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KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
4879
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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
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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
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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
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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
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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
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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!!! |
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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
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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
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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
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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.
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The-Errorist
BetaMax Beta CRONOS.
73
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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 |
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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
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Posted - 2013.09.28 11:28:00 -
[27] - Quote
bump? |
Lightning Bolt2
SVER True Blood Public Disorder.
253
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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+
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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!
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Kallas Hallytyr
Skullbreakers
45
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Posted - 2013.10.31 18:28:00 -
[31] - 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.
So do the cranes and other obstacles currently on the maps. Collision isn't as bad as the old AV-Lamposts used to be, but dropships still get battered by even small collisions. |
Wilhelm Klingspor
DUST University Ivy League
23
|
Posted - 2013.10.31 19:47:00 -
[32] - Quote
KAGEHOSHI Horned Wolf wrote:Absolutely stellar idea
Yes! This would be awesome, it would totally scramble the gameplay we have now.
Instead of going from objective to objective to take them all, teams will be fiercly defending an objective that benefits them in a specific situation in the match.
a toast to your thinking
GûæGûæGûæGûæGûæGûæ DON'T PANIC GûæGûæGûæGûæGûæGûæ
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
8267
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Posted - 2014.01.21 22:55:00 -
[33] - Quote
Still want
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
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Kaius Coriolanus
Gothic Wars Consortium
6
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Posted - 2014.01.21 23:59:00 -
[34] - Quote
I think it's a great idea, less missiles more cannons. |
Kigurosaka Laaksonen
DUST University Ivy League
169
|
Posted - 2014.01.22 00:32:00 -
[35] - Quote
I would like racial MCCs and for MCCs to matter before this, but it sounds good.
What does NULL Cannon stand for, anyway?
DUST 514 Recruit Code - https://dust514.com/recruit/zluCyb/
EVE Buddy Invite - Too damn long. Ask me for it.
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The-Errorist
477
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Posted - 2014.01.23 14:31:00 -
[36] - Quote
Kigurosaka Laaksonen wrote:I would like racial MCCs and for MCCs to matter before this, but it sounds good.
What does NULL Cannon stand for, anyway? Maybe its named that just because cannons shoot missiles that have anti-matter. |
NextDark Knight
Hellstorm Inc League of Infamy
166
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Posted - 2014.02.02 02:00:00 -
[37] - Quote
I would like if we could use the installation guns to shoot the mcc again from beta.
With the added bonus of the mcc firing back if it notices.
Forge Changes needed Officer Splash 3.0, Proto 2.7 Advanced 2.5 Standard 2.1.
Original ROF needs to return!
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Bojo The Mighty
L.O.T.I.S.
3001
|
Posted - 2014.02.03 06:55:00 -
[38] - Quote
Actually, I would like Disposable Nulls.
For instance instead of having a device launch a chain of missiles into the air, I'd like to see the missiles themselves have a displayed launch timer and when they are up, the Null Missile launches and inflicts a good chunk of damage but then that null is permanently removed from match and new ones arise, giving a more dynamic battlefield IMO.
Would also add a twist to strategy, so rather than trying to hold something the longest, you are trying to hold it during a window of launch. Any variety of strategy could be applied to that, from it being holding it the entire time to make defending it easier, to swooping objective to objective at the windows of opportunity and seizing control and thus cutting the enemy short in retaliation time.
Also watching large missiles launch and detonate upon large whales in the sky FTW
Rifle Changes: DPS, range, and damage
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Marlin Kirby
KILL-EM-QUICK RISE of LEGION
298
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Posted - 2014.02.03 15:50:00 -
[39] - Quote
I like this.
The not Logic Bomb!
-->We need better comms!<--
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Sylwester Dziewiecki
Interregnum.
267
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Posted - 2014.02.09 22:28:00 -
[40] - Quote
Particular parts of MCC should have they own resistance, and person that is hacking null-canon could set it to target parts of MCC.
It's hard for me to imagine that some part of shield may be weaker than others, it is forcefield it should have same resistance all over the place. But what about overheating part of shield from constant dropping damage on it. This particular zone could change color and some part of damage could penetrate shield and start damaging armor.
Armor itself should have different variation of resistance at different part of MCC - to make it more difficult they should be different(for the third time) for each Race/Faction.
PS In EVE you can turn off some service that OutPost have by destroying module responsible for operating it - and so on people may not be able to use repairing service, or fitting one... it would be cool to be able to ruin some part of MCC responsible for deploying infantry to battlefield, and thanks to that add +extra time to spawning mechanic tor opposite team, or deploying vehicle to battle.
I'm here since may 2012, my EVE alter ego is Nosum Hseebnrido.
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Squagga
The State Protectorate
200
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Posted - 2014.02.10 01:27:00 -
[41] - Quote
Not only is this a great idea but it isn't that difficult to do. I really like this idea because it changes up the game almost entirely. Instead of the boring grabbing letters that we've rown so accustomed to you'd be chasing the map and fighting over which null cannons to win, as opposed to just needing three out of five to win. Good ups Kage!
Reloading, the silent killer.
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General12912
Gallente Marine Corps
58
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Posted - 2014.02.10 01:35:00 -
[42] - Quote
this would add alot more strategy to the game. it would certainly make the team have to decide which cannon they should go for and the opposing team would have to choose which cannon they would need to protect to keep effective shots going to the MCC. |
lithkul devant
Legions of Infinite Dominion Zero-Day
143
|
Posted - 2014.02.13 20:57:00 -
[43] - Quote
I like the idea of this very much, however, I do not believe the weapon wariables on damage should be so great. If we have cannons placed in the wrong spot, such as one way to close to the redline, without the redline being corrected. You could easily have the Null Cannon turret be worth 2 of the laser turrets, this could easily scew the results of a match. The same thing could be said early on of the laser vs null to start off the match. I think the highest bonus should be 120% and the lowest minus should be 80%. Even if kept the same though I give this a thumbs up.
The visuals though would be much appreciated and great, the missiles do get boring and it doesn't seem as much of a warzone as it should. Having the different types of weapons firing off and the sounds to go along with them will be great. |
Awry Barux
New Eden Blades Of The Azure Zero-Day
540
|
Posted - 2014.02.13 21:31:00 -
[44] - Quote
Amazing idea, +1, it could alleviate game mode stale-ness without CCP needing to design entire new game modes. |
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