Possible ideas for a multi-fire Scorp.
- iRobot
- Junk Administrator
- Posts: 3909
- Joined: Fri 06 Jan , 2012 10:37 am
- Contact:
Re: Possible ideas for a multi-fire Scorp.
Personally I think shield would work better if it was like player shielding. Absorbing a certain amount of damage then expiriing, rather than giving godlike immunity for x seconds.
- PALADIN
- Banned
- Posts: 127
- Joined: Wed 07 Sep , 2011 8:24 pm
Re: Possible ideas for a multi-fire Scorp.
Its not godlike immunity. It protects a players inside the vehicles and protects a vehicle from momentum while damage to vehicle is just reduced but not zeroed.
bOnO: Calypto, and you plan to correct all the phrases of everybody? We are not all English pros you know...
PALADIN: Aza, please continue correcting my phrases, thank you for that teaching.
PALADIN: Aza, please continue correcting my phrases, thank you for that teaching.
-
- Disappeared Administrator
- Posts: 4196
- Joined: Fri 19 Mar , 2010 1:21 am
- Location: Earth
- Contact:
Re: Possible ideas for a multi-fire Scorp.
Umm, don't entirely understand how do you mean that to work. Like having x "ballshields" around the scorp (4 and one central)?Azarael wrote:I can't believe I didn't think of this sooner, but while considering a related idea I came up with this:
Have the Scorp surrounded by small shield generators, which make the vehicle vulnerable when:
a) all are destroyed
b) one is disabled temporarily.
- Azarael
- UT2004 Administrator
- Posts: 5365
- Joined: Thu 11 Feb , 2010 10:52 pm
Re: Possible ideas for a multi-fire Scorp.
Number could be variable but yes, I'm talking about small balls which act as the target area.
- LiZaT
- V.I.P. Member
- Posts: 188
- Joined: Tue 28 Feb , 2012 6:31 pm
- Contact:
-
- Disappeared Administrator
- Posts: 4196
- Joined: Fri 19 Mar , 2010 1:21 am
- Location: Earth
- Contact:
Re: Possible ideas for a multi-fire Scorp.
Hmm, picking off here, and the current situation. So currently we're in a botched state a bit. There are two ways EMP can follow:
A) Doomblast type. Change nitro usage from 40 to 80 and leave it be.
B) Continual type. EMP doesn't charge, your nitro starts to decrease, say at 1,5x rate of recharge. It would fire as a ray, and EMPing the target for 0.5 seconds (vehicle would recover after 0.5 seconds of the last hit, w/o recovery shield). This way you could "grapple" a vehicle and force a fight with it if close enough.
Also: currently there is "Derby Quantum" on them, which I'm going to deprecate completely (and use normal quantum everywhere), and web-launcher (50% dmg) solely for low nitro purposes, which would be removed. After that, missing weapons would be mines and repair link.
A) Doomblast type. Change nitro usage from 40 to 80 and leave it be.
B) Continual type. EMP doesn't charge, your nitro starts to decrease, say at 1,5x rate of recharge. It would fire as a ray, and EMPing the target for 0.5 seconds (vehicle would recover after 0.5 seconds of the last hit, w/o recovery shield). This way you could "grapple" a vehicle and force a fight with it if close enough.
Also: currently there is "Derby Quantum" on them, which I'm going to deprecate completely (and use normal quantum everywhere), and web-launcher (50% dmg) solely for low nitro purposes, which would be removed. After that, missing weapons would be mines and repair link.
- Azarael
- UT2004 Administrator
- Posts: 5365
- Joined: Thu 11 Feb , 2010 10:52 pm
Who is online
Users browsing this forum: No registered users and 1 guest