover.
What if it was also made into a heavy weapon? |
Garth Mandra
The Southern Legion The Umbra Combine
330
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Posted - 2014.02.18 06:29:00 -
[2] - Quote
Aeon Amadi wrote:Interesting idea but from a game design stand-point, sounds like a -LOT- of asset work to evade the collision detection on static meshes. That's a lot of memory going into each round. Then again, I've never worked with UDK.
Surely it's easier when you don't have collisions. All you have to do is check to see if mercs are in the area of effect since the weapon ignores cover. |
Garth Mandra
The Southern Legion The Umbra Combine
333
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Posted - 2014.02.19 01:06:00 -
[3] - Quote
Aeon Amadi wrote:Garth Mandra wrote:Aeon Amadi wrote:Interesting idea but from a game design stand-point, sounds like a -LOT- of asset work to evade the collision detection on static meshes. That's a lot of memory going into each round. Then again, I've never worked with UDK. Surely it's easier when you don't have collisions. All you have to do is check to see if mercs are in the area of effect since the weapon ignores cover. Like I said, I'm an amateur with game design. Nothing special, but from the engines I used it doesn't really work like that xD Dunno, maybe UDK is different. Though in retrospect I can see a notable problem with this weapon being that you could spam an objective with it whilst standing in a cluster of nanohives, 30-50m away. Risk/Reward ratio seems a little skewed imo.
Easy enough to handle the risk/reward. You just need to have appropriately low damage.
A weapon that you don't need to aim (much), can go through cover... You can't give it high damage.
I would expect this kind of weapon only to kill enemies if they stay where they are. It's intended use would be to drive enemies out of cover and support assaults on entrenched positions. Probably. |
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