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Synbot
Expert Intervention Caldari State
27
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Posted - 2013.08.23 07:03:00 -
[1] - Quote
Hello, in this thread I will be sharing an idea that I believe should be the concept behind ammunition in DUST 514. I hope you enjoy, and hopefully we can collaborate and make this idea even better.
To create a truly revolutionary game, as is the dream of DUST, every aspect should be revolutionary. I believe the ammunition concept is one of the aspects that should be revolutionary and distinctive from other games. Currently, it is not. Not at all.
This concept will change the course of many battles in the future. Ammunition, seemingly simple, can change how we define ourselves. It can save our cloned lives. Now let's get down to the concept.
Different types of ammunition will be able to be purchased in the marketplace. It's in EVE, why not DUST? You'll be able to equip your ammunition to your gun in your dropsuit fitting HUD. select the preferred weapon slot, and an 'ammunition' slot appears. Each weapon could possibly have their own CPU/PG for attachments & ammunition, but that's a whole different concept. You then place the preferred ammunition into the slot.
Now I would like to provide a list of different ammunition types optimized for DUST, with variants.
(Tier I/Tier II/Tier III)
Antimatter
Shield Damage: +2%/+4%/+7% Armor Damage: +2%/+4%/+7% Vehicle/Installation Shield Damage: +1%/+2%/+3% Vehicle/Installation Armor Damage: +1%/+2%/+3% Range: -20%/-18%/-16% Accuracy: -2%/-3%/-4% Accuracy Variation (per second): -3%/-3%/-3% Rate of Fire: -1%/-2%/-2%
Iridium
Range: +7%/+9%/+11% Accuracy: 0%/0%/+1% Rate of Fire: -4%/-6%/-8%
Iron
Shield Damage: -7%/-9%/-11% Armor Damage: -4%/-5%/-6% Vehicle/Installation Shield Damage: -7%/-9%/-11% Vehicle/Installation Armor Damage: -4%/-5%/-6% Range: +5%/+6%/+7% Optimization +20%/+25%/+30%
Lead
Shield Damage: -7%/-9%/-11% Armor Damage: -4%/-5%/-6% Vehicle/Installation Shield Damage: -7%/-9%/-11% Vehicle/Installation Armor Damage: -4%/-5%/-6% Optimization +25%/+33%/+38%
Plutonium
Range: -5%/-6%/-7% Optimization +5%/+10%/+15%
Thorium
Shield Damage: -1%/-2%/-3% Armor Damage: -1%/-2%/-3% Vehicle/Installation Shield Damage: -1%/-2%/-3% Vehicle/Installation Armor Damage: -1%/-2%/-3% Rate of Fire: +8%/+12%/+16%
Tungsten
Range: -10%/-13%/-16% Accuracy: -2%/-3%/-4% Accuracy Variation (per second): +2%/+2%+2% Rate of Fire: -1%/-2%/-2%
Uranium
Shield Damage: +5%/+5%/+5% Armor Damage: +5%/+5%/+5% Vehicle/Installation Shield Damage: +1%/+2%/+2% Vehicle/Installation Armor Damage: +1%/+2%/+2% Range: -30%/-28%/-26% Rate of Fire: +2%/+2%/+2%
Anti-Vehicle
Shield Damage: -3%/-5%/-7% Armor Damage: -3%/-5%/-7% Vehicle/Installation Shield Damage: +6%/+10%/+14% Vehicle/Installation Armor Damage: +6%/+10%/+14%
Shield-Piercing
Shield Damage: +20%/+25%/+30% Armor Damage: -7%/-9%/-11%
Armor-Piercing
[b]Shield Damage: -7%/-9%/-11% Armor Damage: +20%/+25%/+30%
[b]Blast Charges
[b]Rate of Fire: -8%/-11%/-13% Splash Damage (% of weapon damage): +65%/+75%/+85% Splash Radius: 3m/4m/4.5m |
Synbot
Expert Intervention Caldari State
28
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Posted - 2013.08.23 15:57:00 -
[2] - Quote
Arkena Wyrnspire wrote:Nobody would really use antimatter. You are penalizing the rate of fire at pretty much an equal rate to your bonus for damage. That means that the net effect is no damage increase, except you're losing accuracy and significant range.
Iridium is somewhat meh. The RoF penalty is quite significant compared to the range buff. Nobody would use iron. Does optimization mean a reduction in fitting resources? That wouldn't really matter. Losing a ton of damage for a few percent more range is not a good tradeoff.
Lead doesn't even have the range going for it.
Plutonium... I suppose that it might be vaguely useful for fitting. Certainly better than the other options which penalize your damage output.
Thorium is king. That RoF bonus gives a massive increase to dps.
Tungsten - Explain why you would sacrifice a load of range, some accuracy, and RoF so that you can get 'slightly more accuracy per second'. Also, you're increasing the penalty each level for no gain in the bonus. That seems more than a bit odd.
Uranium - Range penalty is too big for the damage increase.
Anti-vehicle - No. AV grenades are already available. Having the AR be literally able to kill tanks is a horrible idea and I suspect a tanker will be here soon to whine about it.
Shield-piercing - Actually a good idea. Armour piercing would be as well. One thing about these though, the bonus is a little too high for the penalty.
Blast charges - **** NO NO NO NO NO ABSOLUTELY NOT NO OH CHRIST NO WHY DID YOU POST THIS NO
I may be coming off slightly harsh here. Ammunition is a nice idea, and I'd like to see it. But the numbers you've got here don't work. And blast charges, **** no.
Not harsh at all, I appreciate your feedback and thank you for posting. I'll balance these numbers soon.
Arkena Wyrnspire wrote:Not even that. This is creating a pinpoint accuracy weapon that far, far out damages the MD in terms of raw dps and then giving it BLAST RADIUS so you don't even need to aim. Do you understand why this is a bad idea? There are already people complaining about the MD. How much do you think they'd complain about a weapon with three times the damage, pinpoint accuracy, and the same splash radius?
I was thinking a different type of ammunition for mass drivers, like shells or some-sort. Yeah, having blast charges for MD's is not a good idea.
I am now currently balancing this idea. |
Synbot
Expert Intervention Caldari State
28
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Posted - 2013.08.23 17:03:00 -
[3] - Quote
Balanced the ammunition. Feedback is welcomed. |
Synbot
Expert Intervention Caldari State
31
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Posted - 2013.08.23 19:02:00 -
[4] - Quote
Meeko Fent wrote:Athrak Kinz wrote:Some of those ammunition types don't even make sense lore wise and technically wouldn't function. Just think, how do you plan on firing lead rounds from an assault rifle (which fires condensed bolts of plasma). To be short, solid munitions rarely apply in Dust (missiles, sniper rounds, and I believe smgs count as solid rounds). Re-tool this idea into variations such as "High Velocity / Condensed / Unstable" and you'll have a better time working it into the flow of the game. You can make plasma out of every element. Plasma is a state if matter, not a special compound. Lead Plasma, tungsten plasma, so in and so forth. And, since antimatter is literally to exact opposite of matter in real world physics, you can have antimatter plasma.
Not only what Meeko stated, but these ammunition types come from EVE. Since both games tie into each other, I believe we should have the same ammunition. |
Synbot
Expert Intervention Caldari State
34
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Posted - 2013.08.23 23:46:00 -
[5] - Quote
Meeko Fent wrote:DeadlyAztec11 wrote:Doesn't make sense, though. Our weapons can only fire specific ammunition. I.E the Scrambler can only shoot light and the AR can only shoot plasma.
The only weapons that could shoot different ammunition without changing your gun) would be Minmatar weapons and Caldari. And Gallante. The Gallante Shoot plasma, and if you look at my post, plasma can be made from ANYTHING. The OP needs to make another Post about Frequency crystals, that can be put in the Laser Weapons of the Amarr.
I'll post a more in-depth post of ammunition, adding things like Frequency crystals, shells, and different projectiles. I'll also further do stat changes/remove stats, and just provide a basic description for each. |
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