Improving Sniping

Please note, this post is two parts.

Part 1: Frigate Skills

Part 2: Sniper Weapons

 

Sniper right now, feels to plain and close to other weapons in game. I had noticed the devs wanted to make a sniper gun work 

sort of like it did in Counter strike, for SC. However, because of spawn mechanics, this would be very broken (and as proven to be over time)

 

I would like to suggest some changes, to balance this idea, and getting the game going unique for sniping.

 

The first changes i feel that need to take place evolve around the current frigate abilities. Personally i dislike that frigates have offensive abilities, they make the current sniper weapons in effective and worthless. But here is the idea

 

Concept: All Offensive Abilities will gain a charge up effect. The longer it go’s unused, the stronger it becomes.

 

Empire Frigate

Now changed. Shoots a large beam (instead of a pulse) 

 

newlas10.jpg

 

The Beam Will be around 250 or 500 Square Meters.

If ships enter the beam, they take damage per a second.

DPS will be around 650 

Charge rate will be

50% = No wait on charge

100% = 2 Second wait on charge

200% = 4 Second wait on charge

400% = 8 Second wait on charge

Impact will be around 250

 

Federation

 

Change the drones, to  battle drones.

These drones will now deal significantly more damage then item-shop drones

 

1 drone is created every 2 seconds, up to 5 drones. 

At 5 drones, the drones get a cloaking ability and will cloak until attacking the target.

 

Drones will have 2500 hp, 50 impact, 220 ROF

 

 

Jericho

Jericho’s missile has been changed from player guided, to guided as a result their stats have changed.

Jericho ability will now load 1 missile every 2 seconds.

 

Missiles will have 9500 Flight range, 1500 Flight speed, and 80 Mobility,

Impact Damage will be around 125 base. 

Will create up to 7 missiles over 7 seconds.

 

Note: Because the weapons will “charge up” automatically instead of plasma “Charge by holding down”

Note: Because all weapons will get 50% Damage nerf if spamming left click, there will be no cool down on the frigate abilities.

 

 

Part 2 Sniper Weapons.

 

 

Hailstorm, Long range beam, Stabilizer Guns will all have a secondary effects

Each weapon will charge up, but will have a reload rate (very low)

 

Each weapon type will have a secondary Effect

 

Plasma : Will Lower Shield regeneration by 50%

Laser: Will penetrate the shields, dealing 10% of shield damage to hull

Rail gun: Will Explode when hitting a target, dealing 15% of damage to enemies in 1000 meters

 

 

Changes to the idea

 

Laser will have high ROF, but lower impact so that it will tick damage fast, and you will want to move out of it fast.

260 ROF, 100 impact

jericho blast damage on missile will be 950

A system salvo for special abilities?

 

Предлагаете залповую систему для спец способностей?

Not like the plasma Salvo.

 

it automatically charges up, rather then you holding the left mouse button, then releasing to fire.

 

this system will charge power when you don’t fire, up to 6 seconds to max charge power.

Each ability will charge from 50% Damage to 400% (or  to 600%). But the damage will not be all on weapon impact.

some will be in aoe or as a dot after empact

I have solved the problem with sniper-weapons (Hailstorm, Long range laser, Stabilizer Rail)

 

 

Optional 1

Each shot Applies weapon damage Over 8 seconds

 

Option 2

Applies 50% Impact damage + 50% Damage over 6 seconds

Applies 50% Impact damage + 65% Damage over 6 seconds

Applies 50% Impact damage + 75% Damage over 6 seconds

here is my refinements tot he idea

 

 

 

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 7.5 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 . 5 ships around the frigate healing and playing point defense to missiles, and 5 attacking selected target or random enemies if he dies.

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.