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Post Re: Gunner
New Idea: Interceptor Missiles. Automatically launch themselves at enemy projectiles. Needs a special launcher that can be constructed through research. These cannot be stacked. The missile factory would also be high-end DG loot.

Capital Interceptor Missile Launcher Core - T10, 50 size.
2 missiles per second. 1 missile active at a time. 500 range. 100 damage.

Capital Interceptor Missile Launcher Prototype - T13, 75 size.
4 missiles per second. 2 missiles active at a time. 450 range. 200 damage.

Capital Interceptor Missile Launcher - T18, 100 size.
8 missiles per second. 4 missiles active at a time. 400 range. 350 damage.

Advanced Capital Interceptor Missile Launcher - T20, 150 size.
16 missiles per second. 8 missiles active at a time. 350 range. 500 damage.

Thoughts?

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Last edited by Masterful on Mon Sep 26, 2011 8:05 am, edited 1 time in total.

Mon Sep 26, 2011 7:15 am
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Post Re: Gunner
I dunno, the ability to spew out 8 missiles(advanced) and stop 8 shots worth of damage seems pretty broken imo...

Time Warp

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Mon Sep 26, 2011 7:51 am
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Post Re: Gunner
Mail wrote:
I dunno, the ability to spew out 8 missiles(advanced) and stop 8 shots worth of damage seems pretty broken imo...

Time Warp

It wouldn't really work in PvP, as it doesn't affect beams, and would only have a real use in PvE situations. Might make for some interesting gunner use in uber runs.

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Mon Sep 26, 2011 8:04 am
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Post Re: Gunner
Just want to throw something out there: Jeff recently added a feature that allows AI to use super items automatically. There's still a slight problem, but things like PWI missiles and missiles launching missiles should be possible in the future(tm)

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Mon Sep 26, 2011 1:59 pm
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Post Re: Gunner
Griffin wrote:
Zerk can both tank and outdps any class. Sniper can provide near the Zerk's dps, has stealth and range.


Any sniper who can be called a sniper can, with full sniper analysis, put out about 3-4 times the DPS a Berserker can. Berserker comes nowhere near close the DPS that a Sniper can put out.

For anything else in this thread, I hope that Gunners can take its rightful place when PvB increases one day (hopefully). Apart from that I support most suggestions put out by experienced Gunners in this game.


Mon Sep 26, 2011 2:11 pm
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Post Re: Gunner
The Lost One wrote:
Griffin wrote:
Zerk can both tank and outdps any class. Sniper can provide near the Zerk's dps, has stealth and range.


Any sniper who can be called a sniper can, with full sniper analysis, put out about 3-4 times the DPS a Berserker can. Berserker comes nowhere near close the DPS that a Sniper can put out.


I knew I wasn't crazy! I said that too but ppl said it was only 1.5 times =P

But yes plz, change gunners so I can finally have an excuse to make one.

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Mon Sep 26, 2011 2:14 pm
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Post Re: Gunner
Sniper has more dps than any zerk in game. Once SA starts kicking in, of course.


Revised thoughts:
1. Missiles:
Kinetic Missile Base(A), Active Launcher/Bay ability(B), reduced Missile Mastery effect(C).
A: All missiles use the Kinetic Missile Design. Much reduced ability to spam. Missiles require range(to build up speed) to max out damage potential.
B: (Client 2). Missile Launchers/Fighter Bays can be switched to Active, and automatically fire off Missiles/Fighters as the slots allow, and presuming, the target is still alive.
C: Missiles, and Missile Mastery skill would get an overall nerf to actual damage per missile. Will be explained further on.

2. The Big Guns:
Physical Intimidation(A), Class Skills(B), Capital Punch(C)
A: Gunners should use big, imposing weapons. Not big as in 500 size, but big as in graphical size. ACAL-size lasers, Titan Torp-size torpedoes, and Adonis Pulse Gun-size pulses.
B: Class skills should give a total +100% damage buff to gunners, spread out over the subskills. The idea is to do the damage of MF4 weapons, but 2 weapons, each hitting as if it was 2 weapons that made up each of the two weapons!
C: The class damage bonus would only be for use in a capital ship. Secondary hull bonuses would stay put.

3. "Aggressive" Capital Ships
Hybrid Capital(A), Revision of the role(B), Reaver+(C)
A: Heavy Fighters, classified as capital ships. Resists would be equal, with a slight mining weakness throughout. CS's based on the Shrimp, Zebra, Rosy, and Parsley would be the first of the series.
B: Gunners would be seen as a third Primary DPS class, like Zerk and Sniper. Their resists would make them suitable as a Secondary Tank, like FC.
C: The Reaver+ would be changed to Capital Ship. All stats identical to current ship.

4. Debuffs for the Anti-Buff Class
Debuff Generators(A), Destruction(B), Missiles(C)
A: In place of aura generators, would be items that change the default debuff to the selected specialized debuff. Unequipping the equipped generator resets the debuff back to default.
B: The -Resists of the Destruction effect is the default Debuff.
C: Certain missiles may have a debuff(slight) associated with them. All debuffs on the missiles stack with identical debuffs(if exists) from an equipped generator, but will take out of overall DPS potential from the gunner.

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Tue Sep 27, 2011 12:07 am
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Post Re: Gunner
ME GUSTA

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Tue Sep 27, 2011 12:57 am
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Post Re: Gunner
The Lost One wrote:
Griffin wrote:
Zerk can both tank and outdps any class. Sniper can provide near the Zerk's dps, has stealth and range.


Any sniper who can be called a sniper can, with full sniper analysis, put out about 3-4 times the DPS a Berserker can. Berserker comes nowhere near close the DPS that a Sniper can put out.

For anything else in this thread, I hope that Gunners can take its rightful place when PvB increases one day (hopefully). Apart from that I support most suggestions put out by experienced Gunners in this game.


Snoper has to wait 10 minutes to do it though.

Time Warp

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andezrhode2a wrote:
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Battlecruiser23 wrote:
/Timmeh!
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sabre198 wrote:
1. Create C2
2. Time Warp quits
3. New players join
4. ... Profit?!?


Tue Sep 27, 2011 1:13 am
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Post Re: Gunner
s_m_w wrote:
Just want to throw something out there: Jeff recently added a feature that allows AI to use super items automatically. There's still a slight problem, but things like PWI missiles and missiles launching missiles should be possible in the future(tm)

Missile Platforms? A favourite of mine: http://www.youtube.com/watch?v=oe-2slh4 ... re=related

Also, I was thinking. If Gunner is supposed to provide de-buff, why not give it an aura which jams Sniper analysis, and prevents it from building up?

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Tue Sep 27, 2011 7:47 am
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Post Re: Gunner
/bump
Admin/Dev response on churchy's idea?

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Thu Sep 29, 2011 2:58 pm
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Post Re: Gunner
Bump
Don't forget the gunners.

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Mon Oct 03, 2011 8:05 pm
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Post Re: Gunner
treygrey1 wrote:
Bump
Don't forget the gunners.


Who?

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Mon Oct 03, 2011 8:08 pm
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Post Re: Gunner
I have but 1 request, make gunners useful in oly runs! And if that's too hard for you to do, give us gunners a different way to get t21 skills.

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Mon Oct 03, 2011 11:20 pm
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Post Re: Gunner
Battlecruiser23 wrote:
Revised thoughts:
1. Missiles:
Kinetic Missile Base(A), Active Launcher/Bay ability(B), reduced Missile Mastery effect(C).
A: All missiles use the Kinetic Missile Design. Much reduced ability to spam. Missiles require range(to build up speed) to max out damage potential.
B: (Client 2). Missile Launchers/Fighter Bays can be switched to Active, and automatically fire off Missiles/Fighters as the slots allow, and presuming, the target is still alive.
C: Missiles, and Missile Mastery skill would get an overall nerf to actual damage per missile. Will be explained further on.

2. The Big Guns:
Physical Intimidation(A), Class Skills(B), Capital Punch(C)
A: Gunners should use big, imposing weapons. Not big as in 500 size, but big as in graphical size. ACAL-size lasers, Titan Torp-size torpedoes, and Adonis Pulse Gun-size pulses.
B: Class skills should give a total +100% damage buff to gunners, spread out over the subskills. The idea is to do the damage of MF4 weapons, but 2 weapons, each hitting as if it was 2 weapons that made up each of the two weapons!
C: The class damage bonus would only be for use in a capital ship. Secondary hull bonuses would stay put.

3. "Aggressive" Capital Ships
Hybrid Capital(A), Revision of the role(B), Reaver+(C)
A: Heavy Fighters, classified as capital ships. Resists would be equal, with a slight mining weakness throughout. CS's based on the Shrimp, Zebra, Rosy, and Parsley would be the first of the series.
B: Gunners would be seen as a third Primary DPS class, like Zerk and Sniper. Their resists would make them suitable as a Secondary Tank, like FC.
C: The Reaver+ would be changed to Capital Ship. All stats identical to current ship.

4. Debuffs for the Anti-Buff Class
Debuff Generators(A), Destruction(B), Missiles(C)
A: In place of aura generators, would be items that change the default debuff to the selected specialized debuff. Unequipping the equipped generator resets the debuff back to default.
B: The -Resists of the Destruction effect is the default Debuff.
C: Certain missiles may have a debuff(slight) associated with them. All debuffs on the missiles stack with identical debuffs(if exists) from an equipped generator, but will take out of overall DPS potential from the gunner.

_________________
Salt Assault drew this conclusion from the latest devblog.
[img]http://oi62.tinypic.com/33208ex.jpg[/img]


Mon Oct 03, 2011 11:29 pm
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