
something somethingdark
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Posted - 2009.05.27 07:56:00 -
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Edited by: something somethingdark on 27/05/2009 07:57:49 tbh i think linking the falloff mechanic to every gun type is wrongedy wrong wrong
there should be 3 types of calculations involved optimal range : (regular sans the barely scratches and lightly hits bs) and for lack of better words on my tongue damage falloff and accuracy falloff this should be diffrent for every weapon type for example lasers ... light goes pretty fast right ? for the sake of game balance things obviously have to be taken a little out of the realm of "that makes perfect sense even irl"
anyways i would like to see the folowing
Pulse lasers : very quick rof, higher miss chance, medium optimal, medium damage falloff where accuracy is maintained(damage from 100%-50% of max), folowed by a very short accuracy falloff (where the lowest damage falloff is applyd (damage from 50%-0% ) Beam lasers : slow to rof, lower miss chance, high optimal, low damage falloff, higher accuracy falloff
crystals modify like they currently do gleam = conflag = same as t1 optimal, high damage , higher cap use scorch = as is now aurora = as is now i guess... the tracking hit is a bit harsh... empire faction crystals = slightly higher damage output, slightly higher cap needs pirate faction crystals = slightly higher damage output no aditional cap need
Autocannons : redicolous rof, high miss chance, medium optimal, very low damage falloff, high accuracy falloff Artys : extremely low rof , medium miss chance, high optimal, very low damage falloff, extremely high accuracy falloff
t1 Ammo : varys damage type + 1 low range higher damage + 1 high range lower damage hail = quake = high damage, same range, uses cap barrage = as is ? tremmor = as is ? (sorry im not a seasoned mini pilot) empire faction ammo = slightly higher damage , uses some cap pirate faction ammo = slightly higher damage
Blasers : medium rof , lower miss chance , low optimal, very high damage falloff , tiny accuracy falloff Rails : medium-high rof, medium miss chance , high optimal , medium damage falloff, medium accuracy falloff
t1 blaster = vary damage falloff/damage type t1 rail = vary range from base void = same range , higher damage, much more cap use null = med optimal , same damage, slightly mrore cap use spike = same range, higher damage, higher cap use javelin = is now the high range one... empire ammo = same range, slightly more damage, slightly more cap use pirate ammo = same range slightly more damage as a variation here you could do gallente faction ammo (and gallente pirate) = slightly more damage caldari faction ammo (and caldari pirate derived) = slightly higher range
Missiles sorted via rof : rockets, medium yield, very high exp vel, medium exp radius standard , low yield, high exp vel , medium-low exp radius ham , high yield , high exp vel, high exp radius heavy, medium yield, high exp vel, medium exp radius cruise, high yield , medium high exp vel, high exp radius torp, extreme yield, medium-low exp vel, extreme exp radius
rage = same range has t1, higher damage, higher exp radius(thats the drawback) precision = smaller range than t1(the drawback) , same damage , lower exp radius javelin = higher range than t1, lower damage (the drawback), same exp radius empire faction = damage and exp radius slightly higher (but not as high as t2) pirate faction = damage, exp radius , exp velocity slightly higher (but not as high as t2)
this has been brought to you by ADD
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