Homing Rifle
.trixX.
Budapest Join Date: 2007-10-11 Member: 62605Members
<div class="IPBDescription">a new type of weapon for the marines</div>Please set aside your prejudice, THIS IS <u>NO</u> HOMING NUKE ROCKET LAUNCHER DEALING MASSIVE DAMAGE AND SPAWNING GIANT CRABS IN ITS WAKE, thank you.
Ok, I thought about what new type of weapon could add constructively to NS2... and came up with this:
The weapon should look like a sniper rifle (BIG AND MEAN) with a scope per se. The ammo for it is an homing projectile with built in sensor and stabilizers to alter the course mid-air. It should be bolt action or semi-automatic (though bolt action would look kind of stupid on a spaceship). It would deal a great amount of damage, say 150-200 HP & 50-100 AP (not more than 100 HP for structures) per shot. These numbers could vary of course... but I hope you get the idea.
To balance, the rate of fire would be really slow (1shot / 5-6sec?).
<a href="http://www.defensereview.com/1_31_2004/Accuracy%20International%20AS50%20.50%20BMG%20Semi-Auto%20Rifle_1.jpg" target="_blank">Heres a picture of an AS50 for visual aid</a>
The procedure to shoot this rifle would look something like this:
Zoom, acquire target, press mouse1 and hold it down for ~3 seconds. An increasing chirping sound would indicate when the weapon is ready, having its highest pitch when the 3 seconds elapsed. During this time frame, the marksman have to keep the crosshair on target. The better he aims the more chance will he have to hit his target. Like, out of the 3 seconds he managed to to track the target for 2 seconds, so he will have 66% chance of hitting it. So when the weapon is ready to fire, release mouse1 to shoot.
A second method to shoot (either the former or this should be implemented):
Zoom, acquire target, press mouse1 and hold it down. As long as the marksman can keep the crosshair on-target an indicator on the HUD shows how many percent chance does he have for hitting its target, the longer he tracks the more chance he has (0.1sec = 5%, 5sec =100%??). If the target moves out of the crosshair the marine has to start all over again.
The difference between the two methods is that with the first the marines always have to wait the 3 seconds until they are able to shoot, while with the latter they can choose the time they want to fire. With both cases, the marine has to stay put while aiming.
The projectiles should provide a MINIMAL ability too shoot around corners! (and not because of lag... xD)
Oh, and you cannot fire it from hip, you have to use the scope.
<!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo--><b>[+]</b><!--sizec--></span><!--/sizec-->
sniper <3
variety
a kind of mini-game with each shot
SNIPER
high damage with one shot
did I mention SNIPER?
<!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo--><b>[-]</b><!--sizec--></span><!--/sizec-->
costs a lot of res
low rate of fire
almost useless against skulks
marine becomes a snack while aiming
can be used only at medium-long distances (because of the scope)
drains a lot of resources from the devs =/
Dont you love sniper rifles? <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
Ok, I thought about what new type of weapon could add constructively to NS2... and came up with this:
The weapon should look like a sniper rifle (BIG AND MEAN) with a scope per se. The ammo for it is an homing projectile with built in sensor and stabilizers to alter the course mid-air. It should be bolt action or semi-automatic (though bolt action would look kind of stupid on a spaceship). It would deal a great amount of damage, say 150-200 HP & 50-100 AP (not more than 100 HP for structures) per shot. These numbers could vary of course... but I hope you get the idea.
To balance, the rate of fire would be really slow (1shot / 5-6sec?).
<a href="http://www.defensereview.com/1_31_2004/Accuracy%20International%20AS50%20.50%20BMG%20Semi-Auto%20Rifle_1.jpg" target="_blank">Heres a picture of an AS50 for visual aid</a>
The procedure to shoot this rifle would look something like this:
Zoom, acquire target, press mouse1 and hold it down for ~3 seconds. An increasing chirping sound would indicate when the weapon is ready, having its highest pitch when the 3 seconds elapsed. During this time frame, the marksman have to keep the crosshair on target. The better he aims the more chance will he have to hit his target. Like, out of the 3 seconds he managed to to track the target for 2 seconds, so he will have 66% chance of hitting it. So when the weapon is ready to fire, release mouse1 to shoot.
A second method to shoot (either the former or this should be implemented):
Zoom, acquire target, press mouse1 and hold it down. As long as the marksman can keep the crosshair on-target an indicator on the HUD shows how many percent chance does he have for hitting its target, the longer he tracks the more chance he has (0.1sec = 5%, 5sec =100%??). If the target moves out of the crosshair the marine has to start all over again.
The difference between the two methods is that with the first the marines always have to wait the 3 seconds until they are able to shoot, while with the latter they can choose the time they want to fire. With both cases, the marine has to stay put while aiming.
The projectiles should provide a MINIMAL ability too shoot around corners! (and not because of lag... xD)
Oh, and you cannot fire it from hip, you have to use the scope.
<!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo--><b>[+]</b><!--sizec--></span><!--/sizec-->
sniper <3
variety
a kind of mini-game with each shot
SNIPER
high damage with one shot
did I mention SNIPER?
<!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo--><b>[-]</b><!--sizec--></span><!--/sizec-->
costs a lot of res
low rate of fire
almost useless against skulks
marine becomes a snack while aiming
can be used only at medium-long distances (because of the scope)
drains a lot of resources from the devs =/
Dont you love sniper rifles? <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
Comments
no.
Short and meaningless. I haven't even wrote what you quoted... gj
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->This post has been edited by .trixX.: Yesterday, 10:45 AM<!--QuoteEnd--></div><!--QuoteEEnd-->
Please leave these forums.
On topic: Three to five seconds is an impossibly long while. I'd rather have this weapon take .5 seconds to lock on, but do non-fatal damage.
Just giving aliens a little MORE incentive not to stick a round too long.
Very cool, but also very lame for the player on the receiving end.
im tired of weapon suggestions, becouse all weapons in enternity are absolutly useless and pointless, due a simple fact that most new games dont get:
NS has all the weapons you will ever need.
we have the LMG, shotty, pistol, HMG, GL, knife, granades and mines.
there are no situations in this game universe that needs any other weapons as listed above. look at CS. 3 weapons are used. AVP, desert eagle, m4 or AK47.
todays games try to fill gaps, which plain dont exist. the only thing you need to win in a standart shooter is a shotty, maschine gun and a ... well. thats it. close and range. slow and fast, hide cone and thight cone.
dont suggest new weapons. NS dont need them. and becouse i know you wont listen to my. i reply whit this:
===============================
NO,
HMG.
125rounds x 20dm. 2500dm in one clip. is that enough?
===============================
Don't forget the good old flame thrower <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />
Sniper has no place in NS2 unless some Community member makes it, and makes outdoors maps.
Rifle's are not smart as they are long in a confined space.
% chance of miss sucks
Alittle of auto aim sounds very too anti alien, even with above
When i read the title, i thought it was an idea about the bullseye from Resistance =)