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Heathen Bastard
Kang Lo Directorate Gallente Federation
271
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Posted - 2013.05.17 05:04:00 -
[1] - Quote
Come one, come all! Come hear the latest idea that's probably somewhere else on these forums!
Basically, implementing a second type of ammo for weapons.
this would be an on-field switch, activated by holding square for a full second. This would trigger a reload animation(makes sense, you're changing your ammo) and change some function of the weapon, with drawbacks to match each specialized type.
LIGHT WEAPONS
Assault Rifles: Stabilized Plasma: gives an extra 15% range, for a 20% damage nerf while in use
Sniper Rifles: Armor Piercing Rounds: alters damage distribution, 120% to armor, 75% to shields
Scrambler Rifles: High Capacitance Cells: increases damage by 10% and increases heat generated(full charge will need to cool unless you want to burn)
Swarm Launchers: EMP Warheads: Inverts damage calibration
Plasma Launchers: Anti-Infantry: Splash damage & radius up by 10%, direct damage down by 20%
Laser Rifles: Focal Lens: changes optimal range to 1-15 meters, increased heating speed.
Mass Driver: Anti-Vehicular Rounds: Removes splash entirely, increases damage and brings modifier to 100% against vehicles
SIDEARMS
Scrambler Pistols: Low Capacitance Cells: More shots, 10% reduction in damage
Sub Machine Guns: Flechete Rounds: 10% faster fire rate, 15% damage nerf
Nova Knives: Don't use ammo, moving on...
Flaylock Pistols: Crowd Control Rounds: Doubles range of explosions, 1 extra shot, 3/4 damage reduction
HEAVY WEAPONS
Heavy Machine Gun: Heavy Rounds: increases damage against vehicles, reduces fire rate
Forge Guns: Lightning Rounds: Increased Damage, reduced range(100-200 meters?) removes explosion from rounds
SKILL
Ammunition Modulation: Skill at using Differentiated ammunition types with various weapons. 2% Specialized Ammunition storage per level. lv 1 unlocks the usage of special ammunition types
requires LV5 Weapon Upgrade Systems.
Any of these seem OP, UP? |
Heathen Bastard
Kang Lo Directorate Gallente Federation
272
|
Posted - 2013.05.18 03:13:00 -
[2] - Quote
Bump! also forgot shotguns.
Shotguns: Stabilized Slugs: increased accuracy and range, lowered power(20% ish?) |
Nariec
Carbon 7
9
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Posted - 2013.05.18 03:47:00 -
[3] - Quote
+1, I like the idea of customizing your weapon, specially the ammunition that you can use in combat. But you should only be able to change the ammunition in your MQ, not in combat, because if you do, you carry extra mags with you, unless you have 1/2 of extra ammo on your standard magazine and 1/2 of extra ammo on your "specialized" mags. |
slypie11
Planetary Response Organisation
282
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Posted - 2013.05.18 03:53:00 -
[4] - Quote
I like the idea, but no ammo that inverts damage. You need a different weapon for that |
Tankin Tarkus
Quafe Runners
14
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Posted - 2013.05.18 03:54:00 -
[5] - Quote
shotguns would be alittle tough when it comes to changing ammo types since the shells are manually loaded compared to mags/clips for other weapons which are easy to swap out as far as when u could switch it would be better to do so on the battlefield say giving up a mag/clip for the specialty ammo and having a skill to actually allow u to carry more(double the amount at lv5) |
Heathen Bastard
Kang Lo Directorate Gallente Federation
272
|
Posted - 2013.05.18 04:06:00 -
[6] - Quote
the shotgun "rolls up" to load rounds, why not just unroll it?
also, was thinking special ammo would be like maximum of 25%(Revised: 5% per skill LV) of your normal capacity(inc ammo cap skill).
and why not for the inverting swarms? with the skill as it stands, you're getting 2 shots of shield destroying rounds at maxed skill and capacity that's not even a full reload unless you're using a militia swarm. |
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