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Oxskull Duncarino
Shadow Company HQ
165
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Posted - 2012.10.30 19:05:00 -
[1] - Quote
I posted this in another thread but seeing as it was a different request, it got its own thread
Possibly only have a certain amount of missiles available at once to prevent people just spamming them. As a reason, CCP could say that the inbuilt nanohive can't keep up with constant fire and needs time to restock the magazine. It could be set up in a similar manner to heat build up with a dial/counter decreasing as missiles are fired, and slowly increasing while unused. |
Noc Tempre
Imperfects Negative-Feedback
1170
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Posted - 2012.10.30 19:09:00 -
[2] - Quote
So you mean, kind of like cap? |
Ten-Sidhe
Osmon Surveillance Caldari State
414
|
Posted - 2012.10.30 19:10:00 -
[3] - Quote
So ammo is still infinite, but can run out for a time if used to fast? This would be better then how it is now. It would also give more ways to differentiate weapons once we get autocannons, artillery, and lasers with our current rails, blasters and rockets. I think this would make it possible to have all the eve weapon trade offs(other then ammo cost and types) while being less complicated. |
Necrodermis
GunFall Mobilization Covert Intervention
460
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Posted - 2012.10.30 19:13:00 -
[4] - Quote
Noc Tempre wrote:So you mean, kind of like cap? don't nanohives already have a cap? i seem to go through them like candy as i use my missiles. i guess OP is wanting a nerfed nanohive i'm thinking. which seems fine. nano hives giving practically unlimited grenades is a bit much. |
Ten-Sidhe
Osmon Surveillance Caldari State
414
|
Posted - 2012.10.30 19:18:00 -
[5] - Quote
I think cap would also be nice since it is shared with defensive, speed, and ewar mods.
missiles and projectiles run out of ammo faster, but don't use any cap so it is available for reps and other active modules(this replaces cool down) Rails and blasters use some of each, so can sustain fire longer but at cost of less frequent rep cycles. Lasers have infinite ammo only using cap, but so do reps so will have to stop firing to repair armour or shields quickly. Both max ammo/cap and ammo/cap regeneration rate would have skills.
I think it would be simpler to do then add EvE's cargo hold system for nearly the same affect.
edit: The cap discussed is abbreviation of capacitor. And the nanohive mentioned was on a vehicle, not the deploy able infantry one's. |
EnglishSnake
Zumari Force Projection Caldari State
1012
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Posted - 2012.10.30 19:25:00 -
[6] - Quote
I would prefer a cargohold tbh
But only problem is i cant kick out ******** gunners atm who would waste the ammo aswell, nor can i lock out my HAV to blue dots and i dont have an eject button to get rid of blue dot gunners
So atm no change until i can control who is allowed in my tank |
Oxskull Duncarino
Shadow Company HQ
165
|
Posted - 2012.10.30 19:29:00 -
[7] - Quote
Necrodermis wrote:Noc Tempre wrote:So you mean, kind of like cap? don't nanohives already have a cap? i seem to go through them like candy as i use my missiles. i guess OP is wanting a nerfed nanohive i'm thinking. which seems fine. nano hives giving practically unlimited grenades is a bit much. Sorry, I maybe wasn't very clear on what I meant. It's a unlimited nanohive that's built into the turrets, both installation and vehicle based. Every other turret weapon can be explained by it having a large power source. The rocket( I need to stop calling them missiles as they're not ) turrets seem to have a unlimited supply that can just keep firing with very little limitation on rate. I thought this would be a nice addition to the construction back story as well being used to restrict them a bit. Use of them would take a bit of tactics since you wouldn't want to fire too much or/and too early and leave yourself defenseless as the magazine refills. |
Necrodermis
GunFall Mobilization Covert Intervention
460
|
Posted - 2012.10.30 19:30:00 -
[8] - Quote
Ten-Sidhe wrote:I think cap would also be nice since it is shared with defensive, speed, and ewar mods.
missiles and projectiles run out of ammo faster, but don't use any cap so it is available for reps and other active modules(this replaces cool down) Rails and blasters use some of each, so can sustain fire longer but at cost of less frequent rep cycles. Lasers have infinite ammo only using cap, but so do reps so will have to stop firing to repair armour or shields quickly. Both max ammo/cap and ammo/cap regeneration rate would have skills.
I think it would be simpler to do then add EvE's cargo hold system for nearly the same affect.
edit: The cap discussed is abbreviation of capacitor. And the nanohive mentioned was on a vehicle, not the deploy able infantry one's.
bringing in the cargo gives me the idea of nanohive replenishment. missiles being about .1 cubic meters while a clip of ammo is only .01 cubic meters (using random numbers).
giving the nanohive a limited cubic meters of replenishment would make expending them quicker with rockets and grenades vs regular ammo. the current system doesn't offer anything to rockets for the higher levels of nanohives. a militia will give the same ammount of rockets per pulse as a higher level one.
i get 1 rocket for a single pulse while a AR gets X ammunition (depending on level). i don't really pay attention much to the numbers someone who knows more about that can give better insight to the amount of ammo you get VS rockets/grenades.
[edit] i thought he was talking about nanohives, not turrets |
Oxskull Duncarino
Shadow Company HQ
165
|
Posted - 2012.10.30 19:44:00 -
[9] - Quote
Ten-Sidhe wrote:So ammo is still infinite, but can run out for a time if used to fast? This would be better then how it is now. It would also give more ways to differentiate weapons once we get autocannons, artillery, and lasers with our current rails, blasters and rockets. I think this would make it possible to have all the eve weapon trade offs(other then ammo cost and types) while being less complicated. Spot on. The ground based turrets built with internal infinity nanohives can be explained by the nanobots using material from the land around to fashion the ammo while having large power supplies from the vehicle/installation. The fact infantry ones are limited can be due to them just having a very small power source. Airborne based ones might need to return to a base/depot to replenish material. |
Oxskull Duncarino
Shadow Company HQ
165
|
Posted - 2012.10.30 19:48:00 -
[10] - Quote
EnglishSnake wrote:I would prefer a cargohold tbh
But only problem is i cant kick out ******** gunners atm who would waste the ammo aswell, nor can i lock out my HAV to blue dots and i dont have an eject button to get rid of blue dot gunners
So atm no change until i can control who is allowed in my tank +1 to the ability to lock your vehicle, or at least have a long hack attempt for the non squad mate to get into it. At the moment maybe my thread suggestion is too soon for the game's present state. |
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Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2012.10.30 19:54:00 -
[11] - Quote
Cap=capacitor. It is an eve version of a stamina bar. Works almost exactly like you describe. |
Oxskull Duncarino
Shadow Company HQ
165
|
Posted - 2012.10.30 20:06:00 -
[12] - Quote
Noc Tempre wrote:Cap=capacitor. It is an eve version of a stamina bar. Works almost exactly like you describe. Haha, sorry, I read your earlier post wrong. Yeh, capacitors would be a very important part of energy weapon construction, being able to store, and then release very rapidly, a massive electrical charge. For the ammo based weapons though, it'd either need to be a large finite magazine as I think EnglishSnake is suggesting, or some way of constructing fresh ammo on the go. I'm not sure how EVE has capacitors being used so I can't disagree with your suggestion. |
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