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Pocket Rocket Girl
Psygod9
365
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Posted - 2015.05.07 21:09:00 -
[1] - Quote
What about adding a Burst Forge Gun ?
it can have a mag of 3 and with a 10 sec charge time
have a total of 9 ammo 3 in gun 6 reserve
cannot move while charging
when fired deals feedback damage ( with possible over heating)
fires all 3 round in the mag in 1.5 intervals (not to sure on this number dont want it to be too quick that target has no chance, not to slow to allow forge gunner to be able to easily track target)
and thinking of about 8sec to reload
when resupplying from nano 3 ammo before popping a fresh nano.
so what ya think ?
Moo?
. . .
Le Moo?
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Pocket Rocket Girl
Psygod9
365
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Posted - 2015.05.07 21:21:00 -
[2] - Quote
Breakin Stuff wrote:Pocket Rocket Girl wrote:What about adding a Burst Forge Gun ?
it can have a mag of 3 and with a 10 sec charge time
have a total of 9 ammo 3 in gun 6 reserve
cannot move while charging
when fired deals feedback damage ( with possible over heating)
fires all 3 round in the mag in 1.5 intervals (not to sure on this number dont want it to be too quick that target has no chance, not to slow to allow forge gunner to be able to easily track target)
and thinking of about 8sec to reload
when resupplying from nano 3 ammo before popping a fresh nano.
so what ya think ? I hate it, no offense. But anything predicated on a root mechanic relegates the weapon/suit/fit to bad joke status.
Meh its cool like i said just an idea, just trying to make something new and interesting it is the future after all
Moo?
. . .
Le Moo?
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Pocket Rocket Girl
Psygod9
365
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Posted - 2015.05.07 22:08:00 -
[3] - Quote
Breakin Stuff wrote:Pocket Rocket Girl wrote:Breakin Stuff wrote:Pocket Rocket Girl wrote:What about adding a Burst Forge Gun ?
it can have a mag of 3 and with a 10 sec charge time
have a total of 9 ammo 3 in gun 6 reserve
cannot move while charging
when fired deals feedback damage ( with possible over heating)
fires all 3 round in the mag in 1.5 intervals (not to sure on this number dont want it to be too quick that target has no chance, not to slow to allow forge gunner to be able to easily track target)
and thinking of about 8sec to reload
when resupplying from nano 3 ammo before popping a fresh nano.
so what ya think ? I hate it, no offense. But anything predicated on a root mechanic relegates the weapon/suit/fit to bad joke status. Meh its cool like i said just an idea, just trying to make something new and interesting it is the future after all I think a better way to do this would be to define what the role of the weapon would be as you see it. Coming up with cool mechanics is one thing, but is this weapon primarily AV/AI? Dual Purpose? Turret killer? Scout-Be-Good stick? Once you have a role defined the mechanics, strengths and weaknesses in the concept tend to fall into place better.
well i would see it as bunker buster type against hardened tanks not enough to out right kill it but enough to be like hey' get away or else. but at the same time dont want it to be able to just pummel any tank that isnt hardened
Moo?
. . .
Le Moo?
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Pocket Rocket Girl
Psygod9
366
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Posted - 2015.05.07 23:33:00 -
[4] - Quote
Breakin Stuff wrote:
I think the role you're looking at it "dropship killer"
i wasnt but thats why i would like the burst intervals to be spaced out enough where a DS or even a tanker still has a chance to get away
possibly something like 1000 damage per round (excluding suit bonuses and damage mod)
Moo?
. . .
Le Moo?
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