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Board index » Tribes: Ascend - Official Forums » Tribes: Ascend - General Public Forums » Tribes: Ascend - Feedback & Constructive Discussion

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Doombringer Secondary ideas

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 Doombringer Secondary ideas 
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Firerizer
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Joined: Fri Oct 29, 2010 8:35 pm
Posts: 1318
Post Re: Doombringer Secondary ideas
Wanted: Air Burst Electromagnetic pulse (EMP) cannon.


Thu May 24, 2012 12:54 pm
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Justletmelogin


Joined: Mon Apr 23, 2012 9:33 am
Posts: 63
Post Re: Doombringer Secondary ideas
I think a swarm missle is the best idea so far, say 10 rockets in a box grid 100 damage each rocket. Long reload time (5s?), unless you get a perfect shot you will only take some of the potential 1000 damage. The rockets would home in (a bit) on any valid target that is producing a heat singature but otherwise "dumb fire".

This could be useful for the "Where'd my flag go?!?" moment and you see some pathfinder speeding away.

Also give the doomie a better chance with fast moving air bourne opponents where it is extremely difficult to pin the chain gun on them, particularly if they do aerial circle straffing.

It would also help the doomie out indoors when up against explosive happy juggs.

Ammo would have to be limited, say 30 or 40 rockets max loadout.

Darkheart


Tue May 29, 2012 5:49 am
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MrLordcaptain
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Joined: Wed Nov 16, 2011 7:42 pm
Posts: 654
Post Re: Doombringer Secondary ideas
I like the Rotary gauss idea.

Also HL2 rocket launcher, its perfect.
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Tue May 29, 2012 5:59 am
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HoserRaze


Joined: Sun Apr 29, 2012 8:43 pm
Posts: 87
Post Re: Doombringer Secondary ideas
Here's an idea. Take the Saber Launcher, and give it a Gladiator-style warhead. I don't have any idea what to call it, but it would be a good vehicle busting weapon.


Tue May 29, 2012 10:32 am
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Justletmelogin


Joined: Mon Apr 23, 2012 9:33 am
Posts: 63
Post Re: Doombringer Secondary ideas
I really don't find Vehicle busting a big problem as a Doomie.

The issues I generally have are:

Primary fire is difficult to use vs very fast and agile opponents.
Secondary fire requires a lock on.

I could do with something that:

Fires Quickly with no lock on.
Hits an Area of Effect.
Provides an effective defense if I have run out of primary ammo.
Can deal with opponents that are a long way away (fleeing cappers, juggs on hills, infiltrators doing hit and runs).

This is why I suggested the swarm missle above.

Darkheart


Tue May 29, 2012 11:04 am
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Ghostinn


Joined: Sat May 26, 2012 9:16 am
Posts: 5
Post Re: Doombringer Secondary ideas
I would be a lot happier if lock-on time were halved and re-fire time were padded a bit to compensate for whatever the devs were trying to compensate for with such a long lock-on.

Aside from that.. the grenade launcher (not Thumper) would be awesome. You give up a lot of the anti-vehicle abilities, but gain a much needed arcing fire capability to deal with infiltrators, rain explosive bits down on the folks that miss the flagstand, etc.. :twisted:


Tue May 29, 2012 5:18 pm
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SkepticTA
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Joined: Mon Dec 06, 2010 7:41 pm
Posts: 3062
Post Re: Doombringer Secondary ideas
The lock-on time with SL would be fine if they just fixed the broken targeting mechanic. As it stands, you have a 50/50 chance of actually getting a lock and making a shot in circumstances where it clearly should have been good.

They need to narrow the targeting radius so that you actually target what you're aiming at, and give you some way of cycling through multiple targets that are within that radius to get the one you want.

Or..

Get rid of the multiple bounding boxes, make it so that it only starts the target lock on the target closest to your reticle when you press the mouse button down, and fire the missile when the button is released (if sufficient lock is acquired).
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Tue May 29, 2012 6:05 pm
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