Pages: [1] 2 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
4879
|
Posted - 2013.07.13 13:40:00 -
[1] - Quote
Its kind of disappointing that the anti-MCC cannons we have just shoot boring missiles, and not something more visually spectacular. While being disappointed, I thought of this. What if public battles each came with a variety of cannon types; objective A could be a null cannon firing missiles, but objective B could be a massive laser cannon, objective C could be a railgun cannon, and objective D could be an ion cannon. On districts owned by player-corporations, the anti-MCC cannons on the district should be decided by the CEO or directors.
Laser cannon: 120% shield damage, 80% armor damage. Does continuous gradual damage. Null cannon: 70% shields, 130% armor. Fires high damage missiles in intervals. Railgun cannon: 90% shields, 110% armor. Fires high damage railgun rounds in intervals, similar to the null cannons. Ion cannon: 110% shield, 90% armor. Does continuous gradual damage.
As well as as adding spectacle and variety, it would add a new tactical element to the battlefield; when your enemy's MCC still has its shields, it would be best to prioritize the laser and ion cannons because they're best for destroying shields, but once the armor is exposed it will be preferable to go for the null and railgun cannons because they're good for destroying armor. |
Godin Thekiller
Ghost Wolf Industries Alpha Wolf Pack
269
|
Posted - 2013.07.13 13:48:00 -
[2] - Quote
The Ion and Laser Cannon would make Life Hell for air pilots. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
4881
|
Posted - 2013.07.13 13:53:00 -
[3] - Quote
Godin Thekiller wrote:The Ion and Laser Cannon would make Life Hell for air pilots. Would be pretty hard to not notice a giant laser beam or a giant stream of plasma. |
Arkena Wyrnspire
Turalyon Plus
1905
|
Posted - 2013.07.13 13:56:00 -
[4] - Quote
KAGEHOSHI Horned Wolf wrote:Godin Thekiller wrote:The Ion and Laser Cannon would make Life Hell for air pilots. Would be pretty hard to not notice a giant laser beam or a giant stream of plasma. It still presents a lethal obstacle though, even if you can see it. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
4881
|
Posted - 2013.07.13 13:58:00 -
[5] - Quote
Arkena Wyrnspire wrote:KAGEHOSHI Horned Wolf wrote:Godin Thekiller wrote:The Ion and Laser Cannon would make Life Hell for air pilots. Would be pretty hard to not notice a giant laser beam or a giant stream of plasma. It still presents a lethal obstacle though, even if you can see it. I suppose they could just fire in interval bursts just like the null cannons, but that's not as fun. |
Godin Thekiller
Ghost Wolf Industries Alpha Wolf Pack
269
|
Posted - 2013.07.13 13:59:00 -
[6] - Quote
KAGEHOSHI Horned Wolf wrote:Godin Thekiller wrote:The Ion and Laser Cannon would make Life Hell for air pilots. Would be pretty hard to not notice a giant laser beam or a giant stream of plasma.
I'm saying that flying anywhere near them would suck, as sometimes when you go under fire, you sometimes tend to forget about dangers near you. Or you could back into the stream. There's many more things that could go wrong.Just wanted to point it out........
Peace, Godin |
Alan-Ibn-Xuan Al-Alasabe
Planetary Response Organisation
387
|
Posted - 2013.07.13 13:59:00 -
[7] - Quote
Plus, you'd be surprised how often one ends up having to fly backwards. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
4885
|
Posted - 2013.07.13 22:52:00 -
[8] - Quote
If the ion and laser cannons fire in a continuous stream instead of one powerful burst, it should be survivable to dropships, so they may actually be less bad for dropships. |
XV1
Ninth Legion Freelance
37
|
Posted - 2013.07.14 02:21:00 -
[9] - Quote
I was just thinking about this the other day. MCCs should have different shield/armor amounts too (Gallente have more armor and Caldari have more shields) |
Lightning Bolt2
DUST University Ivy League
51
|
Posted - 2013.07.14 04:12:00 -
[10] - Quote
XV1 wrote:I was just thinking about this the other day. MCCs should have different shield/armor amounts too (Gallente have more armor and Caldari have more shields)
yes! that AND null cannon variety will help tactical gameplay and which nodes to attk/defend and if its caldari vs caldari the anti shield cannons will have intense combat! but the poor mimitar MCC will only be at a huge disadvantage, low armor barley any considerable shields, make it where the MCC moves? it'll make it harder to redline and help promote tactical spawning. also DON'T and I repeat DON'T MAKE IT WHERE IT CIRCLES THE MOUNTAINS!!! IT'LL MAKE IT IMPOSSIBLE TO SNIPE WITHOUT HAVING A HEAVY LAND ON YOU!!! |
|
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
4887
|
Posted - 2013.07.14 04:46:00 -
[11] - Quote
XV1 wrote:I was just thinking about this the other day. MCCs should have different shield/armor amounts too (Gallente have more armor and Caldari have more shields) I totally agree. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
4893
|
Posted - 2013.07.14 14:50:00 -
[12] - Quote
Perhaps the laser cannon should be mounted on the heads of sharks. |
RuckingFetard
Better Hide R Die D.E.F.I.A.N.C.E
273
|
Posted - 2013.07.14 15:06:00 -
[13] - Quote
Among the best ideas I've read here. However, CCP will need to create new turret assets |
Scheneighnay McBob
Tribal Band Dust Mercenaries Immortals of War
2261
|
Posted - 2013.07.14 15:15:00 -
[14] - Quote
Great idea to eventually have, but it doesn't work with the current skirmish system.
Once we can pilot the MCC and deploy anti-MCC cannons, then yes, it's an amazing idea.
Also, they should have different ranges, damage, and ways of shooting. NULL: Very low RoF, low DPS; very long range and homes in from extremely high altitude, so the only way to avoid it is by piloting the MCC under something Laser: Laser RoF, mid-high DPS; mid-long range and fires directly, so the MCC can hide behind mountains/buildings Rail: Low-medium RoF, medium DPS, long range, fires directly Ion: Very high RoF, highest DPS, shortest range, fires directly Artillery (minmatar!):low RoF, low-mid DPS (but high initial damage); long range, fires on an arc. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
5098
|
Posted - 2013.07.23 08:38:00 -
[15] - Quote
Scheneighnay McBob wrote:Great idea to eventually have, but it doesn't work with the current skirmish system.
Once we can pilot the MCC and deploy anti-MCC cannons, then yes, it's an amazing idea.
Also, they should have different ranges, damage, and ways of shooting. NULL: Very low RoF, low DPS; very long range and homes in from extremely high altitude, so the only way to avoid it is by piloting the MCC under something Laser: Laser RoF, mid-high DPS; mid-long range and fires directly, so the MCC can hide behind mountains/buildings Rail: Low-medium RoF, medium DPS, long range, fires directly Ion: Very high RoF, highest DPS, shortest range, fires directly Artillery (minmatar!):low RoF, low-mid DPS (but high initial damage); long range, fires on an arc.
Would really be better with your suggestions, but the simple version I suggested can definitely work with the way things are right now. |
Vyzion Eyri
The Southern Legion
1057
|
Posted - 2013.07.23 08:56:00 -
[16] - Quote
I want to see installations which negate anti-MCC cannons. Anti-anti-MCC cannon insallations. AAMCCCIs Lol okay maybe just AAMIs.
Then we'll see fights where teams could decide to solely access the AAMIs, so even if the enemy takes all the AMCs, they can't do anything.
Bigger maps could facilitate this type of gameplay by having all AAMIs on one end of a map and AMCs on the other. Then we'd see a bit of vehicle warfare happening between the AAMIs and AMCs as teams tried to get to either side.
|
The-Errorist
BetaMax Beta CRONOS.
73
|
Posted - 2013.07.27 10:06:00 -
[17] - Quote
This would go well with MCC ownership. |
KAGEHOSHI Horned Wolf
Brutor Vanguard Minmatar Republic
5233
|
Posted - 2013.08.02 00:11:00 -
[18] - Quote
Vyzion Eyri wrote:I want to see installations which negate anti-MCC cannons. Anti-anti-MCC cannon insallations. AAMCCCIs Lol okay maybe just AAMIs.
Then we'll see fights where teams could decide to solely access the AAMIs, so even if the enemy takes all the AMCs, they can't do anything.
Bigger maps could facilitate this type of gameplay by having all AAMIs on one end of a map and AMCs on the other. Then we'd see a bit of vehicle warfare happening between the AAMIs and AMCs as teams tried to get to either side.
That would be very cool. |
Terry Webber
Turalyon 514
290
|
Posted - 2013.08.02 02:26:00 -
[19] - Quote
Great idea, KAGE. +1 |
Cross Atu
Conspiratus Immortalis Covert Intervention
1396
|
Posted - 2013.08.04 20:07:00 -
[20] - Quote
KAGEHOSHI Horned Wolf wrote:Its kind of disappointing that the anti-MCC cannons we have just shoot boring missiles, and not something more visually spectacular. While being disappointed, I thought of this. What if public battles each came with a variety of cannon types; objective A could be a null cannon firing missiles, but objective B could be a massive laser cannon, objective C could be a railgun cannon, and objective D could be an ion cannon. On districts owned by player-corporations, the anti-MCC cannons on the district should be decided by the CEO or directors.
Laser cannon: 120% shield damage, 80% armor damage. Does continuous gradual damage. Null cannon: 70% shields, 130% armor. Fires high damage missiles in intervals. Railgun cannon: 90% shields, 110% armor. Fires high damage railgun rounds in intervals, similar to the null cannons. Ion cannon: 110% shield, 90% armor. Does continuous gradual damage.
As well as as adding spectacle and variety, it would add a new tactical element to the battlefield; when your enemy's MCC still has its shields, it would be best to prioritize the laser and ion cannons because they're best for destroying shields, but once the armor is exposed it will be preferable to go for the null and railgun cannons because they're good for destroying armor.
EDIT: For the safety off aerial pilots, I suppose they could all just fire in interval bursts just like the null cannons, but that's not as fun. If the ion and laser cannons fire in a continuous stream instead of one powerful burst, it should be survivable to dropships, so they may actually be less bad for dropships.
Good overall post as usual KAGEHOSHI, +1
A few minor tweaks/concerns. I wonder about the effects on client performce if null cannon sized weapons are using continues visual effects, perhaps a "charge and burst" mechanic would work better both for performance and for our pilots.
Regarding Corps in PC being able to change the types yes please. I would however put a couple cavoits on it. First add a randomized configuration to FW and/or Pubs first and run it that way for a couple of builds to gain field data on the effects as a way to avoid adding an imbalanced mechanc to PC. Second make the configuration of cannons cost the Corp ISK for every change, just like installations.
Great idea
Cheers, Cross |
|
Cross Atu
Conspiratus Immortalis Covert Intervention
1396
|
Posted - 2013.08.04 20:10:00 -
[21] - Quote
KAGEHOSHI Horned Wolf wrote:Vyzion Eyri wrote:I want to see installations which negate anti-MCC cannons. Anti-anti-MCC cannon insallations. AAMCCCIs Lol okay maybe just AAMIs.
Then we'll see fights where teams could decide to solely access the AAMIs, so even if the enemy takes all the AMCs, they can't do anything.
Bigger maps could facilitate this type of gameplay by having all AAMIs on one end of a map and AMCs on the other. Then we'd see a bit of vehicle warfare happening between the AAMIs and AMCs as teams tried to get to either side.
That would be very cool. Sounds good though to prevent stale mates they should reduce damage not eliminate it, the reduction could even be quite high if that turned out to be good for balance just not 100% so that games continue to progress.
0.02 ISK Cross |
Lightning Bolt2
DUST University Ivy League
91
|
Posted - 2013.08.04 20:18:00 -
[22] - Quote
Cross Atu wrote:KAGEHOSHI Horned Wolf wrote:Vyzion Eyri wrote:I want to see installations which negate anti-MCC cannons. Anti-anti-MCC cannon insallations. AAMCCCIs Lol okay maybe just AAMIs.
Then we'll see fights where teams could decide to solely access the AAMIs, so even if the enemy takes all the AMCs, they can't do anything.
Bigger maps could facilitate this type of gameplay by having all AAMIs on one end of a map and AMCs on the other. Then we'd see a bit of vehicle warfare happening between the AAMIs and AMCs as teams tried to get to either side.
That would be very cool. Sounds good though to prevent stale mates they should reduce damage not eliminate it, the reduction could even be quite high if that turned out to be good for balance just not 100% so that games continue to progress. 0.02 ISK Cross
TBH I think the reduction should be based on what you are blocking,
- NULL cannons can be 100% since their missiles
- Railguns 50-75% depending on what AAMI it is.
- Ion start at 100% but gradually reduce
- Laser start at 25% but gradually increase
these are just estimates, and I'm not sure if lasers need changed to be like the Ion cannon but thats what I think. |
Torneido Achura
The Suicide Kingz
0
|
Posted - 2013.08.05 14:08:00 -
[23] - Quote
KAGEHOSHI Horned Wolf wrote:Its kind of disappointing that the anti-MCC cannons we have just shoot boring missiles, and not something more visually spectacular. While being disappointed, I thought of this. What if public battles each came with a variety of cannon types; objective A could be a null cannon firing missiles, but objective B could be a massive laser cannon, objective C could be a railgun cannon, and objective D could be an ion cannon. On districts owned by player-corporations, the anti-MCC cannons on the district should be decided by the CEO or directors.
Laser cannon: 120% shield damage, 80% armor damage. Does continuous gradual damage. Null cannon: 70% shields, 130% armor. Fires high damage missiles in intervals. Railgun cannon: 90% shields, 110% armor. Fires high damage railgun rounds in intervals, similar to the null cannons. Ion cannon: 110% shield, 90% armor. Does continuous gradual damage.
As well as as adding spectacle and variety, it would add a new tactical element to the battlefield; when your enemy's MCC still has its shields, it would be best to prioritize the laser and ion cannons because they're best for destroying shields, but once the armor is exposed it will be preferable to go for the null and railgun cannons because they're good for destroying armor.
EDIT: For the safety off aerial pilots, I suppose they could all just fire in interval bursts just like the null cannons, but that's not as fun. If the ion and laser cannons fire in a continuous stream instead of one powerful burst, it should be survivable to dropships, so they may actually be less bad for dropships.
I totally in for the new installs, would make the game more vivid, richer, intense! We could avoid those semistalemates and overwhelming wins, happening right now |
Maximus Stryker
Villore Sec Ops Gallente Federation
584
|
Posted - 2013.08.08 18:47:00 -
[24] - Quote
KAGEHOSHI Horned Wolf wrote:Its kind of disappointing that the anti-MCC cannons we have just shoot boring missiles, and not something more visually spectacular. While being disappointed, I thought of this. What if public battles each came with a variety of cannon types; objective A could be a null cannon firing missiles, but objective B could be a massive laser cannon, objective C could be a railgun cannon, and objective D could be an ion cannon. On districts owned by player-corporations, the anti-MCC cannons on the district should be decided by the CEO or directors.
Laser cannon: 120% shield damage, 80% armor damage. Does continuous gradual damage. Null cannon: 70% shields, 130% armor. Fires high damage missiles in intervals. Railgun cannon: 90% shields, 110% armor. Fires high damage railgun rounds in intervals, similar to the null cannons. Ion cannon: 110% shield, 90% armor. Does continuous gradual damage.
As well as as adding spectacle and variety, it would add a new tactical element to the battlefield; when your enemy's MCC still has its shields, it would be best to prioritize the laser and ion cannons because they're best for destroying shields, but once the armor is exposed it will be preferable to go for the null and railgun cannons because they're good for destroying armor.
EDIT: For the safety off aerial pilots, I suppose they could all just fire in interval bursts just like the null cannons, but that's not as fun. If the ion and laser cannons fire in a continuous stream instead of one powerful burst, it should be survivable to dropships, so they may actually be less bad for dropships. nice idea, i hope this gets in SOONGäó |
KAGEHOSHI Horned Wolf
Brutor Vanguard Minmatar Republic
5915
|
Posted - 2013.09.13 01:03:00 -
[25] - Quote
MCC pew pew |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6246
|
Posted - 2013.09.27 13:13:00 -
[26] - Quote
This game doesn't enough giant laser cannons. |
Jackof All-Trades
Mannar Focused Warfare Gallente Federation
188
|
Posted - 2013.09.28 11:28:00 -
[27] - Quote
bump? |
Lightning Bolt2
SVER True Blood Public Disorder.
253
|
Posted - 2013.09.28 22:28:00 -
[28] - Quote
Jackof All-Trades wrote:bump?
possibly . |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6845
|
Posted - 2013.10.31 17:44:00 -
[29] - Quote
Still would be cool
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of the threads Gû¦Gû+
|
Paran Tadec
Ancient Exiles
1527
|
Posted - 2013.10.31 17:56:00 -
[30] - Quote
Base it off race of the structures. So caldari would keep missiles, gallente would have rails, amarr lasers and minmatar artillery.
Bittervet Proficiency V
thanks logibro!
|
|
|
|
|
Pages: [1] 2 :: one page |
First page | Previous page | Next page | Last page |