Pages: [1] 2 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Jadek Menaheim
Xer Cloud Consortium
428
|
Posted - 2013.11.24 17:19:00 -
[1] - Quote
After seeing how under used Kinetic Catalystizers seem to go in the wake of new changes to hit detection I think I've come up with a brilliant Idea to bring them back--by tying them to the use of a new gun mechanic in the unreleased Ion Pistol.
I'm calling it the Run Gun initially (please suggest better names).
The premise is that the gun does not carry ammo or exchangeable battery cells, but rather uses the electrical potential of the entire dropsuit. It converts friction and the kinetic force needed to move a given mass over a 1m distance into a charge that's usable by the gun.
Additional Points:
-Overcharging the weapon is possible but only by running a longer distance at a high intensity. The weapon fires immediately at trigger depression; however it pays not to miss as you don't immediately have reserve munitions unless you run again and build up more charge.
-The weapon would come in either a one shot breach, or three shot assault variant.
Breach 3.2 kj = 195 hp 7.8 kj = 292 hp 16.2 kj = 365 hp
Assault 0.8 kj = 65 hp x 3 4.4 kj = 82.7 hp x 3 11.8 kj = 97.3 hp x 3
-You may carry more than one pistol however there is a stacking penalty on charge time.
[sig=hex.dec]4d7920313333372048617830727a2078706c6f747a20522058706f7364206259206c766c2035204330646562386b727a[/sig]
|
Jadek Menaheim
Xer Cloud Consortium
428
|
Posted - 2013.11.24 17:20:00 -
[2] - Quote
It would help to know the exact masses of each dropsuit to better calculate Kilo-joule measures. I may have lowballed my estimates.
[sig=hex.dec]4d7920313333372048617830727a2078706c6f747a20522058706f7364206259206c766c2035204330646562386b727a[/sig]
|
Jadek Menaheim
Xer Cloud Consortium
428
|
Posted - 2013.11.24 17:27:00 -
[3] - Quote
Where are the physics experts of the Dust Community? I need your help!
[sig=hex.dec]4d7920313333372048617830727a2078706c6f747a20522058706f7364206259206c766c2035204330646562386b727a[/sig]
|
Jadu Wen
Xer Deadspace
185
|
Posted - 2013.11.24 17:29:00 -
[4] - Quote
What are we looking at for the fitting requirements and weapon accuracy?
GûÆGûêGûæGûæGûÆGûê GûÆGûêGûÇGûÇGûÇ GûÆGûêGûäGûæGûÆGûê
GûÆGûêGûÆGûêGûÆGûê GûÆGûêGûÇGûÇGûÇ GûÆGûêGûÆGûêGûÆGûê
GûÆGûêGûäGûÇGûäGûê GûÆGûêGûäGûäGûä GûÆGûêGûæGûæGûÇGûê ? SoonGäó
|
Jadek Menaheim
Xer Cloud Consortium
430
|
Posted - 2013.11.24 17:33:00 -
[5] - Quote
Jadu Wen wrote:What are we looking at for the fitting requirements and weapon accuracy? I was thinking along the lines of that it takes to fit nova knives, but with less PG draw. The weapon would be on par with the scrambler pistol for accuracy just with a greater range.
[sig=hex.dec]4d7920313333372048617830727a2078706c6f747a20522058706f7364206259206c766c2035204330646562386b727a[/sig]
|
DeadlyAztec11
Gallente Federation
2234
|
Posted - 2013.11.24 17:34:00 -
[6] - Quote
Could just use the suit's stamina as ammo, makes good use if the Cardiac Regulators.
Madness is the emergency exit. You can just step outside, and close the door on all those dreadful things that happened.
|
Jadu Wen
Xer Deadspace
185
|
Posted - 2013.11.24 17:37:00 -
[7] - Quote
I'd be cool if the pistol's charge cell had a dual function of instantly charging the users shields if the player tapped a secondary fire button.
GûÆGûêGûæGûæGûÆGûê GûÆGûêGûÇGûÇGûÇ GûÆGûêGûäGûæGûÆGûê
GûÆGûêGûÆGûêGûÆGûê GûÆGûêGûÇGûÇGûÇ GûÆGûêGûÆGûêGûÆGûê
GûÆGûêGûäGûÇGûäGûê GûÆGûêGûäGûäGûä GûÆGûêGûæGûæGûÇGûê ? SoonGäó
|
Jadek Menaheim
Xer Cloud Consortium
431
|
Posted - 2013.11.24 17:41:00 -
[8] - Quote
DeadlyAztec11 wrote:Could just use the suit's stamina as ammo, makes good use if the Cardiac Regulators. That doesn't quite solve the issue of KinCats going under used. Kinetic Catalyzers allow mercs to generate more force to move across a given distance, therein doing more 'work,' which translates into a given number of Joules as a measure of energy.
Using Kilo-Joules as a measure of ammo reserve and damage potential would encourage both the use of Cardiac Regulators and Kinetic Catalyzers to build up charge faster. Technically putting these on a heavy frame suit would boost your numbers as you have to move a object of greater mass.
[sig=hex.dec]4d7920313333372048617830727a2078706c6f747a20522058706f7364206259206c766c2035204330646562386b727a[/sig]
|
MySpaceTom
Xer Cloud Consortium
55
|
Posted - 2013.11.24 17:47:00 -
[9] - Quote
+1 Jadek for turning deadly combat into a weight loss program.
4920616d204a6164656b204d656e616865696d277320526167696e672042696c652044756374
|
DeadlyAztec11
Gallente Federation
2234
|
Posted - 2013.11.24 17:47:00 -
[10] - Quote
Jadek Menaheim wrote:DeadlyAztec11 wrote:Could just use the suit's stamina as ammo, makes good use if the Cardiac Regulators. That doesn't quite solve the issue of KinCats going under used. Kinetic Catalyzers allow mercs to generate more force to move across a given distance, therein doing more 'work,' which translates into a given number of Joules as a measure of energy. Using Kilo-Joules as a measure of ammo reserve and damage potential would encourage both the use of Cardiac Regulators and Kinetic Catalyzers to build up charge faster. Technically putting these on a heavy frame suit would boost your numbers as you have to move a object of greater mass. I understand, I was just offering something to think about. Hey, while we're talking about underused mods, have any ideas for Myofibril Stimulants?
Madness is the emergency exit. You can just step outside, and close the door on all those dreadful things that happened.
|
|
Jadek Menaheim
Xer Cloud Consortium
431
|
Posted - 2013.11.24 17:47:00 -
[11] - Quote
MySpaceTom wrote:+1 Jadek for turning deadly combat into a weight loss program. Lolz!!!
[sig=hex.dec]4d7920313333372048617830727a2078706c6f747a20522058706f7364206259206c766c2035204330646562386b727a[/sig]
|
DeadlyAztec11
Gallente Federation
2236
|
Posted - 2013.11.24 17:49:00 -
[12] - Quote
MySpaceTom wrote:+1 Jadek for turning deadly combat into a weight loss program. Deadly? You calling me fat boy?
*Heavy eats donut.*
I don't have a problem!
Madness is the emergency exit. You can just step outside, and close the door on all those dreadful things that happened.
|
Jadek Menaheim
Xer Cloud Consortium
431
|
Posted - 2013.11.24 17:51:00 -
[13] - Quote
DeadlyAztec11 wrote:Jadek Menaheim wrote:DeadlyAztec11 wrote:Could just use the suit's stamina as ammo, makes good use if the Cardiac Regulators. That doesn't quite solve the issue of KinCats going under used. Kinetic Catalyzers allow mercs to generate more force to move across a given distance, therein doing more 'work,' which translates into a given number of Joules as a measure of energy. Using Kilo-Joules as a measure of ammo reserve and damage potential would encourage both the use of Cardiac Regulators and Kinetic Catalyzers to build up charge faster. Technically putting these on a heavy frame suit would boost your numbers as you have to move a object of greater mass. I understand, I was just offering something to think about. Hey, while we're talking about underused mods, have any ideas for Myofibril Stimulants? Now that you say it, Myofibril Stimulants would also work to charge the gun. The measure of energy converted into the gun would be determined by the power of the suit's melee stats. This would work nicely for heavies...albeit it would look silly to see a merc swinging his arms in the air.
[sig=hex.dec]4d7920313333372048617830727a2078706c6f747a20522058706f7364206259206c766c2035204330646562386b727a[/sig]
|
MySpaceTom
Xer Cloud Consortium
56
|
Posted - 2013.11.24 17:58:00 -
[14] - Quote
DeadlyAztec11 wrote:MySpaceTom wrote:+1 Jadek for turning deadly combat into a weight loss program. Deadly? You calling me fat boy? *Heavy eats donut.* I don't have a problem! Nope....you just like to live large.
4920616d204a6164656b204d656e616865696d277320526167696e672042696c652044756374
|
Jadu Wen
Xer Deadspace
185
|
Posted - 2013.11.24 18:00:00 -
[15] - Quote
Jadek Menaheim wrote:Now that you say it, Myofibril Stimulants would also work to charge the gun. The measure of energy converted into the gun would be determined by the power of the suit's melee stats. This would work nicely for heavies...albeit it would look silly to see a merc swinging his arms in the air. A part of me feels like that is going to be abused. Stacking Myofibril Stims and Cardiac Regulators to charge up your gun.
GûÆGûêGûæGûæGûÆGûê GûÆGûêGûÇGûÇGûÇ GûÆGûêGûäGûæGûÆGûê
GûÆGûêGûÆGûêGûÆGûê GûÆGûêGûÇGûÇGûÇ GûÆGûêGûÆGûêGûÆGûê
GûÆGûêGûäGûÇGûäGûê GûÆGûêGûäGûäGûä GûÆGûêGûæGûæGûÇGûê ? SoonGäó
|
Jadek Menaheim
Xer Cloud Consortium
431
|
Posted - 2013.11.24 18:03:00 -
[16] - Quote
Jadu Wen wrote:Jadek Menaheim wrote:Now that you say it, Myofibril Stimulants would also work to charge the gun. The measure of energy converted into the gun would be determined by the power of the suit's melee stats. This would work nicely for heavies...albeit it would look silly to see a merc swinging his arms in the air. A part of me feels like that is going to be abused. Stacking Myofibril Stims and Cardiac Regulators to charge up your gun. No it's perfectly reasonable. Yet, I would opt for running generating more charge than melee strikes, unless those melee strikes connected with an enemy target.
I see a whole new brawler play style coming on.
[sig=hex.dec]4d7920313333372048617830727a2078706c6f747a20522058706f7364206259206c766c2035204330646562386b727a[/sig]
|
Jadu Wen
Xer Deadspace
185
|
Posted - 2013.11.24 18:06:00 -
[17] - Quote
Are you suggesting melee strikes would drain the enemy's stamina into your power cell....how the hell would that even work?
GûÆGûêGûæGûæGûÆGûê GûÆGûêGûÇGûÇGûÇ GûÆGûêGûäGûæGûÆGûê
GûÆGûêGûÆGûêGûÆGûê GûÆGûêGûÇGûÇGûÇ GûÆGûêGûÆGûêGûÆGûê
GûÆGûêGûäGûÇGûäGûê GûÆGûêGûäGûäGûä GûÆGûêGûæGûæGûÇGûê ? SoonGäó
|
Jadek Menaheim
Xer Cloud Consortium
431
|
Posted - 2013.11.24 18:08:00 -
[18] - Quote
#Space Magic!
[sig=hex.dec]4d7920313333372048617830727a2078706c6f747a20522058706f7364206259206c766c2035204330646562386b727a[/sig]
|
Jadu Wen
Xer Deadspace
185
|
Posted - 2013.11.24 18:10:00 -
[19] - Quote
At least in the context of this 'one' gun you are talking about incorporating a quasi capacitor system, with energy drain mechanics?
GûÆGûêGûæGûæGûÆGûê GûÆGûêGûÇGûÇGûÇ GûÆGûêGûäGûæGûÆGûê
GûÆGûêGûÆGûêGûÆGûê GûÆGûêGûÇGûÇGûÇ GûÆGûêGûÆGûêGûÆGûê
GûÆGûêGûäGûÇGûäGûê GûÆGûêGûäGûäGûä GûÆGûêGûæGûæGûÇGûê ? SoonGäó
|
Mobius Kaethis
Molon Labe PC RISE of LEGION
1004
|
Posted - 2013.11.24 18:25:00 -
[20] - Quote
This is a very unique idea which I like just for its out of the box nature if nothing else. I would like to point out that this would really limit user base for this weapon as most people don't try to speed tank; a fitting I don't think this gun would bring back into favor.
+1 for creativity though.
Fun > Realism
|
|
Jadek Menaheim
Xer Cloud Consortium
432
|
Posted - 2013.11.24 18:36:00 -
[21] - Quote
Mobius Kaethis wrote:This is a very unique idea which I like just for its out of the box nature if nothing else. I would like to point out that this would really limit user base for this weapon as most people don't try to speed tank; a fitting I don't think this gun would bring back into favor.
+1 for creativity though. Unless, the damage potential was increased giving players the ability to almost OHK other mercs.
[sig=hex.dec]4d7920313333372048617830727a2078706c6f747a20522058706f7364206259206c766c2035204330646562386b727a[/sig]
|
Jadu Wen
Xer Deadspace
185
|
Posted - 2013.11.24 18:41:00 -
[22] - Quote
Jadek Menaheim wrote:Mobius Kaethis wrote:This is a very unique idea which I like just for its out of the box nature if nothing else. I would like to point out that this would really limit user base for this weapon as most people don't try to speed tank; a fitting I don't think this gun would bring back into favor.
+1 for creativity though. Unless, the damage potential was increased giving players the ability to almost OHK other mercs. So it's like a walking charge sniper that takes 20 - 25 seconds to bring back to full capacity.
GûÆGûêGûæGûæGûÆGûê GûÆGûêGûÇGûÇGûÇ GûÆGûêGûäGûæGûÆGûê
GûÆGûêGûÆGûêGûÆGûê GûÆGûêGûÇGûÇGûÇ GûÆGûêGûÆGûêGûÆGûê
GûÆGûêGûäGûÇGûäGûê GûÆGûêGûäGûäGûä GûÆGûêGûæGûæGûÇGûê ? SoonGäó
|
Mobius Kaethis
Molon Labe PC RISE of LEGION
1005
|
Posted - 2013.11.24 18:44:00 -
[23] - Quote
Jadek Menaheim wrote: Unless, the damage potential was increased giving players the ability to almost OHK other mercs.
Perhaps. It would still be so situational though. Speed fits are just too impacted by the low TTK to really be viable in almost any situation, and while giving speed fitters a OHK weapon would be fun your description would only give them a single shot. I understand that this is for balance but it has a huge negative impact on utility. You miss and you're boned after all.
This might be a bit more viable if running enough would fill the weapon's capacitors to the point where you could have 2 OHK shots, or even three. Perhpas the different tiers of weapons would have a different amount of capacitor storage with the proto-level being able to hold 3 overcharged shots. This would make the weapon a favorite with sneaky fast scouts who rely primarily on the stealth to close distances and accuracy to make their kills.
Fun > Realism
|
Jadek Menaheim
Xer Cloud Consortium
432
|
Posted - 2013.11.24 18:47:00 -
[24] - Quote
Mobius Kaethis wrote:Jadek Menaheim wrote: Unless, the damage potential was increased giving players the ability to almost OHK other mercs.
Perhaps. It would still be so situational though. Speed fits are just too impacted by the low TTK to really be viable in almost any situation, and while giving speed fitters a OHK weapon would be fun your description would only give them a single shot. I understand that this is for balance but it has a huge negative impact on utility. You miss and you're boned after all. This might be a bit more viable if running enough would fill the weapon's capacitors to the point where you could have 2 OHK shots, or even three. Perhpas the different tiers of weapons would have a different amount of capacitor storage with the proto-level being able to hold 3 overcharged shots. This would make the weapon a favorite with sneaky fast scouts who rely primarily on the stealth to close distances and accuracy to make their kills. I like that. I would still have to figure out what a fair overchrage capacitor level would be. How many joules would you need to produce either by running or melee damage to charge a multiple shots? With the overchrage figures you suggested a breach proto pistol could hold 3 shots, while an assault variant could hold a total of 9.
[sig=hex.dec]4d7920313333372048617830727a2078706c6f747a20522058706f7364206259206c766c2035204330646562386b727a[/sig]
|
Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
5351
|
Posted - 2013.11.24 19:51:00 -
[25] - Quote
I like it.
Seeing as you like the idea of it being physics-based, what do you think of the exponential scaling from adding kincats?
As the kinetic energy of a dropsuit is 1/2 its mass multiplied by its velocity squared, there'd be an exponential increase in charging for the ion pistol.
Personally, I think it'd be quite nifty. Scouts would get even more use out of it and kincats would become even more valuable when combined with the ion pistol.
Level 5 Forum Warrior
Lenin of the glorious armoured revolution
Supporter of CCP raRaRa.
|
Jadek Menaheim
Xer Cloud Consortium
433
|
Posted - 2013.11.24 20:07:00 -
[26] - Quote
Arkena Wyrnspire wrote:I like it.
Seeing as you like the idea of it being physics-based, what do you think of the exponential scaling from adding kincats?
As the kinetic energy of a dropsuit is 1/2 its mass multiplied by its velocity squared, there'd be an exponential increase in charging for the ion pistol.
Personally, I think it'd be quite nifty. Scouts would get even more use out of it and kincats would become even more valuable when combined with the ion pistol. I love it!
[sig=hex.dec]4d7920313333372048617830727a2078706c6f747a20522058706f7364206259206c766c2035204330646562386b727a[/sig]
|
Jadu Wen
Xer Deadspace
185
|
Posted - 2013.11.24 21:47:00 -
[27] - Quote
I'm going to repost this here.
Now there's something I didn't think of before. I wonder if the use of inertial dampeners could play into your mechanic of capacitor charge. There must be some type of heat build up when you use those dampeners.
GûÆGûêGûæGûæGûÆGûê GûÆGûêGûÇGûÇGûÇ GûÆGûêGûäGûæGûÆGûê
GûÆGûêGûÆGûêGûÆGûê GûÆGûêGûÇGûÇGûÇ GûÆGûêGûÆGûêGûÆGûê
GûÆGûêGûäGûÇGûäGûê GûÆGûêGûäGûäGûä GûÆGûêGûæGûæGûÇGûê ? SoonGäó
|
Jadek Menaheim
Xer Cloud Consortium
435
|
Posted - 2013.11.24 22:01:00 -
[28] - Quote
Jadu Wen wrote:I'm going to repost this here. Now there's something I didn't think of before. I wonder if the use of inertial dampeners could play into your mechanic of capacitor charge. There must be some type of heat build up when you use those dampeners. This might work in some neat ways if there was a way to vary the strength of your dampeners (i.e. the longer you hold them down, the less force you hit the ground with. This was my game!!)
If you could change the speed at which you hit the ground this would give armor tanked fits a way to use the Ion Pistol by soaking the force of an arrested fall into a given energy value.
[sig=hex.dec]4d7920313333372048617830727a2078706c6f747a20522058706f7364206259206c766c2035204330646562386b727a[/sig]
|
MySpaceTom
Xer Cloud Consortium
56
|
Posted - 2013.11.24 22:03:00 -
[29] - Quote
Jadek Menaheim wrote:(i.e. the longer you hold them down, the less force you hit the ground with. This was my game!!) You created a two mile crater.
10 points.
4920616d204a6164656b204d656e616865696d277320526167696e672042696c652044756374
|
MySpaceTom
Xer Cloud Consortium
56
|
Posted - 2013.11.24 22:06:00 -
[30] - Quote
Jadek Menaheim wrote:-Charging additional rounds into the weapon is possible. Standard, Advanced, and Proto Tiers alter the number of additional shots you can hold. Additional shots are stored once the first shot is at max charge
example: Prototype Breach Ion Pistol 16.2 kj to 1st Max Charge + (12.9 kj to 2nd Max Charge) + (10.3 to 3rd Max Charge) = 3 shots of 1095 hp total base damage
example: Prototype Assault Ion Pistol 11.8 kj to 1st Max Charge + (9.4 kj to 2nd Max Charge) + (7.5 to 3rd Max Charge) = 9 shots of 875.7 hp total base damage Regardless of what I think about the Minmatar, how would this gun interact with their sidearm ammo capacity bonus?
4920616d204a6164656b204d656e616865696d277320526167696e672042696c652044756374
|
|
|
|
|
Pages: [1] 2 :: one page |
First page | Previous page | Next page | Last page |