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| Suggestions Post ideas and suggestions here. |
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#1
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All right, I'll start by saying I understand it's incredibly unlikely these will ever be implimented, but I just need to get these decent ideas on paper (e-paper...). This likely needs balancing, but it's the idea that counts.
Loopy: Flare. The flare replaces your secondary with a small flashing red beacon that has a few effects depending on how it's used. If it hits an enemy plane, any friendly or hostile Missile powerups, Loopy Missiles, or Whale Missiles with a direct line of sight will be "pulled" into it, regardless of range. The pull on the whale rockets is significantly less because those things have huge thrusters. The only way to get it off is to land at a base or wait 15 seconds without being hit by a missile-type weapon. The second effect, if the initial shot hits nothing, a rock, or a teammate, is to create a red cloud (Think Acid Cloud graphic). The cloud itself draws all hostile missiles into it, similar to the first effect. Also, if any friendly planes fly through the cloud, they will get a temporary damage reduction on what they take, similar to the amount that acid increases by. Bomber: Flamethrower The bomber is good at controlling areas of the map right? Well, this perk replaces your grenades(!), but when you hold down "F", releases a Miranda-laser like fiery beam. The beam itself does average damage, but at the tip of the beam a burning patch is left behind. (The patch has about triple the diameter that the tip of the miranda beam has. It's not very wide, but can control an area well) Any plane that flys through the patch takes massive damage as well as gets slowed down. Due to the fact that the beam fires as long as you can hold F (And have energy...), you can "draw" with it. The patch lasts about as long as an acid cloud. Explodet: Frag Missile This has been talked about a bit; a damage based rocket. When the rocket itself hits its target (So it can't pierce planes), it explodes as normal. However, the explosion has about as much "knockback" as a bomber grenade. The explosion itself would only do a measly 35 damage. However, if the actual missile hits, it deals about 100 damage. (This is based on the data released a while ago. Feel free to change if this is UP/OP) Biplane: Double Barrel Roll The biplane loses it's primary fire, but in return gains a rolling animation complete with a "whoosh" behind you to signal you're doing it. During the barrel rolls, you dash forward at afterburner speed, gunning your old primary weapon. You take significantly less damage when dashing forward, and your guns don't use energy (Only the preset amount is used). However, your secondary is disabled and your turning is reduced to that of an Explodet. Any plane that you hit while doing the barrel rolls will "gently" be knocked away. This perk was designed to let a biplane make the final push of a bomb run easier, as well as provide a means of escape in a losing dogfight. Miranda: Helix Shot The Miranda has lacked the ability to be threatening against a tight group of enemies. The helix shot, when fully charged, fires a storm of minishots in an outward spiraling helix. Incredibly deadly up close against a single foe, or deals average damage against multiple opponents at medium range. At long range the shots will be so spread out they will be next to useless. The Miranda fires continuously for about as long as a laser lasts. This perk gives the Miranda slight map controlling abilities, but it can't maintain it for long. At first glance, Flares may be OP, but that's nothing a little tweaking can't fix. EDIT: Wow, typos in the title are so unprofessional. T_T Can a mod fix this? Last edited by Evan20000; 06-19-2010 at 10:11 AM. |
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#2
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I like the idea with the flare, it seems like an awesome idea
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#3
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This seems like nice ideas, a lot better than the other yellow perks suggestion made by izzy.
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#4
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Flare sounds massively OP, but quite entertaining.
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#5
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Sounds a little overpowered... As if loopy isn't already OP'd enough...
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#6
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Can you elaborate on the explodet frag missile? I don't really understand the difference between a rocket explosion and a rocket hit, as the explodet's rocket has to explode to hit a person.
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#7
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I think he means the rocket itself hitting someone and causing damage. These are for suggested 4th red perks, he's not saying that they DO deal damage when hitting.
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#8
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Quote:
Anyway, flare could be a problem, but it's just a concept for now. |
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#9
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Quote:
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