[SOLVED] Sniper Weapon Abilities

This post is the application of frigate abilities, and sniper weapons (long range weapons) and the solution of making them unique (may require numbers refinement)

 

 

Abilities

All Frigate’s abilities will now have a charge-up time, that is every 2 seconds, they gain an effect.

 

 

Empire 

Incinerator has been vastly redesigned, now covers a 500 X 500 meter square area for 8.5 km

Every two seconds, a laser is charged gaining 50 impact damage. stacks up to 5 times (1000 DPS)

 

newlas10.jpg

 

Federation

 

Every two seconds, the Frigate manufactures a new fighter, Each frigate can store up to 5 fighters at a time, and can control up to 10 . Stats may need to be slightly changed, but i would like to see higher RoF, lower healing

it should be possible to put them on an ally or enemy (either damaging or healing). each drone will have 500hull /800 shield hp. if 5 drones or less, you would gain

 

Drone Stats

500 Hull

800 Shield

165 All Resistance

450 meter/s movement

50 Impact

200 RoF

 

 

 

Jericho

Guided-Missile has been vastly redesigned, now covers a 500 X 500 meter square area for 8.5 km

Every three seconds, three missiles is loaded into the missile bay. Loads up to  9 missiles, over 9 seconds

 

When activating the ability, the missiles lock onto a target into range. Missiles will divide among people in range. these missiles are highly accurate, at the cost of damage.

 

Jericho Missile Spec’s

120 Rotation speed

2500 meters a second

7500 Flight range

750 damage impact (Kinetic Damage)

250 m aoe explosion radius

 

Sniper - Weapon Changes

ideally i was looking for a way to resolve two major problems

Interceptor/fighter survivability when approaching a frigate, and one shots.

i also wanted to make the sniper weapons unique, but still deadly, the simply truth is

(as learned in the past) one shot weapons don’t work in space games (specifically this one). In general

one shots are bad, unless you play high re spawn games like counter-strike. So this force me to evaluate 

the way damage was dealt when it came to sniper weapons.

 

 

Hailstorm

Each hit applies 25% damage every second over 6 seconds. stacking up to three times.

Each hit applies a 4% reduced shield regeneration per stack

 

Stabilizer

Each hit applies 25% damage every second over 6 seconds. stacking up to three times.

Each hit applies a -4% critical strike change per stack. lasts 10 seconds.

 

Long Range Laser

 

Each hit applies 25% damage every second over 6 seconds. stacking up to three times.

Each hit applies a -4% Max Afterburner speed. lasts 10 seconds.

 

 

 

Interesting idea, but it seems a bit overpowered to me.  The skills you list sound more like full capital ship skills which the game really isn’t balanced for.

na the mechanics are balanced, give or take. high Cd abilities stop useless camping.