Mauler rework ideas!

Sooner or later,our favorite LRF will get a rework,I think some of you might have some ideas about it,probably something the devs may use,who knows…

So I decided to play some rock music in the background and try to come up with some ideas about a new weapon,active and special module:

Now,just a reminder,I’m not good with “balancing” so expect the stats to be a bit too much or a bit too little.

First off,the weapon:

Name:“Shock Pulse Cannon”

A chargeable EM weapon,firing electric bolts at the velocity of 10000m/s at 120 rounds/minute has a 2 degree spread but holding continuous fire will decrease it to 0.5,time to overheating is 6 seconds,cooling time is 2 seconds,the cannons fire individually,but if the trigger is held down for 3 seconds(enough for the weapon to reach its minimum spread and halfway to overheat),all the cannons will fire at the same time,the bolts can jump from one target to another 5 in the radius of 300 m like a chain,but they wont strike the same target again,the damage decreases by 25% with each target it hits,it can also go through obstacles which also is considered a target so they will lose 25% damage from that(think about all of the structures made out of metallic parts,or the asteroids containing ores that can conduct the electricity)

The weapon consumes 150 energy/second,deals 1300 dmg/hit on one cannon,but if charged and fire it will consume 900 energy and can only be mounted on Mauler(obiviously).

Now for the active module:

Name:“Overcharged shield projectors”

Dual-mode module,passively increases the shield regeneration speed by 50 points/second.

Activation the module will increase the shield regeneration speed by 400 points/second,consuming 350 energy points/second for 25 seconds with a 45s cooldown(cooldown starts after the module is turned off or the active time runs out)

Now we have the special module:

Name:“Guided Torpedo Mark II”

This module can increase its stats depending not only on the weapon level,but also on the other stats!

The weapon level increases its damage.

The weapon velocity will increase the missile’s velocity.

The weapon blast radius will increase the missile’s blast radius.

The weapon spread will increase the missiles manoeuvrability(the manoeuvrability will depend on the weapons spread when its launched).

So the best combo is to use the special weapon,and also to assure you will be resistant you can use the overloaded projectors,but using it together with the weapon will drain your energy fast and you wont be able to use other modules

I think this should do,I wanted to make Mauler more energy dependant,as most of the time you will just camp back,use long range beams and minelayers and just stay in one spot most of the time,rendering your energy mostly useless,so why not make a use for it as a basic component for its function?

But,if you are playing Fire Supports,you can use your energy to keep strafing while soloing the cruiser,but I start to feel like its too easy so why not add the challenge of making it more energy dependant?

I’m sure there are some balancing issues with this but it can still serve as a inspiration source for its future rework,in case you didn’t start it yet,hurry up before I will put a copyright claim on it,you have 84 years left,

GO!

 

Keep it plain and simple.

Guided torpedo - 2nd variant: Should deal another type of damage, like EM. If you enter such EM cloud radius (explosion blast), your sensors would get temporarily distorted, like IR Pulsar effect, while inside, but the cloud itself should deal no EM damage.

7 minutes ago, Koromac said:

Keep it plain and simple.

Guided torpedo - 2nd variant: Should deal another type of damage, like EM. If you enter such EM cloud radius (explosion blast), your sensors would get temporarily distorted, like IR Pulsar effect, while inside, but the cloud itself should deal no EM damage.

IDK broccoli man,every premium should get a new weapon and mod,either active or special.

I like the idea but if I see one more main weapon that consumes every I’m taking a very long hiatus.

Energy consuming weapons was a terrible idea and whoever thought of it needs be fired.

Just now, TheDarkRedFox said:

I like the idea but if I see one more main weapon that consumes every I’m taking a very long hiatus.

Energy consuming weapons was a terrible idea and whoever thought of it needs be fired.

Well,It’s literally a weapon that fires energy,but i guess you can put that aside for the sake of unrealism,but then other things have to be changed,we’ll see what they will do.

Uhh, lasers exist. EM weapons exist. Etc etc.

50 minutes ago, TheDarkRedFox said:

Energy consuming weapons was a terrible idea and whoever thought of it needs be fired.

I like them a lot (honestly).

About the mauler weapon…seems weird to use since you cant really click each shot (120 RoF base) unless spamming the click (specially with high ping) and holding it down for less than 3 secs is quite hard to control under high ping, in order to fire 1 gun at a time without wasting too much time after heat reaches 0 (i overheat pulse lasers without shared cooler way too often in rus servers). With 250 ping you would be required to release the click 2,5 seconds after your gun started firing in order to prevent shooting all guns at the same time (500 ms to start firing/500ms to stop firing after release)

I’d love the main module to be a fire and forget torpedo, and for the special active mod to increase main weap damage so that it acts more like a gunship. LRF’s are just heavy gunships anyways.

The main weapon should be a rapid-fire, medium range EM weapon with less spread and possibly some sort of burning/after-effect. Maybe an energy siphoning effect to compensate for its potential energy draw, so that to keep firing you need to keep hitting. This would also give greater use to the R10B implant.

1 hour ago, Papitas said:

I like them a lot (honestly).

About the mauler weapon…seems weird to use since you cant really click each shot (120 RoF base) unless spamming the click (specially with high ping) and holding it down for less than 3 secs is quite hard to control under high ping, in order to fire 1 gun at a time without wasting too much time after heat reaches 0 (i overheat pulse lasers without shared cooler way too often in rus servers). With 250 ping you would be required to release the click 2,5 seconds after your gun started firing in order to prevent shooting all guns at the same time (500 ms to start firing/500ms to stop firing after release)

Well,Phaser works on the same manner,spam for the fast charges and hold down for the energy spheres,guess the might just do something about that,who knows…

Though I’d love an option to fire single-barrel weapons simultaneously. Maybe through a toggle key or something idk. The balance should be the given reduced RoF and the increased rate to overheat.

8 hours ago, xXThunderFlameXx said:

Well,Phaser works on the same manner,spam for the fast charges and hold down for the energy spheres,guess the might just do something about that,who knows…

Phaser is quite bad with high ping. Perhaps reducing RoF would decrease the negative effect of ping. The idea is quite nice, but not very practical under high ping.