Killar-12
OLDSPICE. Top Men.
2811
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Posted - 2014.05.12 05:11:00 -
[1] - Quote
843 Epidemic wrote:Stuff Please if you have any constructive criticism/feedback or new ideas for OB support types please let it be known here! Regarding Pub Strikes pt 1
Warbarge honestly reduce the damage or increase delay and increase splash if your adding a precision variant
Percision Strike Sounds great
Drone Drop, honestly Drones would be quite nice, Pub drones likely could only be a little smaller than Small Drones in EVE, so less than 5 m cubed, so smaller than an LAV, I could see various purposes, likely a Logi, AV and Slayer Drone as options
Nuke, (Obliterator Stike or some crud) I think this sounds a bit of Overkill for a pub match, but that's me, some sort of Artillery covering an area and blanketing it in random blasts or a sort of carpet bombing sound better.
Tactical Strike, I like this but honestly would like it in Reverse having it as an AV strike
Clone Pack, yes an Extra 20% or 10 clones sounds nice
Installations, they should be weaker variants but equal in all other aspects
Rapid Deploy, seems neat for a pub
Rapid Fire Objective, Needs to be balanced carefully
Sheild Boost, Sounds good but needs to be balanced carefully
Orbital Scans and Jammers both sound neat, maybe a delay between deployment of strikes would help.
EVE OBs Pt2 (a Total Redo of OB mechanics is needed, stick around til the end for an explanation)
Small Strikes For Cheap Destroyers Having fun
Pulse Laser Delay from firing 0s Interval Delay, .2 s Duration 1.4 s from a Coercer, (or any ship with 8 Turret Hardpoints) Spread between pulses 25m Largest, 10m Zoomed in Direct Damage 2000 per beam Width of Pulse 10m
Beam Laser Delay 0s Interval Delay N/A Interval N/A Duration 10 seconds Spread between pulses 25m Largest, 10m Zoomed in Direct Damage 300 Second under beam Width of Beam 10m
Gatling Railgun Delay 1s Interval Delay .5s Duration 4s Spread between pulses 40 Largest 15 Zoomed in Direct Damage 1000 per Hybrid Charge Splash Damage 300 Splash Radius 10m
125/150 mm Railgun Delay .5s Interval Delay .7s Duration 4.9s Spread between pulses 40 Largest 15 Zoomed in Direct Damage 2000 per Hybrid Charge Splash Damage 500 Splash Radius 15m
Blaster Delay 2s Interval Delay .2s Duration 1.4s Spread between pulses 40 Largest 25 Zoomed in Direct Damage 1500 per Hybrid Charge Splash Damage 400 Splash Radius 15m
AutoCannon Delay 3s Interval Delay .1s Duration .7s Spread 40 Largest 20 Zoomed in Direct Damage 800 per Ammuniton Round Splash Damage 400 Splash Radius 20m
Artillery Delay 3s Interval Delay 1.5s Duration 10.5s Spread 40 Largest 20 Zoomed in Direct Damage 1500 per Ammuniton Round Splash Damage 800 Splash Radius 40m
Medium Strikes
Pulse Laser Delay from firing 0s Interval Delay, .5 s Duration 3.5 s from a ship with 8 Turret Hardpoints Spread between pulses 50m Largest, 30m Zoomed in Direct Damage 5000 per beam Width of Pulse 25m
Beam Laser Delay 0s Interval Delay N/A Duration 10 seconds Spread between pulses 25m Largest, 10m Zoomed in Direct Damage 550 Second under beam Width of Beam 25m
Gatling Railgun Delay 1s Interval Delay 2.5s Duration 17.5s Spread between pulses 80 Largest 40 Zoomed in Direct Damage 2500 per Hybrid Charge Splash Damage 600 Splash Radius 30m
Large Caliber Railgun Delay .5s Interval Delay 4s Duration 28s Spread between pulses 70 Largest 30 Zoomed in Direct Damage 6000 per Hybrid Charge Splash Damage 1000 Splash Radius 35m
Blaster Delay 2s Interval Delay .8s Duration 5.6s Spread between pulses 60 Largest 40 Zoomed in Direct Damage 3000 per Hybrid Charge Splash Damage 900 Splash Radius 35m
AutoCannon Delay 3s Interval Delay .3s Duration 2.1s Spread 70 Largest 30 Zoomed in Direct Damage 1500 per Ammuniton Round Splash Damage 700 Splash Radius 35m
Artillery Delay 3s Interval Delay 8s Duration 56s Spread 50 Largest 25 Zoomed in Direct Damage 2500 per Ammuniton Round Splash Damage 1750 Splash Radius 60m
Regarding Ammo Types For Lasers Type Dictates Color, Damage and Beam/Pulse width Multi Frequency High Dam Low Width Radio Low Dam High Width
For Hybrid Charges Splash Damage and Splash v Spread and Direct Damage Iron, Weak Splash, Good Direct Plutonium Strongest Splash, Poorest Direct
Regarding Antimatter Hybrids, these rounds are A) Illegal for Orbital Use in High Sec, and B) Are Unreliable only 20% sucessful, and C) Create an AoE damage Zone
For Projectiles EMP, Plasma, and Fusion are high Splash, high spread DU, Titanium Sabot, Mediocre Spread and Splash Proton, Nuclear, Carbonized Lead, Low Spread and Splash
Missles
Light, Heavy, Bombs, Topedos and Heavy Assault Varieties
Guided, Vehicles are Targeted like on a Box of a Swarm Launcher, Heavier Missles may be dodged by faster missles, Missles are ineffective v faster vehicles like DSes and LAVs
Unguided, are pinpoint marked exactly where they wish to put the missles, built to knock down Installations
More Detailed Things Clone Packs and Installation Drops could work like Jettisoning/Deploying Items lieley with a 10-20 second Delay for either
Rapid Fire could be the usage of a Sort of Damage mod that affects the target
Shield and Armor Reps from EVE could be availible
An active scan could be done by a probe or some sort of scanner
Remote Sensor Dampeners for a Sensor Jammer
I AM 1337 Approved
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