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BioCom Teller-Ulam Full Size Variant

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Apr 23, 2015 greenwall link
We've had the miniature version for so long we've forgotten it's the small version of a larger weapon. Here is the larger weapon.

**STATUS UPDATED PER SUGGESTIONS**

BioCom Teller-Ulam Mine

Weapon Type: Capital Class Heavy Weapon
Port: Large
Damage: 35,000
Concussion: 400,000N (40x a conc mine)
Power Drain: 4,000
Energy to deploy: 3,500
Delay: 0s
Mass: 1,000,000kg
Splash Radius: 1000m
Proximity: 200m
Ammo: 6
Grid: 40
Reload Cost: 350,000

Obviously it should be a manufactured item... and the mission for it could be created if we had the object to use as a reward.
Apr 24, 2015 VikingRanger link
YES! This would be cool, and for you nay-sayers, it would deshield a dent that was too close to the explosion, so if a dent newb drops one on you and your buddies, just set it off and come back with swarms to finish him.
Apr 24, 2015 abortretryfail link
You'd also deshield yourself... I'd rather have a launcher that holds a lot more "mini" TU mines, since having to go back to M-7 for reloads is really why I don't use them, not their lack of destructive power.

Also omfg no don't use the Avalon blast effect. It's the old effect and it already looks awful at the size it is now.
Apr 24, 2015 joylessjoker link
just set it off and come back with swarms to finish him.

Swarms? Your ignorance about combat in the game you've been playing for ages never cease to amaze. Swarms are for deshielding sitting tridents. Any vet would tell you that if a trident is already deshielded, swarms are not the most efficient way to finish it off. Instead you'd use energy weapons with low power requirement so you don't have to keep running and coming back to reload. One of the least known facts among newbs is that HX plasma cannon deliver the most bang for buck, especially when it comes to hitting a gigantic, hard-to-miss target like a trident.

Again, you're a walking oxymoron, VikingRetard. I feel sorry for the real vikings whose you're an embarrassment to.
Apr 24, 2015 bojansplash link
-1

Considering the proposed energy use this would be intended to be put in a dent forward L port.
This is already a lame weapon and having even bigger mines with more destructive power on a dent would be even lamer.

Instead, I would rather see type M get a fixed forward facing turret energy weapon - maybe turreted megapositron?
Apr 24, 2015 Sieger link
+1 That's finally a good large port weapon.

I'd like to suggest the following adjustments anyhow:

- reduce damage to 35000 (Deshielding yourself all the time when using it isn't what I'd like to see and Trident shields are 40k at the moment, right?)
- increase proximity to 200m
- give it an ammo of 6
Apr 24, 2015 DeathSpores link
hmm why not askin' fer a /explode alltargetinsector command?
make the damage 100k, ammo 1 and make it trident sepukku
Apr 24, 2015 greenwall link
Sieger's suggestions applied.

Arf's suggestion applied.

Also I added some serious mothertrucking concussion.

Also I added some serious mothertrucking power drain.

Yes it will deshield your trident if it's detonated nearby. It's an anti-capital ship weapon, what would you expect? It will also incinerate all nearby ships.
Apr 24, 2015 Jaks link
Why would you put an anti-capital ship weapon on a trading ship? This should be a weapon for another generation of trident (a combat variant). AND it should not be large port (as the current TU is already large port, and you just said that this will be larger than that). instead it should be a new capital weapon heavy port that comes on a new combat variant trident.
Apr 25, 2015 vskye link
I'd give this a +1 IF the mission required a heavy level of 14+ AND it costs 100m credits for reloads.

Otherwise, -1. You guys always bitch about not having anything to spend your credits on, here's you chance. :P
Apr 25, 2015 greenwall link
I agree Vskye -- the mission should be involved and give the weapon incredible player market value. I'm talking like 4x the ingredients of a normal TU, plus 4 queen matrices. Heavy 14 is a good requirement too.

If you make it very rare and very expensive it will help balance out the immense power it yields.
Apr 25, 2015 Sieger link
Indeed. Achieving the mission should be tough. I recommend the following licenses to be required:

15/12/15/10/-
Apr 25, 2015 joylessjoker link
If you make it very rare and very expensive it will help balance out the immense power it yields.

What a wonderful way of giving vets an immediate, immense advantage that newbs will not get for a very, very long time without a ridiculous amount of work. I thought we're prioritizing player retention? Getting blown up instantly and having no idea what just hit you isn't an appealing experience that would make players want to stay and play more. I get that you vets are bored and you need new toys, but I'm not sure if this is the way to go.
Apr 25, 2015 Kierky link
New player retention is not our problem to solve. That's why the devs are there. We're here to suggest content and changes that make the game more diverse and interesting.
Apr 25, 2015 greenwall link
"Getting blown up instantly and having no idea what just hit you" is exactly what most newbs experience anyway. Be a little less obvious in your troll attempt.
Apr 25, 2015 joylessjoker link
I disagree. As a newb, I never had that experience. The red light flashing around the hud is a good notification that something is hitting me, and it takes several hits even from the game's best small port weapon, corvus widowmaker, to fully kill a EC-89. I found it a sufficient warning to change my course and attempt to dodge. I was at least given a little control over my fate. A mine like this, however, would literally instantly kill all non-trident ships. If one is placed next to a wormhole, it gives the newb victim a feeling that he had no control over his fate if he happened to warp in.
Apr 25, 2015 Sieger link
Can you stop writing stuff that doesn't make sense, joylessjoker? Just for a day or two, maybe?

The veterans are foremost interested in player retention so they have space be more challenging aswell. I cannot imagine a sense making scenario in which a veteran in a Trident would start chasing (ahaha chasing...) a newbie to drop a mine that probably will be ridiculously expensive to reload. He'd much rather save it for a situation where he can blow up multiple ships of other vets and NOT waste it on an easy PK he could get any minute by undocking a light fighter.
Additionally, this could only happen in grey space too where it wouldn't even make a change. The newbie eventually explodes anyway, if it is by the hand of an energy fighter or mine-layer wouldn't matter greatly.
Nice try on making up a half-good reasoning to not implement this cool weapon; most sadly you did not succeed.
Apr 25, 2015 joylessjoker link
You wouldn't need to chase newbs if you sit at a popular wormhole and drop mines there. Are you sure it can only happen in grayspace? Nothing in the specs restricts its usage to grayspace. I can envision plenty of you vets doing this in spite of newbs out of boredom. You like to show off your VO wallet don't you, Sieger? This would be one way to do it - waste mines on newbs.
Apr 27, 2015 biretak link
-1 too much ammo. I can imagine a bunch of serco tridents owning all three latos wh's with such a weapon and the dents wouldn't even be there when you return. How would this affect turrets at conq stations (if you had a bud fly in and set it off)?
Apr 27, 2015 greenwall link
Serco never use their tridents, nor will they. Also, the proximity and splash radius makes it so you can't put mines too close together without having them all explode in a chain reaction. Why don't you go to a conq station and see how far away the turrets are from eachother and from the center and then come back tell us instead of asking here. I already know the answer.