KING CHECKMATE
A.N.O.N.Y.M.O.U.S.
83
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Posted - 2013.05.15 02:20:00 -
[1] - Quote
Arx Ardashir wrote:We already have the Minmatar grenade, a brute-force concussive blast.
We have the Caldari grenade, the Flux, likely made to counter and control Caldari dissendet groups that would be using Caldari technology (since they're heavy shield tankers).
For the Amarr grenade, I say it'd be a thermal grenade. In EVE fashion (like the Caldari above), it's most effective against those that use it. It'd do a blast of thermal damage to shields and armor, and also instantly overheat any weapon that has an overheat mechanic (Laser Rifle, Scrambler Rifle, HMG, Rail Turrets, Blaster Turrets), thus incapacitating them until the weapon cools. Would be effective in temporarily incapping vehicle and installation turrets, would take HMGs out of the fight for 5 seconds (they have a long and rather awesomely animated cooldown), and would do bonus damage to anyone using a Scrambler or Laser rifle as the weapon overheats and gives feedback damage.
For the Gallente, I couldn't come up with anything but some sort of ECM grenade. The Gallente command ships in EVE give bonuses to Electronic Warfare, and so the gallente grenade wouldn't do any damage, but could remove/fizzle the HUD, removing the Radar, all those helpful symbols, and the weapon crosshairs while hip firing (ADS would be uneffected). Since it'd do no damage, it could even have a rather large blast radius.
AV grenades are they're own special snowflake and I don't see a reason to introduce more variants of those, so the Caldari can just have 2 grenade types.
Thoughts?
I like your ideas. For the AMARR, the effect of overheating should last 2-3 seconds. 5 is way too much. Though if affected with 2 or more time could accumulate. And yeah, it would take say 200 Shields and 175 Armor for example, the good thing is even if you tank with Shields if you dont have enough armor to survive the Armor damage you would still die with shielding LOL. And it would be usefull for weakening Amarr units that have big Base stats....
For Gallante, The ECM grenade could jam Radars, disable remote explosives and for an amount of 5-8 seconds deactivate Drop suit Modules positive effects (like ARMOR REPAIRERS, etcetc...). Now aint that for a twist.... |
KING CHECKMATE
A.N.O.N.Y.M.O.U.S.
83
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Posted - 2013.05.15 02:25:00 -
[2] - Quote
Arx Ardashir wrote:KING CHECKMATE wrote:I like your ideas. For the AMARR, the effect of overheating should last 2-3 seconds. 5 is way too much. Though if affected with 2 or more time could accumulate.
The 5 seconds was just for the HMG, because around that is what it's actual cooldown time is if you overheat it. For my idea, the grenades just overheat the weapon, and how fast it cools down depends on the weapon's cooldown time + any skills the affected player as that effects cooling.
I edited my post BTW.
I meant 5 seconds of heat buildup for a SCRAMBLER Rifle user like myself is Death. Not only you would be weakening both my armor and shields but also leaving me weaponless ? Sounds harsh lol.... i kind of like it XD |
KING CHECKMATE
A.N.O.N.Y.M.O.U.S.
85
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Posted - 2013.05.15 02:59:00 -
[3] - Quote
Or as in the Hellboy II movie, you could have a golden grenade that if you throw in a pond a green seed create, instead of an explosion, a Green Giant Forest elemental that r4pes everything....
Just kidding that thing is weak.
I was hoping something more like MOLOTOV grenades. Throwing them and incinerating people, also the area affected stays on fire for about 5-10 seconds dealing medium damage. Imagine the AREA control..... |