Dreadnought wrote:Siretu wrote:I know Dreadnought wanted proc-based weapons.
What hes talking about is i wanted....
Whenever a quantum bombardment projectile hits a target, it has a 10% chance to proc (for those who dont know what a proc is, its a charge given to another weapon, sometimes modifying it or just simply the ability to use it) the proc ability can be fired instantly and moves considerably fast and does a lot of damage but no tracking abilities. The proc can be stored up to 3 charges, and can be used whenever/instantly whenever quantum bombardment procs it. It will do 300 damage each but costs 750 energy. It will be useful for getting in those "bursts" moments when in a BC v BC fight, if you store up to 3 procs and combine them with bombardment it will do a hilarious amount of damage ^^
Docking will remove the charges. So be wize when storing them up, and dont use as soon as possible as they are 750 energy, and save for those "big" damage moments
... is this really 'more fun' though?
It doesn't really change much about how you play the destroyer -- point and shoot. Except now you press 1 extra button occasionally for a little extra damage while expending a bit more energy. It doesn't... really
solve anything or add anything other than 'more power.'
Rather, if you want to make the destroyer more fun I think you need to pay closer attention to its key points, such as its bulky and powerful nature.
... here would be my suggestion.
Destroyer
Main Weapon - Quantum Bombardment
For 200 energy, the destroyer takes a 1.5 second warm up period in order to charge its Quantum Bombardment. If possible, this warm up phase would have some form of visual feedback, as a sort of 'warning light.' After its warm up period, the Destroyer would then begin to fire projectiles every 0.2 seconds, each shot dealing 50 damage, while consuming 100 energy a second. Toggling the ability off sets it on cooldown for 3 seconds.
Secondary Weapon - Swat Cannon
For 50 energy, the destroyer can fire a three projectile burst in a 20 degree cone. This is done in a similar manner to the Wraith EMP, and can be fired in any direction rather than just from the front. Each projectile deals 20 damage. However, these projectiles wield a relatively short range and the ability wields a cooldown of two seconds.
Utility Aspect - Concussive Blast
For 400 energy, the destroyer can emit a powerful kinetic blast that exerts a significant force upon all nearby enemy small ships, pushing them away and dealing 50 damage. This wields a cooldown of thirty seconds.
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Let me briefly explain why I believe the above changes are good.
For quantum bombardment, it creates a more 'persistent threat' for the destroyer. Rather than 'blowing its load' and then waiting for ten seconds to blow another, it allows it to consistently apply a barrage of fire that threatens an opponent. This also gives a lot more significance to 'interruption play' during battlecruiser fights, as attacking the destroyer with a small ship may dissuade it from its focal fire in order to better deal with the nuisance. Outside of battlecruiser engagements, it also gives it a little more reliable use, but makes it a little less 'instantly deadly' to certain ships. The warm up phase also acts as an obvious buffer. However, it gives the destroyer something to actually manage now.
Next, the Swat Cannon. This was meant to be a sort of option to give the destroyers to actually fight when someone is simply circling them. Because of how the 'new suggested quantum bombardment' would work, it would become even more impossible to deal with anything other than a battlecruiser without some distance. As such, this is the first of the 'zoning methods' I wanted to suggest to help create some extra space. Furthermore, it also gives a little more thought going into what you're doing, and allows the destroyer to contribute a little bit more in those messy dog fights.
NOTE: It is MEANT to be an inferior alternative.
Lastly, the concussive blast. This is the second 'zoning method' I wanted to propose in order to better allow its main weapon some real use. However, it was meant to be a sort of expensive alternative for more immediate and assured effects.
There are multiple upgrades I can think of if we wanted to run with this sort of idea--
An upgrade that reduces the cost of the Quantum Bombardment by 10 energy per second.
An upgrade that causes the Concussive Blast to reduce the throttle of those affected by it.
An upgrade to increase the increase the range of the Swat Cannon.
An upgrade to reduce the cooldown of the Swat Cannon.
An upgrade that increases the destroyers turn rate for a short time after either the initialization of Quantum Bombardment or the usage of its Concussive Blast.
There are plenty of ideas to be had; more an issue of 'what can be done' really. Furthermore, I'd also point out that the previous upgrades that exist for the destroyer are also still compatible.