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Ecshon Autorez
Villore Sec Ops Gallente Federation
185
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Posted - 2014.01.16 22:01:00 -
[1] - Quote
I was inspired by Request weapon : AA gun
Quick overview without going into to much detail about some of its aspects:
- Minmatar
- Heavy weapon
- Explosive Damage with splash (not sure how much damage) (not sure how much range on the splash)
- Large spread (reticle about the size of the HMG reticle, also, dual reticles, square with a circle inside)
- Has an auto-aim feature similar to the smart gun in AVP
- Auto-aim will have a maximum range (although it'll probably be high)
- Primarily designed around countering dropships and other aerial vehicles, although it will still be effective against ground vehicles.
- A rate of fire of about 3 rounds per second seems good. (tested by me, a timer, some sound effects, and my imagination) leading to a RoF of 180 Rounds Per Minute. (without reloads)
- Clip size of somewhere around 30. (but I don't think it should be higher, unless it turns out weaker than I'm imagining it)
More in-depth details below.
Auto-aim feature
- The auto-aim only works against vehicles. NOT AGAINST INFANTRY.
- The auto-aim makes all shots land on target, regardless of distance, as long as they are still in range of the "aim assistance" and the target is in the reticle at the time of firing.
- The auto-aim will not move your reticle to follow the vehicle for you, it will just make all shots land. So you'll still need to track the vehicle yourself.
- Travel time of the projectile can still cause it to miss. (although they will have high movement speed)
- In the event it misses the target, the projectile will auto-detonate if it gets within range to hit the vehicle with splash damage.
Reticle(s)
- Square with a circle inside
- Square reticle is the auto-aim reticle
- Circle reticle is dumb-fire reticle (for when there is not a vehicle in range or in the square reticle)
- (Circle) The same size as the HMG reticle.
- (Square) Regular factors (crouching, moving, continuous fire, etc) do not affect this reticle.
- (Circle) Regular factors (crouching, moving, continuous fire, etc) still affect this reticle, although crouching has a lessened effect so as not to make it too accurate and effective against infantry at range.
Gunplay
- Working as an AA gun to keep an Assault Drop Ship (and other aerial vehicles) away from an objective.
- Harassing infantry from a high vantage point
- Working as ground AV.
- Scaring infantry in CQC by breaching rooms/areas and causing panic.
More stuff
The large reticle and spread when firing make it a less than stellar weapon to snipe infantry with, while the "aim assistance" will enable you to attack vehicles from a distance and still hit.
The slow rate of fire combined with inaccuracy at range means that it won't really be something that everyone will want to get so they can fight infantry with it.
The slow rate of fire means that it can have a lower muzzle climb rate, or not have muzzle climb at all. |
deepfried salad gilliam
Sanguine Knights
383
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Posted - 2014.01.16 22:17:00 -
[2] - Quote
what will be the damage per missile for direct and splash what will the reload time be lock on time should be at least .7 and launched dumb fires can not track after shot
whats to stop it from being dumb fired at infantry ? or atleast limit capability have a .5 delay between trigger pull and first shot (for the thrusters to start working or something) and have an acceleration effect to them so the start slow but speed up
also whats max range for the missiles and do they explode at max range or just stop going
Proud Christian
one of the most essential parts of eve is left out of dust: freedom, exploration, open-world gameplay.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
1521
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Posted - 2014.01.16 22:26:00 -
[3] - Quote
much as the "fatsuit mass driver" concepts make me giggle I can't see this being anything but a rage button for the community.
tactically, militarily the concept makes sense.
In the context of the game, however...
it would simply replace the forge gun for being a rapid-fire weapon with a bigger boom, even if you kept the magazine size similar. |
Spademan
The Unholy Legion Of DarkStar DARKSTAR ARMY
560
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Posted - 2014.01.16 23:33:00 -
[4] - Quote
I've mentioned that I'd like flak cannons to be a thing for a while now.
But, I'm not quite sure what you suggest would be balanced.
I had thought maybe 500-400 direct damage, with 400-300 splash, a detonation when the projectile reaches the distance it was aimed at when it was shot (To help vs Aircraft and, to a lesser extent, tanks in the distance, it would also make it difficult to use vs infantry at distance due to them being small targets, so many projectiles would just zoom straight by) and a splash, coupled with large spread.
Definetely not auto aim.
I am part shovel, part man, full scout, and a little bit special.
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Ecshon Autorez
Villore Sec Ops Gallente Federation
185
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Posted - 2014.01.17 00:54:00 -
[5] - Quote
deepfried salad gilliam wrote:what will be the damage per missile for direct and splash what will the reload time be lock on time should be at least .7 and launched dumb fires can not track after shot
whats to stop it from being dumb fired at infantry ? or atleast limit capability have a .5 delay between trigger pull and first shot (for the thrusters to start working or something) and have an acceleration effect to them so the start slow but speed up
also whats max range for the missiles and do they explode at max range or just stop going
Flak Cannons do not fire missiles. They are a form of artillery with origins in WW2. They would fire projectiles into the air that would explode near enemy aircraft. (they could be used for other things too like taking out tanks) I'll be going back and editing my post to go into more details on the explanation of how the weapon will work, I figured that was enough but apparently not. This is a good and quick explanation of what sort of ammunition flak cannons shoot.
wikipedia wrote:Important non-English terms for air defence include German flak (from the German Flugzeugabwehrkanone, aircraft defence cannon;[3] also cited as Flugabwehrkanone) and the Russian term Protivovozdushnaya oborona (Cyrillic: -ƒ-Ç-+-é-+-¦-+-¦-+-+-¦-â-ê-+-¦-Å -+-¦-+-Ç-+-+-¦), a literal translation of "anti-air defence", abbreviated as PVO.[4] Nicknames for anti-aircraft guns include AA, AAA or triple-A, an abbreviation of anti-aircraft artillery, "ack-ack" (from the spelling alphabet used by the British for voice transmission of "AA"),[5] archie (a World War I British term probably coined by Amyas Borton and believed to derive via the Royal Flying Corps from the music-hall comedian George Robey's line "Archibald, certainly not!"[6]). In Russian the AA systems are called zenitnye (i.e. "pointing to zenith") systems (guns, missiles etc.). In French, air defence is called DCA (D+¬fense Contre Avions). On to the next one!
Breakin Stuff wrote:it would simply replace the forge gun for being a rapid-fire weapon with a bigger boom, even if you kept the magazine size similar. I never said anything about it having a bigger boom than the forge gun. I expect it to be smaller, but I haven't checked any AV/explosive weapon damages in a while so I'll be logging on and looking at them soon.
Spademan wrote:I had thought maybe 500-400 direct damage, with 400-300 splash, a detonation when the projectile reaches the distance it was aimed at when it was shot (To help vs Aircraft and, to a lesser extent, tanks in the distance, it would also make it difficult to use vs infantry at distance due to them being small targets, so many projectiles would just zoom straight by) and a splash, coupled with large spread.
Definetely not auto aim.
The direct damage you came up with seems to not be insanely high, but the splash is much higher than what I had in mind.
As for it exploding in the air at the distance it was aimed, I've no problem with that if it is an exclusively Anti-Air gun, the stats and behavior you said make me think of a turret specializing in AA, this is a Heavy AV weapon.
I'm going to go back and try to explain the auto-aim again since people don't seem to understand what sort of auto-aim I had in mind. |
Mountain Doody
DUST University Ivy League
26
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Posted - 2014.01.17 02:42:00 -
[6] - Quote
'flak cannon' to me sounds like just that... a big gun launching flak shells that explode causing damage. (either an instant explosion, or an AOE effect that lasts for a couple seconds for a dropship to fly into.)
I would love to see something where you press and hold the trigger to charge up a shot, and the charge time determines either A) the projectile travel speed or B) the delay until flak detonation.
This would let skilled players place their flak shells to detonate at any range.
Such a placeable AOE explosion obviously risks being hugely OP so some balancing ideas:
Perhaps the gun does full damage to vehicles and 1/4 damage to infantry. Perhaps it can only damage dropships. Or maybe don't allow the cannon to aim lower than, say, ten degrees above horizontal.
I'm not sure what game I saw it in but once I played with a grenade launcher where the arc and projectile speed correlated to how long you held down the fire button. I've wanted a weapon like that ever since but it doesn't seem like a common choice. |
Ecshon Autorez
Villore Sec Ops Gallente Federation
185
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Posted - 2014.01.17 02:55:00 -
[7] - Quote
Mountain Doody wrote:'flak cannon' to me sounds like just that... a big gun launching flak shells that explode causing damage. ... The name isn't what we're discussing, I called it that because my inspiration was a thread about AA guns so Flak cannons were on my mind, we can't pick the name, the Devs will ultimately decide that.
Would it be easier to focus on the weapon itself if I renamed it "Weapon [Insert variable name here]"? What do you think of the weapon itself? |
Lonewolf Heavy
ROGUE SPADES
83
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Posted - 2014.01.24 06:24:00 -
[8] - Quote
I like the idea, A good way to make it useless against infantry is to make it work slightly like the swarm system, where there is a box that it has to be in for you to lock. But instead it lets you charge up the shot as long as they are in this large box
(kind of tired at the moment, thats why im only saying this and not actually commenting about the damage or anything else I will give my full opinion later )
Blueberries are delicious and an essential part of my diet ;)
Commando/Heavy
Willing to PC for anyone for a low price
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Ecshon Autorez
Villore Sec Ops Gallente Federation
195
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Posted - 2014.01.24 15:33:00 -
[9] - Quote
Lonewolf Heavy wrote:(kind of tired at the moment, thats why im only saying this and not actually commenting about the damage or anything else I will give my full opinion later ) That's fine, although I'm kind of in the dark about some aspects of it since I don't AV or pilot. I'm pure infantry and anti-infantry. So if someone who is more knowledgeable on the subject could create a little damage/splash/clip size/RoF per tier chart that'd be great.
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SOMBRA del MUERTE
The Exemplars Top Men.
28
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Posted - 2014.02.10 04:37:00 -
[10] - Quote
I like it if it's just dumb fire. You should have to be able to lead a dropship properly. What if the breach/tac version had a double action trigger of fire, detonate... so you could pop your round in the sky and splash / shove a dropship. Also would be hard to balance for infantry... good ideas though, keep'em comin' |
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Komodo Jones
Chaotik Serenity
457
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Posted - 2014.02.10 04:50:00 -
[11] - Quote
Don't care about numbers, proximity detonated shells need to be in the game.
I support this
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