Hyper arty

You feel like a battlecruiser is too weak or a race too strong? Go ahead and discuss it here :)
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posted on April 10th, 2011, 10:52 pm
How about just making the aoe smaller?
posted on April 11th, 2011, 4:00 am
Just give HSA two weapon effects in one.

Effect one, the anti building one, does mass damage to buildings. Zero damage to ships.

Effect two, anti ship. Give it a multi shot version of the Feklar special from vanilla A2 that knocks a ship arround (forget what its called, havent played vanilla in so long). So ships in range get hit and 'knocked' back by the blast. Have the tooltip say something to the effect that it mostly damages large stations, small vessels will just be knocked arround.

Also remove the ability to shoot it thru astroids or other terrain, to avoid it being exploited that way.
posted on April 11th, 2011, 5:41 am
Last edited by Pappy63 on April 11th, 2011, 5:56 am, edited 1 time in total.
Tok`ra wrote:Slight supply cost to fire (makes each shot have to count).

Also it shouldnt be able to shoot thru astroids, make it eitehr detonate on the rocks or simply get stuck and dissapate.
I disagree this weapond is simmiular to the  sniper rifle (TR-116) that was used in DS9 by the  serial killer.  This weapond  tranports  a warhead through subspace  the warhead, where it  reappears and detonates.
posted on April 11th, 2011, 9:30 pm
How about we just wait to see what the devs think up with the next patch before we all fight about how to change it
posted on April 11th, 2011, 10:14 pm
Tok`ra wrote:Just give HSA two weapon effects in one.

Effect one, the anti building one, does mass damage to buildings. Zero damage to ships.

Effect two, anti ship. Give it a multi shot version of the Feklar special from vanilla A2 that knocks a ship arround (forget what its called, havent played vanilla in so long). So ships in range get hit and 'knocked' back by the blast. Have the tooltip say something to the effect that it mostly damages large stations, small vessels will just be knocked arround.

Also remove the ability to shoot it thru astroids or other terrain, to avoid it being exploited that way.


I like this idea, as for that fek'ler weapon i think its the relusion wave or something that pushes all ships in front back and disables their engines if i remember correctly, thats a OP for flops i think it would cause more issues, Fixing the OP fleet killer and replacing it with a slightly less OP but still unbalanced weapon.
posted on April 11th, 2011, 10:25 pm
Last edited by Tyler on April 11th, 2011, 10:30 pm, edited 1 time in total.
The Repulsion Wave? I'm not sure how it would work for an AoE weapon, being a single-direction effect. Would be a useful trait, more of a brief hindrance than anything else.
posted on April 12th, 2011, 11:18 pm
Instead of nerfing the hyperspace artillery damage why not make it similar to a warpin ship, in the sense that if it is killed it takes supply from the dominion player, 75 supply or so.
posted on April 13th, 2011, 5:03 am
Well, Dominion wouldn't care as they usually have the best supply economy at the time you reach HSA. And it's not important to lose a HSA after you shot the whole enemy fleet ;).
posted on April 13th, 2011, 11:24 am
Kestrel wrote:I like this idea, as for that fek'ler weapon i think its the relusion wave or something that pushes all ships in front back and disables their engines if i remember correctly, thats a OP for flops i think it would cause more issues, Fixing the OP fleet killer and replacing it with a slightly less OP but still unbalanced weapon.


Well you could easily set it to do light damage to ships, say a % of their hull or something, even if you didnt have it disable anything even.

Tho I still think having the effect of an explosion and ships being sent flying like bowling pins would be neat.
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