arc rifle
warbrand2
Join Date: 2010-12-13 Member: 75657Members
<div class="IPBDescription">weapon suggestion</div>The arc rifle is the NS2 marines equivalent to an rpg. It has 4 spare shots and fires at the same speed as the ARC tank. this weapon can cripple a fade if you can hit it.
Weapon info and stats (suggestion)
rounds/ spare: 1/4
damage per hit:deals high damage to aliens.
fire time: 2.5 second cool down before shot 5 second reload after shot
design: the arc tank's cannon with a m60 like grip and holding. has a thermal display (just shows heat sigs of aliens and players in your direct line of sight)
accuracy: its a projectile weapon. the projectile travels at a high speed. (think crossbow in hl2)
drawbacks: deals 10 self damage on shot if armored 15 if not
personal res cost: ??
notes:
1.This weapons main strong point is it can fire through walls, but you your self can't see through walls meaning ether A you must have a team member pointing out targets on the other side or B. you must be aiming at buildings
2. ammo packs only refill one round.
suggestion revisions made so far: 8
Weapon info and stats (suggestion)
rounds/ spare: 1/4
damage per hit:deals high damage to aliens.
fire time: 2.5 second cool down before shot 5 second reload after shot
design: the arc tank's cannon with a m60 like grip and holding. has a thermal display (just shows heat sigs of aliens and players in your direct line of sight)
accuracy: its a projectile weapon. the projectile travels at a high speed. (think crossbow in hl2)
drawbacks: deals 10 self damage on shot if armored 15 if not
personal res cost: ??
notes:
1.This weapons main strong point is it can fire through walls, but you your self can't see through walls meaning ether A you must have a team member pointing out targets on the other side or B. you must be aiming at buildings
2. ammo packs only refill one round.
suggestion revisions made so far: 8
Comments
Think of this weapon more as a sniper rifle taht has a thermal view finder instead of a scope.
some clarifications
1. this only has 5 rounds while hitting buildings wit it would be easy. an accurate player may get one or two alien kills with it do to there movement speed by the time you shoot they have moved.
2. this is a support weapon meant for the late game
3. ammo packs would/should only give it one round (for balance)
Second, if its too hard to aim and slow to fire, no one will waste their time, if its not, everyone and their mother will have it and just camp outside alien bases sniping every alien while one or two people play guard with a flame thrower.
Finally, balance factors don't really play into how it feels in the game. If there was a gun that required you to spin around four times, do a somersault, and then recite the alphabet backward, it would be difficult to use, but to the person being one shot, its still frustrating because "they didn't get a chance."
This is not the same as "there was no chance of him failing" but "the played getting one hit didn't get a chance to avoid it because he was shooting through walls."
Sounds like a lot of work for something the HMG is going to eclipse then. Marines don't need anti-structure weapons, they've got grenade launchers already that they can already bounce around corners.
Besides that, its going to be absolute murder against the big fat onos who can't help but get shot through walls before he ever gets a chance to close with the foe. I mean what are the aliens supposed to do late game when the marine team starts packing these rifles and butchering all the onos before they can get anywhere near the base to land a killing blow? Getting 1 or 2 alien kills without real danger to yourself is not a balanced gun. That's what makes people hate the fade so much now.
So, it randomly kills or randomly misses whatever you shoot it at.
Sort of the complete opposite of skill.
Sort of the complete opposite of skill.<!--QuoteEnd--></div><!--QuoteEEnd-->
it is highly accurate but the alien team has high movement speed. this weapon fires A projectile (only way I can think to balance that part) that is fast but a alien player can easily side step it and continue at you. they only way you can really hit a alien player is if they are running right at you, not moving , or you get lucky.
ALso I am going to change the damage vs players but It would need to be high but not to high as the guy 2 posts above me stated a one hit is OPed.
How do you side step a weapon that is firing through a wall at you out of your line of sight? The problem isn't that it kills things, the problem is that it <b>kills things through walls that it can see through.</b>
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->ALso I am going to change the damage vs players but It would need to be high but not to high as the guy 2 posts above me stated a one hit is OPed.<!--QuoteEnd--></div><!--QuoteEEnd-->
I think the weapon would work a lot more balanced if it couldn't see through walls, even if it could fire through them. Even then I'm not so sure, in hallways that are skinny it would be easy to gun down onos after onos who can't help but be shot through the wall.
The Onos isn't in yet but I was thinking it would be immune to a shot to the front from this weapon (half damage) the problem is what damage should the weapon do.
ALso I am going to change the damage vs players but It would need to be high but not to high as the guy 2 posts above me stated a one hit is OPed.<!--QuoteEnd--></div><!--QuoteEEnd-->
Or alternatively the alien doesn't realise you're shooting at it until the projectile hits it and wipes out all its health, which is probably going to happen especially if it shoots through walls.
<!--quoteo(post=1865052:date=Jul 31 2011, 06:06 AM:name=warbrand2)--><div class='quotetop'>QUOTE (warbrand2 @ Jul 31 2011, 06:06 AM) <a href="index.php?act=findpost&pid=1865052"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->ok removing the see through walls part but not the fire through walls part.
The Onos isn't in yet but I was thinking it would be immune to a shot to the front from this weapon (half damage) the problem is what damage should the weapon do.<!--QuoteEnd--></div><!--QuoteEEnd-->
So it shoots through walls but can't see, therefore I should just fire it at random in the direction of the hive room until things die.
Sounds like fun.
The Onos isn't in yet but I was thinking it would be immune to a shot to the front from this weapon (half damage) the problem is what damage should the weapon do.<!--QuoteEnd--></div><!--QuoteEEnd-->
The most important thing for any weapon is determine a role, see if that role is fulfilled, then if not, choose how it will function in that relatively narrow but well defined role.
A weapon that is too broad in its roles will step on other weapons (figurative) toes and thus become the "spam weapon of choice" which can have unpleasant consequences.
Why not just use the ARC cannon?
Personally, I like the idea of a Sniper rifle, however you wouldn't want it to be too effective all-round. Perhaps have it being very effective against alien players but not effective against structures, making it the opposite to the ARC cannon. It's ability to see through walls should be limited to a certain distance, along with only allowing it to see aliens that are moving at a certain pace, this still allows Skulks and other aliens to get the drop on Frontiersmen. I't could still be capable of spotting aliens that are stood still or moving slowly if they are scanned or if other Frontiersmen have direct line-of-sight on them, along with spotting cloaked aliens that are scanned (this depends on if scanning a Shade and the entities it cloaks reveals them).
It could have an alt-fire ability that allows it to tag alien players and structures, marking them for the commander and other Frontiersmen on the ground to see. Medium-High damage to smaller aliens is fine for a weapon like this but remember that One-Shot-Kills are a BIG no no. One shot per-round and a slow reload (not <i>too</i> slow) would make this weapon good at long range but unreliable up close, just how a good Sniper should be.
"An elegant weapon from a more civilized age" ;)
On a more serious note, I think its more similar to the Type-50 Sniper Rifle System that overheats after every shot instead of two, + Wall hacks.
I dont think marines need another weapon to destroy buildings. Grenade launcher is a good weapon for that + every added weapon would destroy the point of the ARC cannon. I would like to see a sniper in the game kind of like the scout from css but not another anti building gun. + as mentioned before in this thread it seems to be a gun that is anti skill.
<a href="http://www.youtube.com/watch?v=JPrTP7vEH2E#t=06m00s" target="_blank">http://www.youtube.com/watch?v=JPrTP7vEH2E#t=06m00s</a>
<a href="http://www.youtube.com/watch?v=nPey8yxyNVY#t=05m15s" target="_blank">http://www.youtube.com/watch?v=nPey8yxyNVY#t=05m15s</a>
Damage is about 4~6 shotgun blasts, concentrated, and then the magnets have to reset before it can fire again.
There is already a railgun/sniper of sorts planned, there's really no need for this.