The 'Bouncer'

DigitsDigits Join Date: 2012-11-01 Member: 165683Members
<div class="IPBDescription">Its a gun, it fires bullets, they hurt.</div>Another Marine suggestion from me; because you know, I get bored. Anyways, on-wards for great glory, and all that jazz!

<i><!--sizeo:6--><span style="font-size:24pt;line-height:100%"><!--/sizeo-->The MP-424 "Bouncer"<!--sizec--></span><!--/sizec--></i>

The idea behind this weapon is that so many people, or maybe its just me seeing backwards, have been asking for the HMG from the first game back, and I personally oppose to this idea. I oppose to this idea because <i>dayyuum</i>, that gun was like, about as over-powered as it gets. Once marines in the original NatSel. got it, it was pretty much game if the marines were a good team, the original game was more balanced in my opinion, but to be honest the whole Heavy Armor and HMG w/ the huge armor-buff the HA gave you was silly hard to beat even in that game. It did turn out to always end in an interesting turn of events though.

My suggestion to those people who want the HMG back, is this:

The <i>Bouncer</i> (or MP-424, which stands for Mightus Productions-424), would be a gun that is heavily reliant on not one person, but two, as it would be a two-man weapon. One person would have to operate the weapon itself, while the other would operate the reloading system, which would require them to carry around the belts or perhaps boxes of ammo for this weapon. While the gun would output an insanely high rate of fire and damage; it would be a two man team weapon, meaning the one person carrying the ammo for this gun, would automatically lose his ability to use his own weapons/mines and/or repair/utility tools. This means the gun <b>IS</b> a trade off, because it sacrifices mobility of two specific marines, the damage output of one as well, to give a heavier weapon and higher rate of fire. While the gun is mobile; if the aliens were to take down the marine carrying the ammo box, the other marine would not only now be immobile without dropping the weapon, but he would be unable to reload it and Skulks could easily either death-rush him or run circles until he eventually ran out of ammo and was unable to fire. While that is in tow, this gun will, and should, <b>ALWAYS</b> take the main-hand and off-hand weapon (I.E. Assault Rifle and Pistol) slots of the person using the main gun itself. The ammo box would only take the other person's main weapon, leaving him with a pistol, and they would of course both have hatchets, neither of them would be allowed to have mines. This is to balance out how heavy the gun's damage is and the rate of fire meaning that they can't just drop the gun with 'G' like haxzorz and continue fighting with their one and two slots like a cheap game. My belief is that the weapon and the ammo-box/belts would also have a set down animation themselves, so that once again, they could not just easy-G drop the guns, turn tail and run. Lets be realistic here, the gun likely weighs forty-to-sixty pounds alone, throwing that like a useless piece of junk is liable to not only get you logically chewn out by your commander but to pull a muscle and render you dead meat anyways! I've also mastered myself in the idea that this powerful of a gun should have a very short range; this is because its firing rounds at such a high-rate and heavy impact, the chamber fractures most of the bullets as it sends them outwards, creating rounds that turn into shrapnel after the good hundred feet or so. (I actually don't know the measurement of range for the weapons in NS2 via scaling wise, I.E. Feet/Inches/Meters)

Statistic Specifics/Primary and Secondary Firing Modes:

Primary Fire: Volley

Function: Inflicts heavy damage at a high-rate of fire at the cost of extreme ammo-expulsion.

Damage: I'd say around 15-20 damage per shot.

Damage Type: Piercing? Or perhaps its just normal. One of the two; I can assume being such a costly and limited weapon, its firing APC or Hollow Jacket rounds.

Range: 120-150

Fire Delay: 0.3-0.5 seconds.

Clip Size: 150-200 rounds per-clip before required reload by partner.

Short Description: A heavy-weapon designed for two-man teams to serve as a heavy caliber weapon able to suppress or down aliens. What it lacks in accuracy, it makes up for it sheer firepower and rate.

Secondary Fire: Holo-target Trajectory Rounds

Function: This does not negatively nor positively affect the damage of the weapon. It is simply an idea I had to make the weapon more interesting; like adding a detail to a Warhammer Table-top Model to make it more fluent and eye-catching, as detail does matter. The idea behind it is that all rounds fired during this thirty-second period of time will mark afflicted targets and track the distance from the Bouncer user, however, the more targets marked, the more randomly the distance number changes! I felt it was a nice little detailed touch, if anything, it can serve as a use for Onos-chasing.

Description (Moar Bad Writingz!): The MP-424, or <i>'Bouncer'</i> is a weapon designed to supplement Frontiersman field-squads, filling in as a replacement role for Exosuits depending on the preferences of the soldiers. It is a heavy weapon; requiring two men to operate it, one to use the weapon itself, and the other to operate the belt-fed ammo-box that continues to feed the monstrous weapon with rounds that it continues to unload like spit-fire. Weighing in around fifty to sixty pounds; the MP-424 is a solid-black weapon, several exhaust holes on the gun-barrel that allows the flood of heat and smoke to ventilate out of it, as well as a large handle on the top in resemblance to the early 20th century heavy-machine guns, which acts as a stabilizer. The trigger of the gun is a modernized hair-trigger; allowing for rapid fire of the weapon with quick efficiency to stop the constant blaze of the cannon-like weapon, the composite stock on it is designed by light-weight alloys and a shock-absorbant material designed to minimize the constant recoil of the weapon as it lacks a tri-pod or surface stabilizer. It is however designed for hip-fire and is not recommended to be set against the shoulder as even with the reduced recoil it is quite likely one may fracture, if not completely shatter, their shoulder bone trying such a 'rambo'-relevant move.

Unlike most current Frontiersman weapons; the gun is not based on the accuracy of its fire, but instead the placement of its rounds itself. Allowing for heavy suppression the gun has several durable-alloys along the base and frame-work of the gun allowing for 'rough' treatment of it, while it may be a heavy-to-heft weapon, it definitely has been designed to not only last but to be proficient in movement as best as possible as well as last as long as needed. While most of the Frontiersman weapons currently feature a built-in magazine/round counter; the MP-424 is one of the first weapons to have a fully-automatic digital HUD, which projects from the right-side of the weapon and counts both the rounds left in the gun and the current Holo-Target affected life-forms distance, differing on how many targets have been hit by the Holo-target Rounds is the difference between how conflicting and rapidly-changing the distance number is. It is recommended the Holo Rounds are used wisely. As the interference from the countless afflicted targets will eventually make the distance-counter useless.

So. Yeah. Ideas. Critique is welcome; love you all, thanks for reading, have a nice bug-hunt! (Pop Culture Reference! Ba-zing!)

Comments

  • StixNStonzStixNStonz Join Date: 2006-11-06 Member: 58439Members, Reinforced - Shadow
    Sounds like the Vulcan from Gears Of War 3, but that had a tweak that made it a bit more balanced.

    The full magazine size was only about 3 seconds worth of firing, but the Ammo carrying guy could keep tapping A to refill about 0.2 seconds worth. So, as soon as the shooter started firing, the ammo guy has something to do to keep him busy... pumping the ammo like crazy.

    Also, the guy with the vulcan couldn't move beyond the small radius around the ammo box (3m or so), so without someone carrying the ammo, he was stuck and would soon be out of bullets.

    It's a great mechanic. It could be hard to figure out costs etc though... maybe make it require an Adv Armory (proto might be unnecessarily high), and only purchasable by the comm.
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    being the guy that is reloading that thing sounds about as much fun welding a exo for 1/2 the game lol. :P

    i do like the of of having a two person weapon or vehicle even, but its gotta be fun for both players.

    maybe the 2nd player would someone be a target designator or recon - but not really sure how it could work.
  • DigitsDigits Join Date: 2012-11-01 Member: 165683Members
    I appreciate both of your critiques; to you Schkorpio, though, I understand that it can be seen as a boring job. Thats the point though. You sacrifice your fun for a more intense game and productive weapon that can suppress and be in almost constant fire. You won't always be the one holding the Ammo-box, not to mention if the guy dies and someone needs to pick up his gun, you're likely the closest even with the anim. time to drop the box.

    Also, to you Stix; I was thinking on a more basis that it would be an Advanced Armory item for around sixty resources. Limited to one or two, depending on how big the game can get, (I.E. 6 vs. 6 would be one, whereas 10 vs 10 might be two or even three) and it would also be a weapon that the ammo box would also eventually run dry, and they would have to pull back to an armory entirely to refill it. If enough of my ideas got accepted I might even design another Marine structure all-together focusing on different types of prototype-infantry weaponry that recharges them or refills them and etc.
Sign In or Register to comment.