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Beren Hurin
The Vanguardians
884
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Posted - 2013.07.31 15:16:00 -
[1] - Quote
So CCP has thought about implementing capacitors, but I think that wouldn't be very elegant for programmers, or easy to manage as infantry.
Instead I have a set of suggestions that would effectively allow for 'cap warfare'.
(First) Hybrid Ionization - For Hybrid weapons create an attribute that's like 'overheating', but opposite, call it 'Ionization'. Basically, ionization reduces your damage the longer you fire. It would 'reionize' when you stop firing. Depending on the weapon level the ionization rate would impact damage rate more or less. Example, the base Plasma Rifle would do 100% damage for its first 25 rounds and then get down to 85% by its 60th if it held down fire continuously. IOW: IF RoF>Ionization rate then the weapon's damage efficiency goes down.
(Second) Ion grenades/ destabilizer gun- Then you'd make a version of flux grenades that do MUCH less damage to shield (like 15% of current) but has a ionization/heating impact on hybrid/laser weapons. So at STD level these grenades would reduce Hybrid ionization and increas overheating absolute values of STD 30%, ADV, 40%, PRO 50%.
So catching a scrambler rifle user with a ion grenade who has 75% overheat with an ion grenade will cause a small amount of shield damage, then the gun to lock up, and create additional feedback damage giving the attacker a temporary advantage.
Catching a plasma rifle user with an ADV ion grenade would mean, until he re-ionizes for a second or two w/o firing, his starting damage rate would be 60% of normal damage rate (or some balanced modifier thereof).
Likewise there could be a destabilizer gun. It'd be a piece of equipment that works like a scanner, requires a lot of PG, but PULSES a cloud that can cause this destabilizing effect at short to medium ranges (and narrow angles) depending on variant type. Destabilizing guns could also be good at clearing enemy equipment.
IOW you'd have the ability to 'disable/reduce' these weapons at the cost of not having a damage item equipped at the time you are disabling them. |
Beren Hurin
The Vanguardians
904
|
Posted - 2013.08.01 18:09:00 -
[2] - Quote
Special thanks to Cat Merc for helping me come up with a second system for projectile and explosive weapons. |
Beren Hurin
The Vanguardians
905
|
Posted - 2013.08.01 20:29:00 -
[3] - Quote
Finally, I believe scouts to be the perfect utilizers of these EWAR weapons. Making scout/light suits able to hold additional EWAR grenades at each level could them make them really effective 'tackle frigate' kinds of platforms with low SP requirements to contribute to team performance.
So a ADV light suit could hold 5 EWAR grenades (3 base, +1 for STD, +1 for ADV) all non light suits carry just 3. It would be somewhat difficult for a single player to use standard grenades to disable one person, but coordination from multiple members and/or proto grenades could help guarantee a disabling effect. |
Beren Hurin
The Vanguardians
985
|
Posted - 2013.08.06 19:05:00 -
[4] - Quote
Sgt Buttscratch wrote:All i read was, weapons vs shields doing less dmg.....
lol go home
If you aren't going be intelligent don't say nothin. I said make a new variant of fluxes. One does good shield damage, and one does a tiny bit, but with EWAR effect. |
Beren Hurin
The Vanguardians
1002
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Posted - 2013.08.07 13:34:00 -
[5] - Quote
Also, I think that whenever CCP introduces an EWAR mod they should think ahead of time about how they will incentivise use with WPs. In this case, I think players should get assists if their EWAR is active during a kill, or if the EWAR ends up locking up a player's ability to use their weapon. |
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