evo888

Smokescreen [Missile]

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a missile slot weapon that can be used to escape a fight or buy yourself time to heal

 

missile, interceptors only

cooldown: 10 seconds

charges: 2

cassette reload time: 60 seconds

leaves a smokescreen with a radius of 500m, smokescreen lasts 30 seconds, players inside the smokescreen become radar invisible, however their radars are disabled too,

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Covert Ops? I never see smoke effects like this in Star Conflict, maybe it take a lot of work, but will be nice something like this. Interesting idea, i like it. Can be used to protect allies or disturb enemies. I can see a lot of potential here. What is the colour of smoke? Black?

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27 minutes ago, EndeavSTEEL said:

Wait! there can't be smoke in space :/

The important is the concept. Maybe a fluid gel that expand when activated simulating smoke in space. It is not everyone has a doctorate in astronomy to observate every detail.

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5 hours ago, aldermatias said:

The important is the concept. Maybe a fluid gel that expand when activated simulating smoke in space. It is not everyone has a doctorate in astronomy to observate every detail.

likely some kind of thick gas seeing as it scrambles stuff like radar, as well as being too thick to see through

 

7 hours ago, aldermatias said:

Covert Ops? I never see smoke effects like this in Star Conflict, maybe it take a lot of work, but will be nice something like this. Interesting idea, i like it. Can be used to protect allies or disturb enemies. I can see a lot of potential here. What is the colour of smoke? Black?

it is just a debuff/buff zone combined with a particle effect, shouldn't be too hard

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Yeah it's super easy to implement. Just a matter of getting devs to add it.

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10 minutes ago, xKostyan said:

Pointless waste of a missile slot

 

Pretty much. Needs some damaging effect. Maybe a serious negative effect on controlling as well.

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Just now, SINaka said:

 

Pretty much. Needs some damaging effect. Maybe a serious negative effect on controlling as well.

"Slows ships' turn speed in the radius by 75%"

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1 minute ago, TheDarkRedFox said:

"Slows ships' turn speed in the radius by 75%"

 

I thought of something different this time. Oversteering maybe. Make controls extremely sensitive. Didn't you have a suggestion for this before?

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34 minutes ago, TheDarkRedFox said:

"Slows ships' turn speed in the radius by 75%"

this one sounds best, it should only apply to the enemy team though, maybe it should also halve the target's speed

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36 minutes ago, SINaka said:

 

Pretty much. Needs some damaging effect. Maybe a serious negative effect on controlling as well.

it's an escape tactic, not an offensive tool

49 minutes ago, xKostyan said:

Pointless waste of a missile slot

it's an escape method, pretty damn useful on a ship that's job is to be weak

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8 minutes ago, evo888 said:

it's an escape tactic, not an offensive tool

it's an escape method, pretty damn useful on a ship that's job is to be weak

 

So you would rather build for running away than fight back...?

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You know what could use something like this? Dreadnoughts.

 

I don't like the way radar is limited in SecCon. Maybe a cannon shooting these smokey things and control certain areas of the battlefield would be more useful. And epic looking for sure. 

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3 hours ago, evo888 said:

it's an escape tactic, not an offensive tool

it's an escape method, pretty damn useful on a ship that's job is to be weak

It won't help you escape most of the times. 

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4 hours ago, SINaka said:

 

So you would rather build for running away than fight back...?

interceptors don't belong in straight fights, the are meant to flank and focus on objectives, a getaway is always the preferred option when flying an interceptor

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46 minutes ago, xKostyan said:

It won't help you escape most of the times. 

why do you think that? it would buy the user 30 seconds to heal themselves, and time to wait for something to happen, and on a recon or cov-ops, then the interceptor could use the time to recharge their stealth skill

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