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Gunner Nanite Lasers
http://www.starsonata.com/forum/viewtopic.php?f=104&t=51614
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Author:  treygrey1 [ Sun Apr 15, 2012 1:23 pm ]
Post subject:  Gunner Nanite Lasers

Gunner weps, one for each damage type. Low DPH, high RoF. Splashes. Side effect: resistance to [damage type] damage -[scaled to tech level]%, for x seconds. Stacks with destruction.

Requires destruction equal to tech level.

"Hit them hard and dissolve their hull."

Just a sort of easy fix to being useless on runs.

Acquired from a BP at gunner base. NB and cannot be used while a control bot is equipped.

Author:  Max235 [ Sun Apr 15, 2012 1:40 pm ]
Post subject:  Re: Gunner Nanite Lasers

It will not stack with destruction without a major code overhaul. Weapon effects are treated as auras. And with auras, whichever one is stronger isn't canceled.

Author:  Blue Dwarf [ Sun Apr 15, 2012 2:11 pm ]
Post subject:  Re: Gunner Nanite Lasers

If the resistance nerf was an effect from the nanite (I saw nanite in the title, but it's no where in the actual suggestion? O_o), then they'd stack together. But on the other hand we can't effect individual resistances using a parasite.

You also said scaled to tech... So I'm assuming theres more than one of these lasers for each damage type, which needless to say is a lot of damage types.

AEM has made something recently (not The Preacher), not sure when it's going in.

Otherwise, I don't see much use in making more class only content for Gunner in this nature, since it is just to beef it a bit when we're getting the class skills increased for it (once we finished hashing out the ideas). Also, in general, (class) locked gear is bad game design.

Author:  Griffin [ Sun Apr 15, 2012 2:28 pm ]
Post subject:  Re: Gunner Nanite Lasers

ETA on those stat changes? :|

Author:  Blue Dwarf [ Sun Apr 15, 2012 2:44 pm ]
Post subject:  Re: Gunner Nanite Lasers

Quote:
once we finished hashing out the ideas


IE, not next patch, but we're closer than we were 3 months ago.

Author:  treygrey1 [ Sun Apr 15, 2012 7:43 pm ]
Post subject:  Re: Gunner Nanite Lasers

Seers have their tech, snipers have their spotty beam etc., DMs have jumping shield transes and tractors, monks have quite a few special shield transes, FCs have all of those special fighters.

Every class has special auras... Except gunners.

Gunner's have three weps and a few sub-par missiles.

Just saying that there's plenty of class locked gear and it's pretty weighted toward everyone except gunner and SD (citation needed).

Author:  Cygnus [ Sun Apr 15, 2012 7:55 pm ]
Post subject:  Re: Gunner Nanite Lasers

treygrey1 wrote:
Seers have their tech, snipers have their spotty beam etc., DMs have jumping shield transes and tractors, monks have quite a few special shield transes, FCs have all of those special fighters.

Every class has special auras... Except gunners.

Gunner's have three weps and a few sub-par missiles.

Just saying that there's plenty of class locked gear and it's pretty weighted toward everyone except gunner and SD (citation needed).


Gunners now have quite a bit more than "a few sub-par missiles". :P

They have class locked missiles, just like how shm's have class locked shield transes and zerks have class locked weapons and energies. The idea is to have them be seperate but equal(ignoring any unfortunate historical implications...)

Author:  treygrey1 [ Sun Apr 15, 2012 8:19 pm ]
Post subject:  Re: Gunner Nanite Lasers

Some classes are more equal than others.

Author:  Aurora Ex Machina [ Sun Apr 15, 2012 8:59 pm ]
Post subject:  Re: Gunner Nanite Lasers

To my knowledge, only 1 of the 3 class weapons has been found.


And calling the new missiles "sub par" suggests you've not used them?

Author:  ping101 [ Sun Apr 15, 2012 9:08 pm ]
Post subject:  Re: Gunner Nanite Lasers

treygrey1 wrote:
Seers have their tech, snipers have their spotty beam etc., DMs have jumping shield transes and tractors, monks have quite a few special shield transes, FCs have all of those special fighters.

Every class has special auras... Except gunners.

Gunner's have three weps and a few sub-par missiles.

Just saying that there's plenty of class locked gear and it's pretty weighted toward everyone except gunner and SD (citation needed).

If you dont want your new missiles il have them. :)

Author:  Bastamental [ Sun Apr 15, 2012 9:16 pm ]
Post subject:  Re: Gunner Nanite Lasers

ping101 wrote:
treygrey1 wrote:
Seers have their tech, snipers have their spotty beam etc., DMs have jumping shield transes and tractors, monks have quite a few special shield transes, FCs have all of those special fighters.

Every class has special auras... Except gunners.

Gunner's have three weps and a few sub-par missiles.

Just saying that there's plenty of class locked gear and it's pretty weighted toward everyone except gunner and SD (citation needed).

If you dont want your new missiles il have them. :)


Those stealth missiles would be sexy :shock:

Author:  Max235 [ Mon Apr 16, 2012 6:14 am ]
Post subject:  Re: Gunner Nanite Lasers

Gunner has Destruction. Which affects bases.

Author:  treygrey1 [ Mon Apr 16, 2012 7:37 am ]
Post subject:  Re: Gunner Nanite Lasers

I've used the new missiles, and I certainly appreciate them. They're just not the one thing that makes gunners on par with everyone else.

I've tried most of the missiles, maybe I haven't tried the DPS missiles.

Author:  gary1992 [ Mon Apr 16, 2012 1:24 pm ]
Post subject:  Re: Gunner Nanite Lasers

I personally find the new missiles great, you just have to know when and how to use them. Aside from incoming skill changes I think gunner is fine, but that's just my opinion.

Author:  treygrey1 [ Mon Apr 16, 2012 5:11 pm ]
Post subject:  Re: Gunner Nanite Lasers

Shhh... Just go with what I say. Moar power is better.

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