Anomaly Projector [Weapon]

Name: Anomaly Projector

Type: Primary Weapon for frigates

Damage: 1,800 EM

Blast radius: 250m

RoF: 120rpm

Projection delay: 1 second

Range: 750-7,250m (changes with locked target’s distance)

Overheating: 8/1 seconds

Tooltip: A unique heavy wepaon that creates spatial anomalies at the target range. If a ship is caught in the epicenter of an Anomaly, their speed and maneuverability is reduced by 25%.

 

Why though? Is it needed? Would it drastically improve gameplay? Would it subdue player toxicity and improve player outlook on the game as a whole?

 

The rate of fire Is twice every second while the delay is one second. That doesn’t make sense. Why did you use Revolutions per Minute?

 

A minimum 750 meter range prevents self-defense using main guns. The variable range doesn’t make sense either. A projector projects until it loses energy. It doesn’t stop at a specific point until something makes it stop.

 

Are you even serious?

Avaliable for R12-17

Anomaly Projector 

Does not fit alien ships

Damage: 420/440/460/480 EM For each turret.

Blast radius: 200m

RoF: 40rpm

Projectile Speed: 3000m/s

Range: 4,250m

Overheating: 8/2 seconds

Tooltip: A unique heavy wepaon that creates anomalies slits nearby devices when explodes. All device in blast range have their remaining activation time reduced by 10%. Drones and ships within 50m of projectile’s path reduce 20% maneuverability for 3 second, effect does not stack.

 

This seems better.

4 hours ago, V2357 said:

Avaliable for R12-17

Anomaly Projector 

Does not fit alien ships

Damage: 420/440/460/480 EM For each turret.

Blast radius: 200m

RoF: 40rpm

Projectile Speed: 3000m/s

Range: 4,250m

Overheating: 8/2 seconds

Tooltip: A unique heavy wepaon that creates anomalies slits nearby devices when explodes. All device in blast range have their remaining activation time reduced by 10%. Drones and ships within 50m of projectile’s path reduce 20% maneuverability for 3 second, effect does not stack.

 

This seems better.

So basically a Proximity Mortar Dag’nith hybrid with extra ecm?

 

Fox’s idea on the other hand sounds like the ultimate destroyer nightmare xD

1 hour ago, Scar6 said:

So basically a Proximity Mortar Dag’nith hybrid with extra ecm?

 

People are tired about the dragging-around stuff,  and yet there’s not much ways to break through Destroyer’s active shield in mid-far range, so decreasing its active time can help with this problem. 

19 hours ago, TheDarkRedFox said:

Name: Anomaly Projector

Type: Primary Weapon for frigates

Damage: 2,100 EM

Blast radius: 250m

RoF: 120rpm

Projection delay: 1 second

Range: 750-7,250m (changes with locked target’s distance)

Overheating: 8/1 seconds

Tooltip: A unique heavy wepaon that creates spatial anomalies at the target range. If a ship is caught in the epicenter of an Anomaly, their speed and maneuverability is reduced by 25%.

 

A black hole like main gun?

No!

1 s delay? -> make it into mini homing/guided missile (EM, whatever) main gun!

Maneuvering speed     200-36 °/s (changes with locked target’s distance)

Flight speed               2000-1000 m/s (changes with locked target’s distance)

Flight range                10000-500 m (changes with locked target’s distance)

 

 

 

51 minutes ago, V2357 said:

People are tired about the dragging-around stuff,  and yet there’s not much ways to break through Destroyer’s active shield in mid-far range, so decreasing its active time can help with this problem. 

thanks god the shield you pop in destroyer have a use at mid-long range .
they cost a hella lot of energy and have long cooldown x) 

22 hours ago, TheDarkRedFox said:

Name: Anomaly Projector

Type: Primary Weapon for frigates

Damage: 2,100 EM

Blast radius: 250m

RoF: 120rpm

Projection delay: 1 second

Range: 750-7,250m (changes with locked target’s distance)

Overheating: 8/1 seconds

Tooltip: A unique heavy wepaon that creates spatial anomalies at the target range. If a ship is caught in the epicenter of an Anomaly, their speed and maneuverability is reduced by 25%.

 

First, is that base damage or DPS, because even though frigates are meant to be powerhouses 4.2k DPS will be a bit nuts. Secondly, so the anomalies go off 1 second after projectile impact, right?

Absolutely none of this is right.

 

First of all this wepaon would essentially be a guard’s Anomaly Generator but as a main wepaon. Much weaker but with more rapid use.

 

I use RoF to signal its use-time, as in how many times it can fire per second etc.

The delay is exactly what you see on the original Anomaly, where you fire it, then a second or two later it explodes. Gives enemies a chance to evade it and signal where it is going to explode.

 

The weapon itself has no actual projectile and simply causes explosions in the direction of the crosshairs. The range of the explosions from the player actively changes with the distance to the locked target.

 

So none of your alternatives are anything close to what I’m getting at. Do y’all even play this game?

Tweaked damage a little. To help out destroyers.

On 19.4.2018 at 6:29 PM, TheDarkRedFox said:

Name: Anomaly Projector

Type: Primary Weapon for frigates

Damage: 1,800 EM

Blast radius: 250m

RoF: 120rpm

Projection delay: 1 second

Range: 750-7,250m (changes with locked target’s distance)

Overheating: 8/1 seconds

Tooltip: A unique heavy wepaon that creates spatial anomalies at the target range. If a ship is caught in the epicenter of an Anomaly, their speed and maneuverability is reduced by 25%.

 

Can probably be used to destroy not moving 9000m sitting orelus camper *****… other than that i don’t see a lot of use for this gun.

52 minutes ago, Flash0914 said:

Can probably be used to destroy not moving 9000m sitting orelus camper *****… other than that i don’t see a lot of use for this gun.

Then it’ll be a great addition. XD

But really does a gun have to have a “use”? Can’t we just have fun unique weapons?

2 hours ago, TheDarkRedFox said:

Then it’ll be a great addition. XD

But really does a gun have to have a “use”? Can’t we just have fun unique weapons?

If you want people to use it… otherwhise it will just be laying around in storages…

7 hours ago, TheDarkRedFox said:

Absolutely none of this is right.

 

First of all this wepaon would essentially be a guard’s Anomaly Generator but as a main wepaon. Much weaker but with more rapid use.

 

I use RoF to signal its use-time, as in how many times it can fire per second etc.

The delay is exactly what you see on the original Anomaly, where you fire it, then a second or two later it explodes. Gives enemies a chance to evade it and signal where it is going to explode.

 

The weapon itself has no actual projectile and simply causes explosions in the direction of the crosshairs. The range of the explosions from the player actively changes with the distance to the locked target.

 

So none of your alternatives are anything close to what I’m getting at. Do y’all even play this game?

oooohhh, so that’s what it is, okay, I get it now, was confused, sorry

2 hours ago, TheDarkRedFox said:

Then it’ll be a great addition. XD

But really does a gun have to have a “use”? Can’t we just have fun unique weapons?

You’ll be the one of the first on forums complaining how useless it is.

6 hours ago, xKostyan said:

You’ll be the one of the first on forums complaining how useless it is.

And happily so, knowing that it’s in the game.