I know there are other issues without throwing something else into the mix however I thought it could be an
interesting idea and wanted to get it out there and get some thoughts on it.
Primary damage is chosen by one of 3 types of ammunition:
-Explosive shells - 110% Kinetic, 75% EM, 75% Thermal
-Plasma Shells - 110% EM, 75% Kinetic, 75% Thermal
-Irradiated Shells - 110% Thermal, 75% Kinetic, 75% EM
Upon Changing ammo phase there is a 1.5 - 2.0 second cool down
ROF, DPS, projectile speed, and Base stats would all be the same as coil mortar without the shell modifiers (explosive, shape charged etc.)
Spread would be in between CM and EL.
I’m not near the game so I’m using 1100dps base:
MK2 +5% 1155.00 - Main Phase 1270.00 - 2nd and 3rd 866.25
MK3 +5% 1212.75 - Main Phase 1334.03 - 2nd and 3rd 909.56
MK4 +5% 1273.39 - Main Phase 1400.73 - 2nd and 3rd 955.04
So not the most powerful but some adaptability and may require some creative and balanced resists.
It could even be a secondary/ missile slot option allowing for easy implementation for changing phases. Of course if that were the case damages would definitely have to be increased.
This used to exist - ships could bring ammo that reduced damage but changed the type of damage. The results were often horrendously overpowered and it made it very hard to correctly counter specific weapons, so it was removed. We don’t need it back.
This used to exist - ships could bring ammo that reduced damage but changed the type of damage. The results were often horrendously overpowered and it made it very hard to correctly counter specific weapons, so it was removed. We don’t need it back.
Perhaps make the mechanics like the anomaly generator but make it have a smaller 1 second warm-up time with a faster reload to make it easier to hit fighters.
Doing it like that with make it more specialized and more attuned to it’s ship role like the gravibeamer, engi healing gun, etc.
Also, this should only be for guards. Engis don’t have phase…
This used to exist - ships could bring ammo that reduced damage but changed the type of damage. The results were often horrendously overpowered and it made it very hard to correctly counter specific weapons, so it was removed. We don’t need it back.
I really liked the idea when it was around, but I agree, it was exploited with certain builds. As much resistance as I initially put up, the way the weapons are now is much better. I would like to see a tad bit more diversity with weapons, but overall they have done a good job.
This used to exist - ships could bring ammo that reduced damage but changed the type of damage. The results were often horrendously overpowered and it made it very hard to correctly counter specific weapons, so it was removed. We don’t need it back.
I know what your saying but I was going along the lines of something like this taking primary and secondary weapon slots and not stacked.
I started somewhere around 2 days before the changes and did not have any experience on the old system for how it could be exploited. My thinking was more of a counter to a build highly resistant to yours. You could change the phase of your weapon (with a 32% decrease in damage and a 1~2 second penalty) and maybe exploit a weakness in their build.
Those that have been around with the old system would know more of how this could be exploited so I would concede that to you. It’s something I wanted to offer up for possible diversity as Chino said.
The problem you fail to see is with damage resistance. At the end I was running a Cerberus-2 (now known as the Styx) with Lasers. My ammo types were +damage and EM.
I could often do as much, or even more damage with my EM ammo than with my boosted thermal, despite the damage penalties to using it. There was essentially no downside to the weaker ammo.
This is what would happen here, only far worse - you just cycle ammo until you find one that your opponent can’t tank very well and shred them.
Have a 2 second penalty between switching where your phase cannon cannot fire. It would take about 10-12 seconds to make sure what your opponent is weak against. By then your opponent might have killed you and you would have done minimal damage.
Jasan, I also think you are forgetting that when you change the phase of your weapon you change the phase of your shield. You might have a strong offense but now your defense might not be as strong as it could be. If your phase shield isn’t properly tuned you don’t get a damage bonus. This type of weapon ON A GUARD is very situational. If everything lines up you could indeed shred your opponent BUT if not then you could be very indecisive and end up being killed.
Btw I would bold instead but I have to use caps on a mobile.
Jasan, don’t forget the good old RapidFire blaster (forgot the old name) the DPS was like the today’s heavy blaster on frigate and like each weapon you could install it on each ship. I miss that system Positron on ECM…
Anyway EM weapons were overpowered because you could put EM & Kinetic damage as ammuntion. A singularity with kinetic & EM damage… WHOA…