|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Zero Harpuia
Turalyon 514 Turalyon Alliance
1283
|
Posted - 2013.12.02 19:55:00 -
[1] - Quote
Ammo. We all love it, we all need it, but not too many of us think about how much more we could do with it. In EVE, we have several Charge Groups, one for Lasers, one for Bombs, one for Hybrids, one for Projectiles, and each further subdivided into specific kinds of ammo. Why is this important for DUST? Thank you for asking the question, me, I'll get right to the answer.
In DUST, many players lament their range profile, or their damage profile, or both. They like their Shotgun, but wish it fired alittle farther. They like their Laser, but wish it had a more controllable optimum. They like their AR but wish it had reversed Armor/Shield biases. This is where ammo types come in.
When you equip a gun on the fitting menu, it should have a few slots on the gun itself. Draw your own comparison, slotting Materia or Gems, but each gun should have at least two Ammo Slots. You fill both slots with the same ammo, you'll have as much ammo as you do now. Fill it with two different ammo types and you'll have half as much ammo as you do now in each type. You always go into battle with the same amount of ammo in this way. Doubletap reload to swap ammo types. Make sure each ammo type has a distinct color on the ammo counter in the corner. Carbonized Lead could be grey numbers and Nuclear could be green, for an example. Each ammo type would have different shield/armor biases and different range profiles to allow for a quick mid-battle role swap. Even Vehicles can get in on the fun.
What say you, people of New Eden?
Important bits below here for you TLDRs
Button Allocation: Doubletap RELOAD. Major Change: Small changes to Armor/Shield bias and range profile of weapons. UI Changes: Colored UI for ammo differentiation, other ammo type visible in smaller numbers.
Shields as Weapons
|
Zero Harpuia
Turalyon 514 Turalyon Alliance
1285
|
Posted - 2013.12.02 20:09:00 -
[2] - Quote
Yes, but it doesn't mean we can't think about it and ask for it to be pushed up the queue a bit. We've had several features 'confirmed' and then we stopped saying anything about them. Where have those features gone? Where is the MAV, the Fighter, the PvE content? We need to keep up the pressure on things we want, or else they'll fall to the backburner in favor of other things that more people are raging over. Dollars to donuts Logistics are going to be addressed by 1.8 because of all the threads on them, so why don't we push Ammo for 1.9?
Shields as Weapons
|
Zero Harpuia
Turalyon 514 Turalyon Alliance
1287
|
Posted - 2013.12.02 20:37:00 -
[3] - Quote
Krom Ganesh wrote:It would be nice if certain weapons gained access to unique ammo types in addition to the standard ammo types.
E.G. Sniper Rifle: Webifier bullet - Reduced damage but decreases movement speed on hit enemies. Scan Bullet - Reduced damaged but causes hit enemy to appear on ally squad/team radar.
MD: Nanite Cloud Round - Very small initial direct damage and splash damage. Creates a cloud of nanites for a specified amount of time at impact area that damages enemy units (more damage to armor) while also repairing ally armor.
That's nice in theory, but it begs the question of 'Why can't I just SPOT the guy?' for the Scan Bullets. I'd also hold out on the Web Bullets until they make a webifier so we know what to balance it around. Don't want the Webby to come out and be useless in comparison to the SR. Finally, the NC MD round seems like it would get alot of use in Friendly Fire enabled environments. Would be great for a breaching charge to set up the inside of a building in your team's favor. Would have to make sure it is properly balanced though, we already have enough complaints about Triage Hives.
Shields as Weapons
|
Zero Harpuia
Turalyon 514 Turalyon Alliance
1287
|
Posted - 2013.12.02 20:38:00 -
[4] - Quote
Vulpes Dolosus wrote:We need different colored laser rifles for laser rave parties.
Had to be done.
Shields as Weapons
|
Zero Harpuia
Turalyon 514 Turalyon Alliance
1288
|
Posted - 2013.12.02 20:41:00 -
[5] - Quote
Forlorn Destrier wrote:Good idea - but we aren't there yet. Let's get our weapons and suits more fully fleshed, and then concentrate on ammo types.
A good idea, but we need to get the ammo in as soon as possible, as it is just as core a feature as Weapons and Suits. If the Ammo is done properly it will emphasis certain weapons, cover blind areas, and overall increase fitting fun. Done poorly it will outmode guns and suits that rely on certain methods. Why use Lasers and Scramblers if the EMP rounds for the SMG can do all that to shields and more? Then why use Caldari if your tank is useless in the meta? We have to get these in soon so we can ensure they are balanced against the other features.
Shields as Weapons
|
Zero Harpuia
Turalyon 514 Turalyon Alliance
1290
|
Posted - 2013.12.02 23:21:00 -
[6] - Quote
Another thing Ammo will alleviate is the wait for racial weapons. Put EMP rounds in a Mass Driver and you'll get a nice preview of the Amarr version of the weapon, for a start. It'll also allow each player to have their own individual damage profile, within certain means. Maybe the Amarr player wants his Laser to be a flat 100/100, so he puts in a Conflagration crystal. Maybe the Minmatar kid wants to play it tactical, so he roles with Explosive shells and EM rounds, forcing himself to change rounds often but rewarding him for matching types. The Gallente Merc can replace his Shotgun's slugs with even shorter ranged ones to down Heavies, or swap to longer, wider ones to blap tricky scouts. The possibilities are endless, and only get better when amplified by sidearms.
Shields as Weapons
|
|
|
|