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Gunner http://forum.starsonata.com/viewtopic.php?f=3&t=47172 |
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Author: | Masterful [ Mon Sep 26, 2011 7:15 am ] |
Post subject: | 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? |
Author: | Mail [ Mon Sep 26, 2011 7:51 am ] |
Post subject: | 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 |
Author: | Masterful [ Mon Sep 26, 2011 8:04 am ] |
Post subject: | 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. |
Author: | s_m_w [ Mon Sep 26, 2011 1:59 pm ] |
Post subject: | 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) |
Author: | The Lost One [ Mon Sep 26, 2011 2:11 pm ] |
Post subject: | 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. |
Author: | Rounder [ Mon Sep 26, 2011 2:14 pm ] |
Post subject: | 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. |
Author: | Battlecruiser23 [ Tue Sep 27, 2011 12:07 am ] |
Post subject: | 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. |
Author: | ELITE [ Tue Sep 27, 2011 12:57 am ] |
Post subject: | Re: Gunner |
ME GUSTA |
Author: | Mail [ Tue Sep 27, 2011 1:13 am ] |
Post subject: | 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 |
Author: | Masterful [ Tue Sep 27, 2011 7:47 am ] |
Post subject: | 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? |
Author: | treygrey1 [ Thu Sep 29, 2011 2:58 pm ] |
Post subject: | Re: Gunner |
/bump Admin/Dev response on churchy's idea? |
Author: | treygrey1 [ Mon Oct 03, 2011 8:05 pm ] |
Post subject: | Re: Gunner |
Bump Don't forget the gunners. |
Author: | Bastamental [ Mon Oct 03, 2011 8:08 pm ] |
Post subject: | Re: Gunner |
treygrey1 wrote: Bump Don't forget the gunners. Who? |
Author: | Camsy [ Mon Oct 03, 2011 11:20 pm ] |
Post subject: | 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. |
Author: | Battlecruiser23 [ Mon Oct 03, 2011 11:29 pm ] |
Post subject: | 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. |
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