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2013-05-16, 01:58 PM | [Ignore Me] #1 | ||
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Any sufficiently advanced bug is indistinguishable from a feature *Disclaimer: When participating in a discussion I do not do so in the capacity of a semidivine moderator. Feel free to disagree with any of my opinions.
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2013-05-16, 02:17 PM | [Ignore Me] #3 | ||
First Lieutenant
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My replies:
No delay on the Saron between clicking and firing, and increasing the projectile speed, is what it needs to be effective. Or just give options to put Supernova on top for the gunner, and give the driver secondary weapon options. Far more fair that way. PPA needs love too. Projectiles travel too slow AND have too small a splash to compensate. It doesn't handle AI duty at all. Either the PPA needs to be like a purple orb machinegun w/ tiny burst, or slower RoF with faster travel speed and potent explosions.
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2013-05-16, 03:04 PM | [Ignore Me] #9 | |||
Second Lieutenant
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To be honest, the secondary gun on most tanks does nothing, except perhaps dedicated AA. It's useless for everything else as most people would pack more firepower by pulling their own tanks. By making the secondary weapon more powerful, it'd be a viable option. Like Harassers are now, ya know? I still wanna try having dedicated drivers, but players would get upset since they wanna gun their own tanks. SOE will let them. Okay, I guess. |
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2013-05-16, 03:18 PM | [Ignore Me] #11 | ||
First Sergeant
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My suggestion from PS2
The secondaries on tanks have ES, AA, AV, AI, and some that work in multiple roles. Going off of traditional weapon designs, you run the risk of power creep, needlessly. TTK being what it is, power creep should be avoided at all costs, instead, make something NEW No, I don't mean an ES upgrade to another one of the traditional roll weapons... I mean make a weapon mechanic that is new. examples: give the Vanu some kind of Arc Lightning gun or beam cutter, the NC a rail driver or a cluster gernade, and the TR a flamethrower or Mortar. Introduce not a new kind of traditional weapon, but a NEW KIND OF WEAPON with it's own specialized form of use, roll, and what have you. Explanations of above examples: VS have high technology, give them an AI Weapon that jumps between targets, lesser damage, but again it can jump between multiple targets to drive people back, and the closer you are to the weapon the more powerful it is. A VS beam cutter would be a beam that shoots out, that can be swept in an arc and damages constantly along the beam, maybe the longer it is on a target, the more damage it causes (Beam burning through the target). The NC need something that hits like a bus, but is slow to reload. Rail gun, no bullet drop and good damage you'd have to hit your target, but it would count as 30mm type ammo, in that it ignores most armor on armored vehicles. A NC Cluster gernade would be like a cluster bomb, shooting out into the air it would/could break apart and scatter gernades over an area. The TR just need a reliable weapon that will always be of use, maybe a flame thrower. Where it hits, it leaves a temporary pain zone, that people can't walk through without some damage, it causes a bit of damage but it's greatest advantage is that it will leave a burning effect on whoever it hits for a few moments Mortar would be a weapon that shoots in an arc with a wide splash. It would be difficult to fire as it would arc Up before dropping, but you could charge up How far you want to shoot it and alter the angle. A high skill weapon. See? Completely new types of Weapons, that potentially could contribute meaningfully to gameplay, while sticking to the theme of each respective faction. |
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2013-05-16, 05:25 PM | [Ignore Me] #14 | ||
Lieutenant Colonel
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Make the secondary roughly equal to main gun in overall power.
At least as concerns anti-armor. Their anti infantry potential is already just fine.
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Wherever you went - Here you are. Last edited by Ghoest9; 2013-05-16 at 05:27 PM. |
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