Original Lightweight Weapon Suggestions

aNytiMeaNytiMe Join Date: 2008-03-31 Member: 64007Members, Constellation
<b>Carbine (5.56x45mm)</b>
- The carbine is virtually identical to the NS1 LMG. Can be fired on the move and while standing without any controllability penalties.
- Bullet grouping is identical to the NS1 LMG.
- 100damage/second full auto

<b>Light Machine Gun (7.62x51mm)</b>
- The LMG fires in 3-round bursts when you move at a speed faster than a walk. Fires full auto when stationary/walking.
- Bullet grouping is identical to the NS1 LMG.
- 130damage/second full auto/burst

<b>Submachine Gun (4.6x30mm)</b>
- The SMG makes you trot about 1.5x faster (you run 2x faster than normal if you drop your primary and ammo, and if you "book it" you sprint 4x faster than normal, 3x if you are holding a light primary weapon, you can't sprint with heavy weapons)
- Bullet grouping is identical to the NS1 LMG.
- 70damage/second full auto

[an interesting strategy would be to get your team to all get SMGs (or just drop all primaries) at the start and then run somewhere, build an armory and buy heavier weapons there.]

<b>Noiseless Rifle (9x39mm)</b>
- An accurate, silenced weapon which fires sub-sonic ammunition. Fires in bursts.
- Bullet grouping is very tight
- Aliens are informed that they took damage (laggy health counter) half a second after they get hit. The hollow bullet "thump" sound is still there though if the bullet hits architecture.
- debatable damage

Comments

  • the_x5the_x5 the Xzianthian Join Date: 2004-03-02 Member: 27041Members, Constellation
    edited May 2008
    1. So what of these would relate to which <a href="http://www.unknownworlds.com/ns2/news/2007/04/we_re_going_to_need_bigger_guns" target="_blank">numbered concepts in the sketch photographs</a> would fit to which of your guns?

    2. One of the most important things in designing a game is to make all of the weapons and classes different and unique enough to be useful. How would you say each of these items fills a specific unique purpose.

    3. Considering the <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=102035" target="_blank">researchable attachment idea</a>, what attachments would you recommend? (note: that the noiseless rifle would go in place of attachable silencers)


    Could be a great idea depending on your answers to those three questions. I would recommend cropping the fourth "noiseless" gun from your selection. Silencers could be useful as researchable attachments to quite fire if the commander's strategy requires for a recon scouting approach (i.e.: ninja-ing a PG), but full noiseless makes it too comparable to the alien silence upgrade.
  • aNytiMeaNytiMe Join Date: 2008-03-31 Member: 64007Members, Constellation
    Thank you for the links.

    1. I personally would prefer these to be the concepts:

    Carbine - 26
    LMG - 15
    SMG - 31
    NR - 12

    <a href="http://www.unknownworlds.com/ns2/news/2007/04/we_re_going_to_need_bigger_guns" target="_blank">http://www.unknownworlds.com/ns2/news/2007...eed_bigger_guns</a>

    2. The tactical differences are substantial. These ideas play on the idea of mobility vs firepower. Except the "mobility" doesn't just pertain to how fast you get from A to B. Mobility also has a huge impact on combat. Try fighting a marine who can jump with catalysts and a peashooter and then try fighting a marine with a fully loaded grenade launcher.

    Movement skills have always been a huge chunk of the NS gameplay and this suggestion basically gives a player a slider which they can move to favor mouse aiming skills and movement skills. This offers more freedom with the conservative option respected. (Carbine)

    3. A shameless plug for your idea huh? <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />

    I don't think that commanders should be given the option to select a player's secondary fire mode. Also, adding silencers to guns would just make silencers look like a last minute tack on and not a real thought-out gameplay influencing feature. After all, in order to get the full benefit of a silencer, you'd need a sub-sonic round. <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    edited May 2008
    Damn. Too slow. (Just wait for it though, people're gonna complain that since marines don't walk <img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" /> that makes them too similar to aliens.)

    Dude, I like it. But I would personally like to see some (more compact) bullpup designs. They'd make more sense in a close-combat situation, I reckon.
    <!--QuoteBegin-wikipedia+--><div class='quotetop'>QUOTE(wikipedia)</div><div class='quotemain'><!--QuoteEBegin--><a href="http://en.wikipedia.org/wiki/Bullpup" target="_blank">Bullpup</a> is a firearm configuration in which the action and magazine are located behind the trigger. This increases the barrel length relative to the overall weapon length, permitting shorter weapons for the same barrel length, saving weight and increasing maneuverability. It alternatively allows for longer barrels on weapons of the same length, improving trajectory and effective range.<!--QuoteEnd--></div><!--QuoteEEnd-->Fits, don't ya think?
  • aNytiMeaNytiMe Join Date: 2008-03-31 Member: 64007Members, Constellation
    The rifle is designed like that because I think it should have that used, industrial, minimalistic military surplus feel instead of a brand new shiny weapon.

    And if the smg was pup'd, it'd be too similar to the carbine.
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