Denak Kalamari
Intaki Liberation Front Intaki Prosperity Initiative
1328
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Posted - 2014.03.21 21:38:00 -
[1] - Quote
This has probably been suggested before already, so I apologize beforehand if someone else has made a similar suggestion earlier already.
With 1.8 introducing a nerf to damage mods, and the general consensus being that damage mods aren't going to be that useful, I have an idea to expand on the damage modifers, making them useful and more interesting than just a blanket % damage increase. Instead of the blanket % increase, we could have several types of damage modifiers meant for specific weapon types, improving its strong points.
The basic premise is that the new damage modifiers/weapon upgrades improve the weapon in a way that the damage can be applied faster or more efficiently. These modules only work for their specific weapon types, the same way a sidearm damage modifier has no effect on a light weapon.
Currently, we have several kinds of weapons based on their damage type:
Hybrid Plasma, which include the assault rifle, shotgun, plasma cannon, large and small blaster turrets and upcoming ion pistol. They deal 10% bonus damage to shields and 10% less damage to armor. Hybrid plasma weaponry are for medium to close quarters with high RoF and DPS weapons, but low damage per bullet. The shotgun and plasma cannon are exceptions to this with very high alfa and low RoF weapons.
Hybrid Rail, which include the rail rifle, forge gun, sniper rifle, large and small railgun and the upcoming bolt pistol and magsec SMG. They deal 10% bonus damage to armor and 10% less damage to shields. Hybrid rail weapons are for medium to long range combat. Hybrid rail weapons have slow RoF but high damage per bullet
Laser, which include the scrambler rifle, scrambler pistol and laser rifle. They deal 20% bonus damage to shields and 20% less damage to armor. Laser weapons are mostly medium range weapons with average RoF and damage per bullet, and most have an overheating mechanic.
Projectile, which include the combat rifle, SMG and HMG. They deal 10% extra damage to armor and 5% less damage to shields. Projectile weapons are for close quarters fighting with very high RoF weapons and low damage per bullet.
Explosive, which include the swarm launcher, mass driver, small and large missile turrets and flaylock pistol(there is also the remote explosive, but it is a deployable equipment and not included in this). They deal 20% extra damage to armor and 20% less damage to shields. Explosive weapons are medium range weapons, with most having a firing arc and a travel time. They have very low RoF, but extremely high damage.
Now that we know which category each weapon goes into, we can discuss how damage modifiers can improve that specific category. Nova knives are not included in this, as they deal pure 100% damage to both armor and shields.
For blaster hybrid weapons, we will introduce magnetic field stabilizers, which increase the Rate of Fire of the hybrid plasma weapon.
Blaster rail weapons can retain the old damage modifier mechanic of increasing the damage, as it makes the most sense for a rail weapon.
Laser weapons get active heatsinks, which increases the cooldown rate and thus allowing the laser weapons to be fired more frequently.
Projectile weapons get gyrostabilizers, which also increase the Rate of Fire of the projectile weapon.
Explosive weapons get ballistic controls systems, which increase the speed of the explosive projectile fired from the weapon, letting them reach their target faster.
Sadly I can not offer any exact figures on how much or little these new damage mods/weapon upgrades would imrpove their respective weapons as I am not that good with math, I will leave that to someone else. I am however offering the basic premise for expanding the damage modifier mechanics, diversifying the rather lackluster high slot module selection at least a little bit. Any comments, critique or feedback you want to give, please go ahead and post here!
TL:DR: Read the underlined parts at the top.
Grahisha of ILF // Writer of Thoughts of a Clone Soldier // Latest entry published Mar. 18th
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Spike Slania
CREATURES OF THE NIGHT
6
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Posted - 2014.03.22 14:18:00 -
[4] - Quote
Xaviah Reaper wrote:if they ruin damage mods..... tanks "will" just roam around shooting paintballs at eachother, because they wont be able to kill eachother...
I have no problem with this :P
I'm not too far from you, I can't wait to see you, again and again
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