Post by quicklite on Jul 30, 2013 12:36:32 GMT -5
To anyone who has seen this thread before: I have re-done the guns, nerfed the shields massively, and added completely new triggers. I'd advise giving those parts another read.
WARNING: Wall of text imminent. This tank is pretty thoroughly designed, and thus there's a lot of stuff to read. Please read it all before commenting on it, though.
The Tank
This is a vague concept art for what the tank might look like. Since then, I've gotten considerably better at the graphic art software that I used to design it, so if people want me to design a slightly more detailed, nicer looking version of the tank, I will do so.
i.imgur.com/JFOwqF6.png
Click on the picture after clicking on the link to get a slightly better copy.
All shields have a 5 second regeneration delay, though all shields regenerate 175 shield points a second. Health has the same delay, but regenerates at 50 points a second. To put things in perspective, the corsair's frontal shield is 350, the avenger's shields are 100, the herc's hull is 800 and the valkyrie's 2 frontal shields are 280 (the back one is 120). So, does this tank have tough shields? Like heck it does. But once those shields are gone, it's only got 2 avenger shields worth of hull. And anyone who has played an avenger knows that this isn't much. Also, given that one of its triggers actively eats through the tank's own shields (though we'll come to that later), not to mention that only one shield not much stronger than that of an avenger's is the tank's only frontal protection, I don't think this tank has that much survivability.
The Guns
This tank has 3 guns, as you see above: The 2 diagonally facing turrets, and the 2 rear turrets at the back. First, let's start with the rocket turrets. These things have an angle of fire that starts at the tail end of the frontal shield (in other words where the red and orange shields start), and ends at the mid-point of the orange shield. They have a range of the wildfire's forward mounted guns. Both these guns use a clip system. However, the rocket turret on the left would only target ground enemies, whereas the rocket turret on the right would only target airbourne enemies. Both rockets would home like the ones on the Scorpion before its removal. However, there's one other thing about these turrets as well: See those purple dots on the turrets? As the clip is emptied, those slowly shift from purple to red as the guns run out of ammo, so you know how much firepower they have left. They will reload like an irl shotgun (one rocket after a certain period of time), and they will reload after a) the clip is expended, or b) the rocket turret has not been in range of an enemy for 5 seconds.
Both rocket turrets would fire 12 rockets for 30 damage, at a RoF of 4 rockets a second. This would mean that the tank does 90DPS while firing. It reloads 6 rockets a second, giving it a 2 second reload time. This would allow it to do 120 burst DPS, although its sustained dps is only 72, as 360 total damage will be dealt from the clip, and the time for the clip to be expended + the reload time would total at 5 seconds. 360 damage in 5 seconds would give it 72 damage per second. Nonetheless, its burst dps still seems to high. What do you guys think?
As for the rear turrets, there are 2 turrets here: the small one and the big one. These turrets are independent from each other, meaning that unlike the silver, and despite being on top of each other, they can technically aim at different things. The smaller turret has the range of an avenger's main gun, and shoots 6 lasers a second for 5 damage each, giving it 30DPS. The larger one has the range of the corsair's side guns, and fires 1 shot a second, giving it 35DPS. This means that if fire is focused on the rear, 70DPS is achieved. Both guns have the exact aiming radius of the rear shield.
The Triggers
And finally, the triggers.
Trigger 1
Lore: A highly unstable, hypercharged battery core is ejected in front of the ship, where it releases large amounts of energy before its implosion, emitting up to 4 powerful jolts of electricity that temporarily fry enemy weapon systems on contact.
Actuality: A bomb with a similar aesthetic to the minatour's trigger 2 bombs (with the exception of being smaller and white instead of light blue) is fired roughly 3½ grid squares ahead of the tank, where is explodes in a harmless 'dying minion' aesthetic, while releasing 4 white bolts of lightning which would target the 4 nearest enemies, disarming them for 4 seconds. Think of the hornet's trigger 4 if you're wondering how this would work. Also, like hornet's trig 4, if one of the lightning bolts can't find a target to attack, it simply wouldn't fire, meaning that depending on nearby targets, this trigger can shoot 0-4 bolts. The point of this trigger is to allow the reaper to tactically disarm larger structures at long distances without being as effective against minions.
Trigger 2
Lore: Injects large quantities of unstable plasma particles into the ground-targetting rocket target's ammunition bay, giving its rockets increased damage as well as substantial explosive power.
Actuality: The left rocket turret (the one that targets ground enemies) gets a 50% damage buff for 5 seconds. Rockets fired during this time will emit a small explosion on impact, allowing it to damage the minions/structures surrounding the target to some degree.
Trigger 3
Lore: The shield regenration systems of the tank are set on overdrive and focused on the tank's 3 weakest shields.
Actuality: 3 of the tank's weakest shields are immediately set to regenerate, and regenerate at 2 times their normal speed. This can not only be used to quickly regenerate the more powerful shields (the red ones), but it can also be used to regenerate other shields in the heat of the battle while using the stronger shields to take fire.
Trigger 4
Lore: The barrel of the anti-aircraft missle cannon is energized, allowing it to lace its missles with incendiary potential upon firing, causing neuron fires on any target it hits.
Actuality: The AA turret's missles do 3 damage every second for 5 seconds. The DoT should be somewhat stackable (if possible, ofc). Is that too powerful? It kinda feels that way.
I haven't drawn trigger artwork, as I didn't think it was necessary. If anyone has any better lore/suggestions for any of the triggers, or anything for that matter, feel free to let me know.
As for the tank itself, I thought of it as a medium-long range support fire tank. It does large amounts of damage, but due to its crappy hull and somewhat focused shielding (275 shields look beefy, but just remember that the valk has better ones as well as a half-decent hull), it has no reason to go deep. You can use the first trigger to disarm some of the stronger stuff, and you can rotate between the 2 different rocket turrets to target different things and affect different aspects of the battlefield. Is there anything fundamentally flawed with it? Is there anything that really needs changing? Feel free to let me know.