MRM Nanite Pod

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Weylin
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Post by Weylin »

All the time I try to combat nan just to have my target boost in the oppisite direction... same with cross nanning, the target scout panics and flys out from the group rather than getting close to be easily repaired.

A nanite missile could possibly solve this and if balanced properly could be balanced.

I was thinking along the lines of a missile that flys like the quickfire and does -50-100 or so damage.



This might also make more since realisim wise (Not that it matters though) since it launches a limited clip capsule that releases the nanites once it impacts.


So... Would somthing like this work? Can missiles do repair type damage? Would this cause too much of a problem with balance?
Last edited by Weylin on Wed Jan 16, 2008 12:45 am, edited 1 time in total.
sob_larry
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Post by sob_larry »

more like a nanite gen, like tf drops gens or rix combat pods, but a nanite pod.
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Evincar
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Post by Evincar »

you could nan at x2 speed
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Weylin
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Post by Weylin »

Maybe it would give more reason to kill the damn nannites first on bombing runs.

What i got in mind would be 1-2 clip scout mounted missile that would repair a ship a fair ammount from a distance (Provided the missile hits) but because you can only hold a few, and because of reload time, being up close the nanite gun will remain much more reliable and effecient
ImANewbie
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Post by ImANewbie »

You can target yourself with the missile meaning - teamwork.

Example: A hvy scout is damaged after fighting with miner escort and is so low on health that continuing to fight will only result in a useless podding, it now has to rip back to base to get repairs or find a powerup or another scout. With nan missile the hvy scout would be able to target itself and be back in action eliminating the need to fly wing with another scout (Quickfire can turn 180 degrees and hit the firer easily).

A nan missile flying like a quickfire will bring unbalance. If a nan missile is to exist, I think the best tracking it should have should be no more then dumbfire.
Andon
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Post by Andon »

problems with nan missiles/pods:
A) It gives the 'lock warning' sound
B) Missiles you fire cannot hit yourself
C) Pods don't target friendlies, IIRC
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madpeople
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Post by madpeople »

i thought you could get hit by your own missiles - using a dest as cover vs its own missiles

missiles don't lock onto friendlies, they use df (0) tracking
Andon
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Post by Andon »

I've had missiles with super-long lifespans and very high turn rates - They go through you, turn around, and do it again. And again. And again.
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ImANewbie
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Post by ImANewbie »

In a regular game with vanguards and ff on, my own quickfires damaged myself.
GhostMachine
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Post by GhostMachine »

Nanite MP type stuff? Works for fish LOL SEND SOME LOVE!
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