New Tactical Skill Idea (Turret specific)
Automated Turret Firing Sequence:
In Game Description: Activates an automated turret firing sequence. This ability, when activated, will force all of your Star ships turrets to randomly target any nearby enemy ship, including mines and destructible devices, within 8km; dealing +200% normal damage to small craft such as fighters and Drones and +100% to all other targets.
Used by: Captain
Ability Type: Buff
Activation 0.5 seconds
Starts 15 second system cool-down on:
-Cannon Scatter volley
Duplicate ability cool-down:
-Starship Weapons Training
-Starship Energy Weapons
Rank I & II: Bridge Officer Trainer
Rank III: Captain training (Requiers Starship Energy Weapons rank 6)
Rank I: Ensign: Upgrades your next 3 attacks, +200% more DPS to smaller targets. +100% DPS to all targets.
Rank II: Lieutenant: Upgrades your next 5 attacks, +200% more DPS to smaller targets. +100% DPS to all targets.
Rank I: Lieutenant Commander: Upgrades your next 7 attacks, +200% more DPS to smaller targets. +100% DPS to all targets.
ah so its FAW for cannon/turret or straight turret builds. I like it.
too bad thats already in game...its called point defense system. it costs 800 c-points.
yes we all are aware of that, but just wanted to point it out.
PS: why are most things player come up with on the forums so brutally OP?:confused:
i have an idea for a new engineer ability myself:
i call it EMP!
disables all ships in a 50km radius for 2 hours. Your ships musst be shut down before using it, that makes u vulnerable for 2 seconds.
skills that improve that: my imagination and candy:rolleyes:
i like the idea, we need something like this, is imposible play with the spam of tractor beams, or the spam of chroniton debuff
My Sciscort is SoL then, huh?
It's FAW for turrets...
potential as a minesweeper ability. I think you should drop the bonus damage to non-small craft targets, lower the damage bonus (or remove it, as you typically clear them in 1-2 shots anyway) for destructibles and small craft.
I'm not sure what you mean for 'next five attacks.' Are you talking about five firing cycles? (In which case this is exremely OP) or the next five bolts? I'd alter the wording to be one or two turret firing cycles (ten seconds). It should also proc the cooldown on rapid fire.
Its basically a kitbash of scatter volley and FAW. If it's implemented, scatter volley should no longer affect turrets.
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