Antonius Dacinci
Bragian Order Amarr Empire
65
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Posted - 2012.09.03 17:04:00 -
[2] - Quote
Sorry there are just too many pages to go through here to say what is in or whats not in but with my experiences with most of the guns in the game here things I would really like to have balance wise I dunno but things that would be awesome in battle for me.
Precision turrets, turrets that don't bounce weave wobble and shuffle every time the tank or the tanks turret moves around, because like really have you tried aiming with those things? I would say increased power grid and CPU to put them on to do it though. (Though the increased powergrid and cpu for extra turn rate on stabilized rail guns is silly)
Short charge up Railguns, something mostly designed for rapid point and pop anti infantry weapons, you find your target hold pop let go, they would only shoot once but because of this have the same cooldown because each shot would have to have a cooldown anyhow.
"Virtual Tracer Blaster", the blaster has some massive issues using precisely and really knowing it's limits so what I would like is that when using the blaster it would have a small purple or red/green trajectory ray that would tell you where your bullets are aimed, this way when using the tank in 3rd person view you can quickly take a direct shot at infantry on hills without having to adjust to your first person mode to be accurate due to the deviation caused from your view height and the turret height.
Kinetically charged Missile launchers. The basic concept is to maybe reduce damage by 20% but the real power comes from causing everything within about a 5 meter radius + a 0.5 - 2 meter radius on the other side of walls and similar physical objects to first of all take the AoE damage but second of all get pushed around. The entire idea is that infantry like to hide on the top of cliffs as a defensive measure to snipe down tanks as such if tanks are given a area denial weapon against this tactic it would change up the battle field. This would be balanced against the already very powerful existing turrets set up to be a specialized role.
Mass driver cluster launcher, because really in the end most of us are doing that with them anyhow, it fires a cluster that lands at a point and spreads out around a 5 meter radius and contains about 5 grenades, the idea is that everything in the center of the shot is likely going to die if they aren't a heavy, but then you have to reload the gun and it's total ammo is going to be like 1/5th that of a normal mass driver.
Shotgun Everything! Why are we restricted to shotgun patterns for shotguns xD I want a shotgun sniper rifles which basically hits with the force and density of a shotgun but only really precise so say 50m away you have the spread of a shotgun that was 1 meter away. Same with assault rifles, same principle, 20 meters away, mass drivers? meh already did that with cluster bombs xD Forge gun... because railguns designed for anti infantry would be silly and fun. Swarm launchers pretty much do it already. Blasters would be devastating with it they would loose their ability to take out heavy targets but any light targets would be shredded. Pretty much every gun could use a spread shot variant.
"Quick lock missiles" The Basic concept is that first there would be 2 varieties, one that locks onto a tank and stays locked on and continues firing homing rockets at said tank until the lock is lost, this would be used as a area denial weapon against heavier foes like tanks, or just a simple assault tool. The second would be a variation of the first where the missiles lock onto infantry quickly firing a homing shot then have to relock to fire again, the refire period would be very low but the idea would be a slightly more long range support weapon.
Slug shotgun, because the only gun that doesn't need a shotgun equivalent is the shotgun, simple concept, sit down, pull up sights, aim, kachunk. Primary goal is taking out slow or immobile targets with a short range unlike the sniper rifle, mostly a ambush style weapon.
"Twitchy Scrambler pistol" Essentially when I bring out my scrambler pistol because of some hit detection issues I don't really want to do alot of damage per hit I just want to shot alot of bullets in that general area to see how many times i can hit them in the head. So a pistol with about 24 bullets per clip but say 1/3rd the damage.
Charged Scrambler pistol, since these are secondary weapons, sometimes you get the drop on someone and your knife skills kinda suck and all your carrying is a rocket launcher, so a scrambler pistol with only a few shots per clip maybe 1 that you hold down aim and fire like a forge gun to do a big burst of damage against unsuspecting targets and a shorter range.
"IM A FIRIN MAH LAZER" Forge gun, essentially the forge gun is a giant rail gun, so why not give us a anti tank blaster instead xD the basic concept is that you just fire a constant stream of shots like a blaster but in a hand held form which will be rather hard to use precisely against infantry but 5 meters away from the broad side of a tank would rip it up.
Napalm Swarm launcher, essentially swarm launchers are being used as area denial so why not just give them the full effect and let them keep enemies from even wanting to go to a point without taking you out first, of course it wouldn't do much damage at start and be much more effective on tanks doing damage over time (we already have burn damage so why not take it to the next level) especially to armour tanks.
"Burn damage control" because I want my damage control to remove burn damage that's just silly, it starts at 2500hp on my tank, that's more then most militia tanks have.
Focused resistances I'm sure it's planned but still because EVE
Splinter shot grenades, just a idea from alot of older FPS, you throw a grenade and it lands on the ground, rises into the air and just shots about 1000 shots in every direction over a 15 second period. Great area denial, effective vs groups, effective vs squishy |