Forums » Suggestions
Serco and Itani Weapons.
Just to add a bit of diversity in the game, and also because the devs have a nice addon creator majiig,
Serco, Heavy ammo based weapons that do lots of damage.
Serco Phalanx Railgun:
4 light 30mm rails with high efficiency capacitors and super conducting circuits
Large port
Mass: 1500Kg
Projectile speed: 350
Cadence: 0.05
Drain:25
Damage:950
Grid:12
Ammo:40
Auto Aim: like the current Railgun.
Requirements: 500 causalities in Border Skirmish , Serco Military flag, 7/5/9/0/0, 12000 credits
Serco Hammerhead Rockets
High power low AoE Explosives, replaced optic proximity meter with lighter prototype magnetic detection systems.
Small Port
Mass: 800kg
Speed 100ms
Cadence: 0.6
Drain: 0
Damage: 1800
Grid: 6
Ammo: 10
Detonation: 20m
Splash: 40
Requirements
100Pk in Skirmish, Serco Military flag, 8/6/9/0/0, 7000 credits
Itani, Light Energy weapons that have high projectile speed and less AA.
Itani Accelerated Phase blaster
3 Phase blaster cores firing in a single Modified Neutron MkIII Accelerator
Large port
Mass:800kg
Speed 205ms
Cadence: 0.08
Drain: 10
Damage: 550
Grid: 8
Auto Aim: Neutron blaster like.
Spread: very small, a bit less than the hive gat.
Requirements: 500 causalities in Border Skirmish, Itani Military flag, 9,10,8/0/0
Itani Positron Blaster MkII
Reverse engineered Hive positron blaster with an inexpensive carbon nanotube heat sink.
Mass: 450kg
Speed: 225ms
Cadence: 0.25
drain: 15
Damage: 750
Grid: 6
Requirements: 100Pk in Border Skirmish, Itani Military flag, 8/9/6/0/0, 9000 credits
These weapons Aren't too much of a buff over the current things you can get ingame but would give much more incentive for the Border Skirmish badge and high level lisences
to get the weapons the faction has to win BorderBattle the previous week.
Serco, Heavy ammo based weapons that do lots of damage.
Serco Phalanx Railgun:
4 light 30mm rails with high efficiency capacitors and super conducting circuits
Large port
Mass: 1500Kg
Projectile speed: 350
Cadence: 0.05
Drain:25
Damage:950
Grid:12
Ammo:40
Auto Aim: like the current Railgun.
Requirements: 500 causalities in Border Skirmish , Serco Military flag, 7/5/9/0/0, 12000 credits
Serco Hammerhead Rockets
High power low AoE Explosives, replaced optic proximity meter with lighter prototype magnetic detection systems.
Small Port
Mass: 800kg
Speed 100ms
Cadence: 0.6
Drain: 0
Damage: 1800
Grid: 6
Ammo: 10
Detonation: 20m
Splash: 40
Requirements
100Pk in Skirmish, Serco Military flag, 8/6/9/0/0, 7000 credits
Itani, Light Energy weapons that have high projectile speed and less AA.
Itani Accelerated Phase blaster
3 Phase blaster cores firing in a single Modified Neutron MkIII Accelerator
Large port
Mass:800kg
Speed 205ms
Cadence: 0.08
Drain: 10
Damage: 550
Grid: 8
Auto Aim: Neutron blaster like.
Spread: very small, a bit less than the hive gat.
Requirements: 500 causalities in Border Skirmish, Itani Military flag, 9,10,8/0/0
Itani Positron Blaster MkII
Reverse engineered Hive positron blaster with an inexpensive carbon nanotube heat sink.
Mass: 450kg
Speed: 225ms
Cadence: 0.25
drain: 15
Damage: 750
Grid: 6
Requirements: 100Pk in Border Skirmish, Itani Military flag, 8/9/6/0/0, 9000 credits
These weapons Aren't too much of a buff over the current things you can get ingame but would give much more incentive for the Border Skirmish badge and high level lisences
to get the weapons the faction has to win BorderBattle the previous week.
Why do the Serco have one item requiring 100PKs when the Itani items both require 500PKs? Either make one of the Itani items require just the 100PK badge or make both of the Serco ones require 500PKs.
Regardless, I don't think incentives are really needed for people to go for the PVP badges... PVP is about the *only* interesting thing left in this game (note: horribly broken economy, massive lag spikes and almost zero QA process aren't "interesting", they're "annoying"), and speaking as someone who doesn't really care for PVP much...
Regardless, I don't think incentives are really needed for people to go for the PVP badges... PVP is about the *only* interesting thing left in this game (note: horribly broken economy, massive lag spikes and almost zero QA process aren't "interesting", they're "annoying"), and speaking as someone who doesn't really care for PVP much...
Well fixed, i reallywan't opinion on the weapons themselves and not the requirements, its just for more high end content.
because right now that lacks alot.
because right now that lacks alot.
VO does have a serious lack of high-end content, but to be honest, a bunch of new weapons aren't really going to solve that problem.
What VO really needs in order to solve this problem is a larger variety of things to do at higher levels. There aren't many endgame activities in VO aside from PVP. Border and Hive Skirmishes, perhaps, but fighting Hive gets boring after a while, and Border Skirmishes tend to be rather one-sided as not enough people participate. The Itani frequently field three to five (sometimes more) players at skirmishes, while the Serco usually send one or two at most.
That all said, I really like the idea of basing the weapons' availability on who wins the weekly Border Battle and using the nation military flags, but I'm not sure that the 500PK badge really should be required. Perhaps these should be based on performance in the Skirmishes and/or Battles instead rather than the already-existing badges. Last I remember, statistics from the Border Conflict were recorded somewhere on the server -- perhaps it is time to create new accomplishments based around that and start attaching items to various milestones with that data.
For example, the four weapons you describe seem like weapons that one might earn access to after between a week to a month's worth of service; so perhaps tie the small-port items to achieving a total of... say, 300 kills, and the large-port items to 500 kills (if you want to go by casualties, use numbers much larger than that). Things like heavier anti-capship weaponry might be tired to even larger numbers of kills (or casualties caused), and so on.
What VO really needs in order to solve this problem is a larger variety of things to do at higher levels. There aren't many endgame activities in VO aside from PVP. Border and Hive Skirmishes, perhaps, but fighting Hive gets boring after a while, and Border Skirmishes tend to be rather one-sided as not enough people participate. The Itani frequently field three to five (sometimes more) players at skirmishes, while the Serco usually send one or two at most.
That all said, I really like the idea of basing the weapons' availability on who wins the weekly Border Battle and using the nation military flags, but I'm not sure that the 500PK badge really should be required. Perhaps these should be based on performance in the Skirmishes and/or Battles instead rather than the already-existing badges. Last I remember, statistics from the Border Conflict were recorded somewhere on the server -- perhaps it is time to create new accomplishments based around that and start attaching items to various milestones with that data.
For example, the four weapons you describe seem like weapons that one might earn access to after between a week to a month's worth of service; so perhaps tie the small-port items to achieving a total of... say, 300 kills, and the large-port items to 500 kills (if you want to go by casualties, use numbers much larger than that). Things like heavier anti-capship weaponry might be tired to even larger numbers of kills (or casualties caused), and so on.
Like tieing the heavier anti cap ship weapons to casualties while the lighter weapons could be tied to kills.
I just want to see these guns ingame specially the pos MkII and that large port rail gun
Hmmm....i would even out the grid usuage on the Serco Phalanx Railgun to 12. I don't think there is another weapon that has an odd number for grid usage. All 4's and 8's I believe.
I second iry's suggestion as well.
I second iry's suggestion as well.
Ok done, any comment on the weapons themselves? like overpowered/underpowered , useful/useless , cool/lame, approve/disapprove.
The Serco Phalanx Railgun seems pretty balanced. I can't remember the grid usage on the other rail guns currently available. At 12, only one Phalanx could be equipped with the current power cells available. I was looking at the cadence and at 0.05 you can get off 22 shots off if a heavy power cell is equipped draining it dry within the 1.6 cadence of the current rail guns. Thats 20,900 points of dmg to the hull if my math is right. Thats quite powerful. In fact, that is a rail machine gun lol, and literally. If you hold the trigger for 1.6 seconds over half your ammo is gone. O.O
*sigh*
maybe i shoulda just presented the weapons as is without anything else.
maybe i shoulda just presented the weapons as is without anything else.
rofl, nah, i like the weapons. I just thought it interesting about the Phalanx when it came to the cadence and energy it used. You could really burn through your entire ammo within a matter of seconds.
Well I wanted something that fired in bursts so if the devs have a way of making it fire burts of 5 every second that would still make it really neat and it would cut the ammo usage by alot.
Aye, and it would definitely be a fun one to use. Would the Phalanx have the same range as current rails as well?
range is determined by the life of the shot and the speed so, no.