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Void Echo
Echo Galactic Industries
1084
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Posted - 2013.08.28 01:38:00 -
[1] - Quote
it has come to my attention that CCP may be planning on limiting the tanks ammunition. now this really is a nerf since it hinders the tanks ability to give good hits to the enemy and protects the objectives, however it brings up the strategic point of play.
this is how I would give it purpose:
Basic Railgun: 36 Ammo- 1 shot per clip. Maximum Damage (without any mods or skills): 1390 HP. Splash Damage: 230HP. Blast Radius: 2.6
Advanced Railgun: 18 Ammo- 1 shot per clip. Maximum Damage (without any mods or skills): 1600 HP. Splash Damage: 260 HP. Blast Radius: 2.6
Prototype Railgun: 9 Ammo- 1 shot per clip. Maximum Damage (without any mods or skills): 1800 HP. Splash Damage: 300 HP. Blast Radius: 2.6
Every time you fire a shot, the bottom part of the cannon would open up and another munitions shell would enter it, this would take about 2-3 seconds to reload successfully.
Vehicle Nanovie Module: we could use a vehicle nanohive module that would be used to regenerate our ammunition over time, it would be relatively quickly for the ammunition to regenerate for the very basic cannon types. on this, we could perhaps replace a small turret slot and have something useful in it and regenerate ammunition for the tank.
for the basic railgun: 1 round regenerated every3 seconds. for the advanced railgun: 1 round regenerated every 8 seconds. for the prototype railgun: 1 round regenerated every 13 seconds.
if you make the regeneration time too slowly, it wouldnt be worth using, if it regenerates too quickly, the more advanced variants would have increased damage as incentive to go to higher grade turrets.
Ammunition Skill: works like the Ammo Capacity skill for infantry, but instead of 5%, it gives specific percentages for every type of turret, there wouldn't be different skills for this, it would all be used in this one skill.
ex: Level 1- + 2% maximum ammunition for railguns for every level, + 5% maximum ammunition for Blaster for every level, + 4 maximum clip size for missiles.
every level would increase it by the base amount.
in this way, it would force the driver to save his shots and use them on the best possible abilities and strategic hits, instead of randomly shooting at the enemy just for the enemy to go back and hide.
(might I remind you that this is not the official stuff being put in, its just my thoughts on how to make this positive.) |
Aizen Intiki
Ghost Wolf Industries Alpha Wolf Pack
543
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Posted - 2013.08.28 01:42:00 -
[2] - Quote
I doubt it would be 1 shot, then reload. Maybe 5-10. |
Void Echo
Echo Galactic Industries
1084
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Posted - 2013.08.28 01:44:00 -
[3] - Quote
Aizen Intiki wrote:I doubt it would be 1 shot, then reload. Maybe 5-10.
this is a rail were talking about, the thing can only do one shot at a time. but yeah, I see where you got that from. im still working on this
im still a little iffy on the reload stuff, the part of the cannon that reloads would be right on the cannon body, not the cannon barrel, thus, it would make sense for it to take a few seconds for it to be reloaded. but this is still a work in progress, im trying to make thing nerf as positive as possible. |
Void Echo
Echo Galactic Industries
1084
|
Posted - 2013.08.28 01:49:00 -
[4] - Quote
I put those 3 on the rails because they are the heaviest hitters of their levels. meaning that those stats would be the maximum amount of damage you could get out of the tiers without any skills or modules, all the other railg before those 3 specific ones would be weaker of course |
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