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New Commander Modules?

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4 years ago
just some ideas for new commander modules, weapons and secondaries.


# Tooltip is what is says when you put ur mouse over it, discription is what it does
# Action is what the comm does when u use the secondary
# Question mark after a stat means not sure about it
# Mainhand is the hand w the beam laser at lvl 1, offhand is the secondary hand.
# Modified by mean what weapon modifiers Modify it


Name: Eagle Strike
Type: Secondary
Comms: Recon,Engineer
Tooltip: A high power homing missile that is garenteed to hit.
Stats: 60s cooldown, misssile has base 650 range, 200elmo/s speed?, 3.5k dmg and practically no splash
Modified By: EMP Payload
Action: Comm loads a missile onto his gun w his offhand, knees down to aim before firing it at the target


Name: Obstruction Missile
Type Secondary
Comms: Guardian,Strike
Tooltip: A Massive missile the splits into many mines and renders an area unpassable.
Stats: 35s cooldown, mine's decloak is 25 and detonate range is 35. mine explodsion deals 500 at point-blanc w 100elmos of splash
+1 / -0
4 years ago
(whoops, accidentally posted that, here's some more)

Name: Gravity Gun
A Comm-Mounted Newton. same stats as static newton.


Name: Gravity Bomb
Type: Secondary
Comms: All
Tooltip: A Bomb that manipulates gravity to cause mayhem. Can only damage structures but chucking units at them.
Effect: Bomb explodes ~50 elmos from the ground and starts pulling all units in the surrounding 350elmos? area into ground zero for ~3 seconds then explodes (no damage dealt directly), flinging everything previously suck in at hypersonic speeds.


Name: Absolute Zero
Type: Weapon Modifier
Effects: Heat Ray, Flame Thrower
Tooltip: Heat Ray and Flamethrower now relies on extreme cold to cause damage instead of extreme heat.
Effect: Weapon (Modified) now deals 2/3 damage but inflict insane EMP damage. the catch? the max stun time is 0.15 seconds!


Name: EMP Payload
Type: Weapon Modifier
Effects: Missile Launcher, Eagle Strike
Tooltip: The Conventional payload in Missile Launcher and Eagle Strikes' Missiles are swapped out for a new kind that does EMP damage.
Effect: Weapon deals 1/2 normal damage but also deals 2 EMP damage for every 1 normal damage dealt.



Name: Request Artillery Bombardment
Type: Secondary
Comms: Recon, Guardian.
Stats: 500elmos range, 5min cooldown flare sticks to whatever it hits.
Action: Comm throws a flare
Effect: once the flare lands, all (static?) artillery the player owns and that can hit the flare (static arty would be cerb, bertha and DRP) would rotate to fire upon flare's location. once all the arties have got into position, the will bombard the flare for 10 seconds in rapid fire mode (x5 reload?). maybe give the arties that went rapid fire a cooling-down time where they can't fire?
+1 / -0


4 years ago
Nice ideas here, but some of them are really a balance concern.

The eagle strike has way too high damage, assuming that is base damage, as it can easily become powerful enough to plain penetrate shields to snipe Aspis/Aegis in any situation. Comapred to SLAM, (which is known to be super weak so it is not really a proper comparison) it is way stronger with the power of tracking a lone.

Obstruction missile seems nice, though it depends on the number of mines. The closest current area denial com ability is the HellFire grenade that isn't really stealthy.

Gravity gun: Seems fine, always wanted this myself, though obviously commanders don't handle collision damage that well, but useful for pushing enemy units away.

Gravity Bomb: Seems fine.

Absolute Zero: Depending on the "insane" EMP damage, I guess it is possible balance this, however it should not overperform compared to Lightning guns or Multistunner when it comes to stun locking large targets, preferably this would only be good at stunning light raiders with low HP similarly to Venom.

EMP Payload: I guess this can work depending on stings like stun time and the base damage of the attacks (Eagle Strike).

Request Artillery Bombardment: Interesting, but implementing it can cause trouble. Zero-K doesn't really have units that affect other units targeting, attack range and so on.
+0 / -0
4 years ago
(New Day, New Ideas)

Name: Micro-wormhole Generator
Type: Weapon
Comms: idk
Slot Level Required: 4
Incomparable with: Every other comm weapon in the game.
Replaces: Beam Laser
Tooltip: Teleports your enemy... somewhere...
Stats: 400 elmo range, 500 Teleport damage per second, continuous fire.
Effect: Replaces beam laser (on the same hand). teleport damage fills up a teleport bar, which acts the same as capture( requiring the cost of the unit in tp damage to fill to 100%) and when the bar is full the unit is teleported to a random location on the map.

/* if that causes too many problems with enemies in your base, maybe stop it from teleporting to places where u have LOS, if u have LOS everywhere(ignoring LOS from globallos modifier), then teleport it to somewhere where the enemy (team(s)) has LOS (again, ignoring globallos). if the weapon if underpowered due to it doing 0 dmg, make it theleport the enemy into the ionosphere
+0 / -0
4 years ago
sorry to FIrankterve886 , i didn't see your comment.

i didn't know the dmg for slam when i made eagle, so just give it 1k dmg instead of 3.5k

maybe replace "insane EMP" with "Insane Disarm" (insane for comm) cos comm dosn't have a disarm modifier yet.

if request artillery bombardment can't be implemented, rename it to "request orbital bombardment" and rain down shit from the sky.

(shit as in tungsten rods and bombs and not fertilizer and number 2s)
+0 / -0