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          Fierce Deity 
           
          
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        Posted - 2005.04.20 03:24:00 -
          [1] 
          
           
          Was looking at my t2 guns, and i keep thinking about this advanced blaster ammo they can use, i've also noticed a new attribute labled "charge rate". Perhaps with new blaster ammo you can fire more then one charge at a time in rapid succession (with possibly a new a skill that requires lvl 5 rapid firing, s.a.w. style auto fire).
  More towards ammo perhaps they will make a long range anti matter? . I'm hoping for hybred emp ammo, since all the other races have an emp option besides gellente (unless your flying a celest, trist, or mega). More short range high damage ammo types(emp, kin, therm), since we are talking advenced blaster ammo.
  High dmg emp/exp blaster ammo in t2 neutrons 4tw!! <--joke ------FD------
 
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          Cracken 
           
          
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        Posted - 2005.04.20 03:32:00 -
          [2] 
          
           
          Edited by: *****en on 20/04/2005 03:34:29 Edited by: *****en on 20/04/2005 03:33:02 LOL I was thinking about maybe that giving guns an option too burst fire would be cool high damage in a short amount of time but a long cool down period between bursts.
   It has a natural advantage and a natural disadvantage. 
   Advantage is the very quick set of shots in rapid succession. 
   The Disadvantage is the fact that the guns needs too cool down reducing dot. 
   You can override this cool down period but risk completely destroying the gun.
   And believe me constantly having too spend isk replacing destroyed guns would not be fun.
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          Fierce Deity 
           
          
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        Posted - 2005.04.20 03:42:00 -
          [3] 
          
           
          that would be a pretty good idea, would put the damaged items system back in place properly, so that you have the option of repairing the damaged gun afterwards. Unless of course you fubar'd then gun too much, say 90% damaged or so, then the gun is unrepairable. ------FD------
 
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          Eyeshadow 
           
          
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        Posted - 2005.04.20 08:06:00 -
          [4] 
          
           
            Originally by: *****en Edited by: *****en on 20/04/2005 03:34:29 Edited by: *****en on 20/04/2005 03:33:02 LOL I was thinking about maybe that giving guns an option too burst fire would be cool high damage in a short amount of time but a long cool down period between bursts.
   It has a natural advantage and a natural disadvantage. 
   Advantage is the very quick set of shots in rapid succession. 
   The Disadvantage is the fact that the guns needs too cool down reducing dot. 
   You can override this cool down period but risk completely destroying the gun.
   And believe me constantly having too spend isk replacing destroyed guns would not be fun.
 
 
  basically ur asking for special moves? Top idea imo and tech2 ammo is a great way to introduce it
 
  Forums: Sharks - MC | 
      
      
      
          
          DARTHxFREE 
           
          
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        Posted - 2005.04.20 11:21:00 -
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          hehe scuicidal over load, i think we have a new kessie beater >:-E3 !!!rrraY I'm an anti pirate,...life's the wrong way round. | 
      
      
      
          
          Glarion Garnier 
           
          
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        Posted - 2005.04.20 11:25:00 -
          [6] 
          
           
          Sounds interesting.
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          Dred 'Morte 
           
          
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        Posted - 2005.04.20 11:34:00 -
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          very intresting! Emagine a group of frigates, kestrels, incursus, punishers and rifters, with this "burst" option they could deal enough dmg to destroy a single, more powerfull adversary, b4 their paper thin defenses are broke
 
  
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          Eyeshadow 
           
          
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        Posted - 2005.04.20 11:46:00 -
          [8] 
          
           
          tbh it could open all sorts of possiblities but meh, i doubt CCP will pay much attention to it and will give us tech2 ammo with slightly different stats and modifiers
 
  Forums: Sharks - MC | 
      
      
      
          
          Cinnander 
           
          
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        Posted - 2005.04.20 11:53:00 -
          [9] 
          
           
          Check out Eve-I, they have the placeholder stats for some of the advanced rail + blaster ammo.
  "Uberantimatter" = Oblivion S/M/L EMP + Thermal = Void S/M/L for blasters (antimatter stats, but EMP instead of kinetic, and no range bonus), and Bolt S/M/L for rails.
  From what I've heard, we'll see faction Ammo before Tech 2.
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          Furious Dude 
           
          
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        Posted - 2005.04.20 11:54:00 -
          [10] 
          
           
          Edited by: Furious Dude on 20/04/2005 11:54:34 Very interesting idea!
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          R'adeh 
           
          
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        Posted - 2005.04.20 11:56:00 -
          [11] 
          
           
          How about a skill that cuts down the "cool down" period?
 
 
 
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          Drommy 
           
          
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        Posted - 2005.04.21 11:58:00 -
          [12] 
          
           
          when i seeen charge rate, maye its just me but i thought that since blasters dont fire a shell, only energey from a shell that u could charge them up, use like 10 shells take however long it would take to fire them normally and then a huge blast comes out instead of 10 normal ones, hit them there screwed, miss them then u gotta wait for 10 shells to bouild up power in the chamber again, or just fire normally _______________________________________________
  A good leader takes their people where they want to go A great leader takes their people not where they necessarily want to go, but ought too. | 
      
      
      
          
          Andarias 
           
          
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        Posted - 2005.04.21 21:26:00 -
          [13] 
          
           
          Yeah.. but the problem with this idea is that burst fire + gank setup = I win. 
  Espically if you could override the cooldown a few times before the guns broke.
  Would lead to gankedon^2's
  I think if we were to do this, damage mods would have to jack the cooldown time on burst's
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