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Ammo for Jailgun

Posted: Wed Feb 25, 2015 11:26 am
by perrinoia
Yesterday, someone suggested making jailgun ammo based, in game, and I thought it was a great idea.

Instead of using all of your energy every time you pull the trigger, it would take 1 ammo to fire.
Instead of malfunctioning occasionally, teleporting both target and shooter, it's limited by ammo count.

Re: Ammo for Jailgun

Posted: Wed Feb 25, 2015 1:31 pm
by Fixious
What would this ammo be, exactly? Would you be able to replenish your ammo without needing to visit an inventory station?

Re: Ammo for Jailgun

Posted: Wed Feb 25, 2015 2:35 pm
by Erowid
How 'bout 5th option: Eliminate the jailgun completely ?

Re: Ammo for Jailgun

Posted: Wed Feb 25, 2015 4:23 pm
by KILROY
Erowid wrote:How 'bout 5th option: Eliminate the jailgun completely ?
Ah no, Anni is already unbalanced as it is. The Jail Gun helps to balance the mod a bit. Perr, anything that can be added to the jail gun is a plus to help balance the mod. Matter of fact it would be nice to see a multi option for the jail gun, like a tractor type turret in which you can grab or throw the enemy like the pitch fork.

Re: Ammo for Jailgun

Posted: Wed Feb 25, 2015 4:56 pm
by perrinoia
Erowid wrote:How 'bout 5th option: Eliminate the jailgun completely ?
I keep trying to click that ban button in your sig...
<!>KILROY wrote:
Erowid wrote:How 'bout 5th option: Eliminate the jailgun completely ?
Ah no, Anni is already unbalanced as it is. The Jail Gun helps to balance the mod a bit. Perr, anything that can be added to the jail gun is a plus to help balance the mod. Matter of fact it would be nice to see a multi option for the jail gun, like a tractor type turret in which you can grab or throw the enemy like the pitch fork.
Well, the benefit of using the jailgun, is that you get rid of the enemy before they have a chance to kill you... How's about, if the jail tower hasn't been deployed yet, the jailgun teleports the targets to one of their own spawn points?

Re: Ammo for Jailgun

Posted: Wed Feb 25, 2015 5:03 pm
by Erowid
how about a compromise and being able to control k from the jail?

Re: Ammo for Jailgun

Posted: Wed Feb 25, 2015 5:07 pm
by perrinoia
There's so many ways to break out of jail, I almost don't see why not.

Re: Ammo for Jailgun

Posted: Tue Mar 03, 2015 12:25 am
by AKA The Titan
This is a good idea... the main utility of the jail gun is to take D setters out of the fight. As is, the only way to protect yourself from getting oneshotted by lasers is the chameleon pack as everyone sets motion sensors, but since the jail gun uses the entirety of your energy even if you jail someone setting turrets you're basically dead anyways.

Re: Ammo for Jailgun

Posted: Tue Mar 03, 2015 2:20 am
by DaJ4ck3L
interesting point.

Re: Ammo for Jailgun

Posted: Tue Mar 03, 2015 7:46 am
by perrinoia
AKA The Titan wrote:This is a good idea... the main utility of the jail gun is to take D setters out of the fight. As is, the only way to protect yourself from getting oneshotted by lasers is the chameleon pack as everyone sets motion sensors, but since the jail gun uses the entirety of your energy even if you jail someone setting turrets you're basically dead anyways.
Precisely, but also, I like to capture enemies outdoors too, when they are flying towards my base, as a defensive strategy. However, after intercepting one player mid air, I always fall to the ground like a rock, where a phase disrupter is undoubtedly waiting for me.

Since we'd be getting rid of the energy limitation, an ammo limitation would definitely be required. We could call the ammo cuffs or something like that... LOL Should be a small ammo count, though... Somewhere between nuke and railgun ammo (4-15).