While my first choice is the Flame Thrower, I already know this is probably being considered.
So, my idea is this:
<b>Proximity Hand Grenades.</b>
Ever play Perfect Dark for the N64?
Basically, these are grenades, except when you throw them, they bounce around like bunny hopping marines and explode as soon as they get close to something.
My reasoning behind proximity hand grenades is that if you can't put in the flame thrower, then put in these dudes as a temporary holdover; they would clear out vents by bouncing extreamlly fast through them, much faster than a skulk/lerk can run away. You could lead attacks on fortifcations with these greandes or heavily infested areas.
Details:
- Costs 5 res - Only can carry 2 (or 3, would require testing) - Same power as a mine (maybe a bit more, make it enough to kill a lerk in one hit) - Requires basic armory to drop - Takes up pistol slot (big disadvantage) - Bounces only 10 times, then explodes at 11th bounce - Explodes if it hits anything, including your buildings, teammates, aliens, whatever. - If FF is on it deals damage like normal grenades from a grenade launcher does. - The bounce behind the grenade isn't realistic: o It always bouces forward and way from the user, even if the slope is against the grenade o It has a more horizontal force towards it's bounce, so it will travel far down vents/corridors within 10 bounces - The force a marine starts to throw a proximity hand grenade is a bit weaker than how much a grenade launcher launches a grenade right now
I think proximity hand grenades would be a great alternative if you can't put in a flame thrower. It would serve many of the same functions a flame thrower does, however it would be limited in use, would be a secondary weapon instead of a primary.
also: maybe some kind of larger gun for the marines that emphasizes damage rather than rate of fire. If you miss you're screwed, but if you hit, then it looks like they're screwed now.
or: more secondary weapons? Perhaps a different pistol, hand grenades, melee weapon, small children to distract aliens with?
Changed my mind!! stungun idea looks hillarious! But it should only work on skulks gorges and lerks, maybe only just slow down onos/fade. Good way to get a lerk camping in a vent, stun the **** so he can't just pop back when you fire.
Due to the fact that GL's are given out rarely on pubs and as far as I know in clan games, I've come up with an efective anti onos weapon:
------------------------------------------ The TRL(Tactical Rocket Launcher).
It functions like a LAW launcher, in the way that it is a one shot disposable(this is subject to change) rocket launcher. The point of the weapon is that Oni are in most cases too hard to hit with a GL and can take too much fire from HMG's shotguns and LMG's without needing to retreat (even with all weapon upgrades) Once the rocket hits an object of suitable hardness, it detonates causing massive damage to the target(eg. Onos, Fade, Wall, Hive) as a side note, all carapaced lifeforms cause the rocket to explode, due to the fact that a carapaced Khara's outer is comparaly hard to steel (may vary)
Here are some possible stats for the weapon:
Damage: 250 vs. lifeforms* and 40-60 % vs structures low splash damage to prevent spammage.As it is designed to destroy tanks and in this TSA combat situation large Khaara lifeforms** Weight:Average, replaces the pistol. Ammunition: 1 shot(is subject ot change) Range:As far as there is a clean path of flight Speed:Fast (as to be able to hit the Onos) Cost:between 15 and 20 res Requirements:Adv. Armory Other notes: There is no delay between the firing of the rocket and its departure
*If fired at amaller lifeforms or structures, it passes through the unfortunate object/lifeform scoring an instant kill or heavy damage, as the rocket destroys many organs causing the death/damaging of the creature. The rocket then continues on its course untill it finds a solid object.
**The hive is the only exception to this as it is large enough for the roket to travel far enough inside it to explode.
Right, anyone ever play SiN? O.k, how about the expansion pack? Well that's probably about 2 left in the whole forums including me.
I know weapons inspired by other games arn't really great ideas, but <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Those of you who DO recall, there was a weapon called the IP40 I believe. You only got it right near the end, but to me it was the pinnacle of awesomeness.
It wasn't exactly an energy weapon (although it DID seem to be energy-propelled; this could be changed for NS if it isn't gritty enougth), it used (from what I could see) a minature nuke. It would be:
-Explosive (technically... it's a mini nuke <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> ) -VERY heavy -Can only take 3 shots (one loaded, two in reserve). The clips would be huge, it IS a minature nuclear device -After you press the fire button, it would take about 5 seconds for the shot to actually fire -The shot would move fairly slowly, even an onos would be able to move out of the way (though probably not out of the blast) -+50% damage vs structures -Takes a LONG time to reload, like, 30 seconds. Most of this wouldn't need to be animated since it would be "cool-down" time -Lots of damage all round, possibly 400 at point blank? Though you understand you would have to be standing still for a long time to actually BE at point blank, and it is highly innaccurate anyway. -(if possible) the firer CANNOT MOVE in the 5 seconds after they press the fire button. This is to represent the strain of keeping the protesting weapon pointed in one place while it's vibrating violently (yes, i've thought about this a lot <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> ) -Speaking of which, in the 5 second firing time the weapon would vibrate violently as if you were firing a lvl 3 hmg on full auto, only worse -Has a MASSIVE blast range. Think the entire of reactor room on NS_Tanith. -Makes a very audiable hum/rumbling when loaded; aliens can easily hear it coming. -(possibly) can only drop one at a time due to TSA nuclear policy; they don't want to make the whole place radioactive. Also to prevent 3 marines with them killing a hive in 3 shots (no i don't know the hive's hp <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> ) -Fires in a straight line and does not arc -Oh and it would have to cost quite a bit... like... 40 res at least
The purpose of the weapon would be an alternative to the GL. It would do far more damage and would be easy to dodge, so it would be primarily for doing ludicrous amounts of damage in one shot. Commanders would have to make sure they gave it to someone they trusted, newbies could wreak havok.
It would be the ultimate room-clearing weapon; any alien who heard it coming would have 2 choices; run away fast, or kill it quick before it fires! Hence the 5 second "stand still" time. A commander would be pretty stupid to give it to an lmg marine, a single skulk could chomp the firer in the 5 seconds before firing.
It's inaccuracy means you cant guarantee it to hit anything much besides entire rooms, which is what it is designed for. Using it at close range would be a fairly fatal experience. Clan play with FF on would be very interesting.
It would also be a good game-ender. While aliens desperately need a game ender, this is a good one for the marines. It might not be great at WOL destroying since you would have to be pointed at one for a full 5 seconds while the OC's fire at you, but it would certainly put the fear of Flayra (a.k.a, god) into the aliens.
Don't flame just because "mini-nuke" sounds nubbly, it makes sense if you think about it <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
I've been typing for some time now so please at least comment on it. Please.
maybe there should be another type of shot gun, compare the the shot gun now its fast and the ideal gun, the new shotgun could be slower but pack a powerfull hit againsnd fades and skulks, or any type of alien. ( the main SG should be less damage to buildings, and have the new SG be more to aliens and buildings) you would walk a lil slower then the normal shotgun and carry 10/30 bullets max. the accuracy of the gun would be a little more tight then the normal shotgun since you walk slower. if you think this is a good idea pass it along or help my idea. but for reall ppl that want flamethrowers and a gatling gun is just ridiculous. <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo-->
hey I really like the idea of the "mini-nuke" <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> a hive has 6000 hp... so the nuke should do like 1500 damage vs buildings... it would kill a WOL in 1 shot.. nice idea!
I have always wanted to see handgrenades in NS. I have suggested some kind of concussion grenades before (something like in TFC). Aliens would be tossed around, their speed would be reduced and their view would stagger. With those, you could get the attacking aliens in disorder for a while and saw(*) them to bits.
But about five minutes ago I figured a new type of grenades. Something like fragmentation grenades, but instead of dealing lots of damage they would burst some kind of nano-metal shards. The nano-shards would stick on aliens' skin and make them unable to cloak. Permanently. They would be useful when dealing with rooms filled with OCs and a SC. And (on pubs) most of the commanders don't bother scanning all the time.
Both of the grenades would be researched in (advanced?) armory, and every respawning marine would have one or two of each researched grenades.
And because there has been lots of replies about melee weapons. (*)Here's my suggestion: COMBAT CHAINSAW!!! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
You guys are so creative. I would have never though of the uber-"elite" gun which pwns you all with nuclear capabilities. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
8 credits for 2, replace noting, goes in 4th slot.
Throw 'em, they explode, releasing liquid nitrogen, anything in the area takes some damage. If hit, your movement speed is cut in half until you "thaw".
They leave a cloud of liquid nitrogen for a few seconds after they explode. If you walk in them, your movement speed is slowed until you leave the cloud.
DarkFrost: The idea of another type of grenades sounds really good, considering the gl kinda sucks right now. a gas or incindirary grenade would be a powerful alternative to the normal grenade for flushing out aliens
good ol flame thrower, I agree that rtcw has the best flamethrower, and getting ns to look like that would be hard. if that was added one way to do it would be to modify the jetpack model (to a feul tank) and the stream made larger and put outward, there is your blue flame
I know my pal squishy would love to see a throwable knife. It could do something like 60 damage and have a limited range (you can't eaxactly throw a knife all the way across refinery hive). Theres no secondary fire for ns weapons so maybe you could spawn with knife in slot3 and throwable knife in slot4 (still the same knife). If you use the throwable knife it would disable slot3. I think this would make for some really fun ns moments. "WOW OWNED! speared an onos wif my knife". Would be kinda cool of you could pick it up again although that might be exploitable depending on how it was implemented. Making it like gorge spit would make it a challenge to use. If it was hitscan I think it would be too good. There could be cool visual effects too like if the knife hit a wall it could stick in. If the knife reached its range it could slide across the ground (liek the sachel in HL).
An electrical/Gauss gun like the one from The Matrix. Now that the TSA has mastered electrification of structures, they have developed a portable package for electrocution. Does constant damage and the specialty is that the fire tracks targets, so it is especially useful against the fast moving lifeforms (skulk, lerk, fade). Not a fire and forget type of tracking but it could be like a big circle on your screen and the beam would bend to hit a single (or multiple?) target within that circle. Not good against structures since the electricity dissipates back to the ship too easily. takes a battery, you can carry 2 spares (so mulitple ammo drops from the comm are still necessary)
There could be an anti-electricity upgrade for the aliens, too...a layer of metal under thier skin that conducts the electricity directly into the floor instead of through thier bodies.
Matrix has advanced technology but still a very gritty feel...
Seconary weapons of NS tend to fit the role of backup or indirect assault(pistols and mines).
Another good secondary weapon in NS(because there isn't many of them to begin with) would be something like <b>democharges</b>. They would be a totally offensive weapon and be good for indirect assault against structures. So a good example would be you place a detpack against an arrangement of OCs and a res tower...It blows up killing OCs and doing a good deal of damage to the res tower. They would probably have to be 10 res a pack for this to work as a balanced indirect offensive weapon. Mines wouldn't be able to take the place of this because they are for indirect defensive assault.
accuracy: like the pistol / no spread / one bullet per shot range: double the range of a normal shotgun damage: ~100 (momentum/damage does not decrease at range) RoF: like the normal shotgun ammo: 8/40 cost: 10 res 1/2 damage to structures (round would just pierce through and thus dealing not much damage to a building)
i guess this is sniper rifle in your eyes. well i just hate the spread of the ns weapons and i love the shotgun. this would be my new favorite weapon <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->. it would have a damage potential of 800 per clip and 50% vs buildings. i guess this weapon would not be overpowered and make a lot of fun.
Well all i can really think of is hand grenades for marines fo them skulks that camp them dam vents costing arround 5/6 res coming in 3's dmg arround 100-150 and do 125% dmg to structures + AOE (area ov effect) decreasing as u get away from the central explosion - 25 dmg per meter. for these long game when aliens camp vent with dc's and cound be a good anti onos thing <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> only cheap not over powered <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
i think a 2nd grenade launcher would be good but one that replaces the handgun one it would be able to launch only 1 grenade sort of like an alarm pistol,
Name : MiniGenadeLauncher Cost : 10 Resources Ammo : 1 Reload : 2x Handgunreloadtime DMG : 2x Normal Grenade
Maybe it could even be done as an adition to the LMG or Handgun it just being ammo costing 10 then
How about some monofilament wire? Or a Light Saber? No seriously, gauss rifle / railgun . equipable only by HA, and they can have no other weapons when they hold this it would slow them down to half their normal speed. 1. it does 400 damage, piercing, 75% less to structures 2. has a 5 second reload. holds 1 round in chamber. instant hit. 3. it would slow them down to half their normal speed. equipable only by HA. This thing is very heavy. they can't have any other weapons when this is equipped. 4. 3 in the clip. 5. it fires strait, very accurate, and instantly hits. It has a destinctive blue coil that is left by the ball when fired. 6. this gun is fragile, and if the user's armor is zero it will break if it is attacked. It is a very costly prototype and still experimental. 7. arms lab - full weapons and armor upgrades, protolab with HA upgrade, can only equip on HA. requires an electrified TF, and advanced weapons on armory. costs 35 res.
Are you all considering that marines are supposed to go around in teams? So no 300+ damage weapons that can kill an onos in 2 hits, because then the comm will just hoard res until he can afford 3+ and then send them out to pwn the alien team, constantly dropping them ammo and health and what not.
I don't think NS needs "new" guns...I think it needs gun upgrades.
Example: All LMG's after this upgrade have 75 bullets per clip instead of 50. LMG's rate of fire increased by 25% after this upgrade.
This is a way to improve your weaponry without having to drop more weapons (tech). Artwork = same, however the weapons are still "new".
Or you could just make these upgraded LMG's...maybe 5 res each or something...they just fire faster or have bigger clips. Everyone wants to add newer bigger better weapons...when something in the middle is really all I see that is needed.
<!--QuoteBegin--welthqa+Oct 20 2003, 12:42 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (welthqa @ Oct 20 2003, 12:42 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> How about some monofilament wire? Or a Light Saber? No seriously, gauss rifle / railgun . equipable only by HA, and they can have no other weapons when they hold this it would slow them down to half their normal speed. 1. it does 400 damage, piercing, 75% less to structures 2. has a 5 second reload. holds 1 round in chamber. instant hit. 3. it would slow them down to half their normal speed. equipable only by HA. This thing is very heavy. they can't have any other weapons when this is equipped. 4. 3 in the clip. 5. it fires strait, very accurate, and instantly hits. It has a destinctive blue coil that is left by the ball when fired. 6. this gun is fragile, and if the user's armor is zero it will break if it is attacked. It is a very costly prototype and still experimental. 7. arms lab - full weapons and armor upgrades, protolab with HA upgrade, can only equip on HA. requires an electrified TF, and advanced weapons on armory. costs 35 res. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Uhm......no.... just, no.
DC_DarklingJoin Date: 2003-07-10Member: 18068Members, Constellation, Squad Five Blue, Squad Five Silver
handnades 1. half the damage normal nades have but a "normal armory" weapon. Should be as strong as normal nade vs strucs. half the distance trhowing or in a mroe curve. 2. As fast as humanly possible. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> 3. no effect. 4. I say 5 to 10 5. fire in curve 6. replace pistol or maybe even make a new slot.
Sonic/Scan nade 1. no damage. Scans like the comms obs scan. half the distance of a normal scan. 2. fast 3. nada 4. 5 to 10 5 curve 6. pistol or new slot
flashbang 1. no to little damage (1%). *Flash*, aliens lose sight for a short period and there hivesight loses acuracy. sound is gone. OFs fire somewhat off. 2. slow.. (don't tell me marines arent bothered by this) 3. nada 4. 5 to 10 5 curve 6. pistol or new slot.
Snipergun. 1. insane damage.. (200). 1 in a clip.. up to 10 shots. insane range.. (duh) autozooms when selected. (cause we can't use it in a firefight anywayz). maybe equipt with nightvivion, hitscan, w/e. sctructures have 50% instead of the aliens 100%. (so 100dmg) 2. long.. very long reload time. 3. big gun, slow.. 4. up to 10 + 1 n gun 5. straight ahead.. not affected by surroundings. 6. replace gun.
Trying to sum up- Flamethrower: Will most likely never look good in the HL engine, at least not so that it can compete with that of, say Wolfenstein.
Nuke: Too many problems with balance.
Dual hand guns: Would be nice to have something with better range than shottie and better acc than the LMG but I think that the usage impairs gameplay. Cool though.
CC-weaponry: Primary weapon. Think Combo. Gives a slightly stronger hand gun but with fewer rounds combined with a hightech sword or electric rod. Anyway LMB strikes with the sword/rod, RMB shoots hand gun. Usage? Dunno.
Iron fist: HA being able to "punch". Great idea.
Deployable support weapon: Also great idea, higher accuracy and piercing capability is needed to counter fades and especially onos (darn cows...).
Handgrenade: Think "nadepack" which gives a marine 3 fragnades and 1 flashnade. The flashnade is NOT used to blind but within the balstradius EXPOSE cloaked objects. Given by comm, cost 8 or 10. Replaces secondary gun. This I think would be a natural step for an organisation such as TSA being on low funds and so.
//Peace out <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Wow, I read through this whole thread with the idea of a flashbang in my head, and of course, the very last post I see...
I'm not very creative, but every gun seems to have it's role, so I can't think of anything else. A gas grenade or flashbang sounds like an interesting idea, its something to bug lerks with early on, something to slow aliens down, etc. Perhaps the effect of the flashbang should be offset by how man SC's the aliens have, useful at 0, not very useful at 3. Maybe they should look, sound, and bounce just like GL grenades, THAT should make them stay fun even in mid to late game. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
I'll just do the six-point thing again for it, since the last fellow seemed rushed... <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> Flashbang 1. damage - little to none, blinds nearby aliens for up to 3 seconds (3 SC's should bring this down to 1 and half seconds), marines should be protected by those cool-looking but otherwise useless shades <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> 2. rate of fire - Slow, just so people can't be pains with it 3. weight - very little, naturally 4. clip capacity - no clip of course, but 3 or 4 to a pack, slot 2 weapon 5. other traits - fires in an arc, just like a grenade from a gl, but reduced range 6. description - After studying the Kharaa, TSA scientists discovered their sensitivity to light, and believe they have found a way to disrupt not only an aliens physical sight, but also disrupt it's hivesight for a short period of time 7. tech requirements - Armory of course, maybe an arms lab, depending on how useful the thing actually turns out to be
I don't think the marines need any bigger guns, I get nervous enough when the comm gives me the only gl... <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> First time with it, one round, missed the vent, hit the wall, killed myself, and nothing else.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->No comments on my proximity grenade idea...<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->I liked the idea, I played PD just yesterday, those things are just plain-old fun <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> I think most people would be happy with regular hand grenades though.
I think that the primary weapons cover most of the tactical situations adequately. A new secondary weapon would probably be more beneficial. I really like the satchel charge idea. I could be just like the one in original hl, throw and detonate.
It would have numerous uses, but it wouldn't totally dominate like a nuke cannon/rail gun/uber l337 shotgun. you could use it for ambush purposes, against structures, or to catch that onos/fade after the hit and run attack on your base.
But unlike mines, a random skulk could not set it off.
Comments
While my first choice is the Flame Thrower, I already know this is probably being considered.
So, my idea is this:
<b>Proximity Hand Grenades.</b>
Ever play Perfect Dark for the N64?
Basically, these are grenades, except when you throw them, they bounce around like bunny hopping marines and explode as soon as they get close to something.
My reasoning behind proximity hand grenades is that if you can't put in the flame thrower, then put in these dudes as a temporary holdover; they would clear out vents by bouncing extreamlly fast through them, much faster than a skulk/lerk can run away. You could lead attacks on fortifcations with these greandes or heavily infested areas.
Details:
- Costs 5 res
- Only can carry 2 (or 3, would require testing)
- Same power as a mine (maybe a bit more, make it enough to kill a lerk in one hit)
- Requires basic armory to drop
- Takes up pistol slot (big disadvantage)
- Bounces only 10 times, then explodes at 11th bounce
- Explodes if it hits anything, including your buildings, teammates, aliens, whatever.
- If FF is on it deals damage like normal grenades from a grenade launcher does.
- The bounce behind the grenade isn't realistic:
o It always bouces forward and way from the user, even if the slope is against the grenade
o It has a more horizontal force towards it's bounce, so it will travel far down vents/corridors within 10 bounces
- The force a marine starts to throw a proximity hand grenade is a bit weaker than how much a grenade launcher launches a grenade right now
I think proximity hand grenades would be a great alternative if you can't put in a flame thrower. It would serve many of the same functions a flame thrower does, however it would be limited in use, would be a secondary weapon instead of a primary.
also: maybe some kind of larger gun for the marines that emphasizes damage rather than rate of fire. If you miss you're screwed, but if you hit, then it looks like they're screwed now.
or: more secondary weapons? Perhaps a different pistol, hand grenades, melee weapon, small children to distract aliens with?
Due to the fact that GL's are given out rarely on pubs and as far as I know in clan games, I've come up with an efective anti onos weapon:
------------------------------------------
The TRL(Tactical Rocket Launcher).
It functions like a LAW launcher, in the way that it is a one shot disposable(this is subject to change) rocket launcher.
The point of the weapon is that Oni are in most cases too hard to hit with a GL and can take too much fire from HMG's shotguns and LMG's without needing to retreat (even with all weapon upgrades)
Once the rocket hits an object of suitable hardness, it detonates causing massive damage to the target(eg. Onos, Fade, Wall, Hive) as a side note, all carapaced lifeforms cause the rocket to explode, due to the fact that a carapaced Khara's outer is comparaly hard to steel (may vary)
Here are some possible stats for the weapon:
Damage: 250 vs. lifeforms* and 40-60 % vs structures low splash damage to prevent spammage.As it is designed to destroy tanks and in this TSA combat situation large Khaara lifeforms**
Weight:Average, replaces the pistol.
Ammunition: 1 shot(is subject ot change)
Range:As far as there is a clean path of flight
Speed:Fast (as to be able to hit the Onos)
Cost:between 15 and 20 res
Requirements:Adv. Armory
Other notes: There is no delay between the firing of the rocket and its departure
*If fired at amaller lifeforms or structures, it passes through the unfortunate object/lifeform scoring an instant kill or heavy damage, as the rocket destroys many organs causing the death/damaging of the creature.
The rocket then continues on its course untill it finds a solid object.
**The hive is the only exception to this as it is large enough for the roket to travel far enough inside it to explode.
Any comments will be appreciated!!
I know weapons inspired by other games arn't really great ideas, but <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Those of you who DO recall, there was a weapon called the IP40 I believe. You only got it right near the end, but to me it was the pinnacle of awesomeness.
It wasn't exactly an energy weapon (although it DID seem to be energy-propelled; this could be changed for NS if it isn't gritty enougth), it used (from what I could see) a minature nuke. It would be:
-Explosive (technically... it's a mini nuke <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> )
-VERY heavy
-Can only take 3 shots (one loaded, two in reserve). The clips would be huge, it IS a minature nuclear device
-After you press the fire button, it would take about 5 seconds for the shot to actually fire
-The shot would move fairly slowly, even an onos would be able to move out of the way (though probably not out of the blast)
-+50% damage vs structures
-Takes a LONG time to reload, like, 30 seconds. Most of this wouldn't need to be animated since it would be "cool-down" time
-Lots of damage all round, possibly 400 at point blank? Though you understand you would have to be standing still for a long time to actually BE at point blank, and it is highly innaccurate anyway.
-(if possible) the firer CANNOT MOVE in the 5 seconds after they press the fire button. This is to represent the strain of keeping the protesting weapon pointed in one place while it's vibrating violently (yes, i've thought about this a lot <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> )
-Speaking of which, in the 5 second firing time the weapon would vibrate violently as if you were firing a lvl 3 hmg on full auto, only worse
-Has a MASSIVE blast range. Think the entire of reactor room on NS_Tanith.
-Makes a very audiable hum/rumbling when loaded; aliens can easily hear it coming.
-(possibly) can only drop one at a time due to TSA nuclear policy; they don't want to make the whole place radioactive. Also to prevent 3 marines with them killing a hive in 3 shots (no i don't know the hive's hp <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> )
-Fires in a straight line and does not arc
-Oh and it would have to cost quite a bit... like... 40 res at least
The purpose of the weapon would be an alternative to the GL. It would do far more damage and would be easy to dodge, so it would be primarily for doing ludicrous amounts of damage in one shot. Commanders would have to make sure they gave it to someone they trusted, newbies could wreak havok.
It would be the ultimate room-clearing weapon; any alien who heard it coming would have 2 choices; run away fast, or kill it quick before it fires! Hence the 5 second "stand still" time. A commander would be pretty stupid to give it to an lmg marine, a single skulk could chomp the firer in the 5 seconds before firing.
It's inaccuracy means you cant guarantee it to hit anything much besides entire rooms, which is what it is designed for. Using it at close range would be a fairly fatal experience. Clan play with FF on would be very interesting.
It would also be a good game-ender. While aliens desperately need a game ender, this is a good one for the marines. It might not be great at WOL destroying since you would have to be pointed at one for a full 5 seconds while the OC's fire at you, but it would certainly put the fear of Flayra (a.k.a, god) into the aliens.
Don't flame just because "mini-nuke" sounds nubbly, it makes sense if you think about it <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
I've been typing for some time now so please at least comment on it. Please.
NERVE GAS GRENADES!!
<!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
a hive has 6000 hp... so the nuke should do like 1500 damage vs buildings... it would kill a WOL in 1 shot..
nice idea!
But about five minutes ago I figured a new type of grenades. Something like fragmentation grenades, but instead of dealing lots of damage they would burst some kind of nano-metal shards. The nano-shards would stick on aliens' skin and make them unable to cloak. Permanently. They would be useful when dealing with rooms filled with OCs and a SC. And (on pubs) most of the commanders don't bother scanning all the time.
Both of the grenades would be researched in (advanced?) armory, and every respawning marine would have one or two of each researched grenades.
And because there has been lots of replies about melee weapons. (*)Here's my suggestion: COMBAT CHAINSAW!!! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Really guys, pick up on the creativity, sheesh.
8 credits for 2, replace noting, goes in 4th slot.
Throw 'em, they explode, releasing liquid nitrogen, anything in the area takes some damage. If hit, your movement speed is cut in half until you "thaw".
They leave a cloud of liquid nitrogen for a few seconds after they explode. If you walk in them, your movement speed is slowed until you leave the cloud.
good ol flame thrower, I agree that rtcw has the best flamethrower, and getting ns to look like that would be hard. if that was added one way to do it would be to modify the jetpack model (to a feul tank) and the stream made larger and put outward, there is your blue flame
some good ideas keep em coming
There could be an anti-electricity upgrade for the aliens, too...a layer of metal under thier skin that conducts the electricity directly into the floor instead of through thier bodies.
Matrix has advanced technology but still a very gritty feel...
Another good secondary weapon in NS(because there isn't many of them to begin with) would be something like <b>democharges</b>. They would be a totally offensive weapon and be good for indirect assault against structures. So a good example would be you place a detpack against an arrangement of OCs and a res tower...It blows up killing OCs and doing a good deal of damage to the res tower. They would probably have to be 10 res a pack for this to work as a balanced indirect offensive weapon. Mines wouldn't be able to take the place of this because they are for indirect defensive assault.
accuracy: like the pistol / no spread / one bullet per shot
range: double the range of a normal shotgun
damage: ~100 (momentum/damage does not decrease at range)
RoF: like the normal shotgun
ammo: 8/40
cost: 10 res
1/2 damage to structures (round would just pierce through and thus dealing not much damage to a building)
i guess this is sniper rifle in your eyes. well i just hate the spread of the ns weapons and i love the shotgun. this would be my new favorite weapon <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->. it would have a damage potential of 800 per clip and 50% vs buildings. i guess this weapon would not be overpowered and make a lot of fun.
only cheap not over powered <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Name : MiniGenadeLauncher
Cost : 10 Resources
Ammo : 1
Reload : 2x Handgunreloadtime
DMG : 2x Normal Grenade
Maybe it could even be done as an adition to the LMG or Handgun
it just being ammo costing 10 then
No seriously, gauss rifle / railgun . equipable only by HA, and they can have no other weapons when they hold this
it would slow them down to half their normal speed.
1. it does 400 damage, piercing, 75% less to structures
2. has a 5 second reload. holds 1 round in chamber. instant hit.
3. it would slow them down to half their normal speed. equipable only by HA. This thing is very heavy. they can't have any other weapons when this is equipped.
4. 3 in the clip.
5. it fires strait, very accurate, and instantly hits. It has a destinctive blue coil that is left by the ball when fired.
6. this gun is fragile, and if the user's armor is zero it will break if it is attacked. It is a very costly prototype and still experimental.
7. arms lab - full weapons and armor upgrades, protolab with HA upgrade, can only equip on HA. requires an electrified TF, and advanced weapons on armory. costs 35 res.
marines spawn w/ one grenade in that annoying slot 4
more grenades are 5res each
damage equivalent to GL just a hand grenade
So no 300+ damage weapons that can kill an onos in 2 hits, because then the comm will just hoard res until he can afford 3+ and then send them out to pwn the alien team, constantly dropping them ammo and health and what not.
Example: All LMG's after this upgrade have 75 bullets per clip instead of 50.
LMG's rate of fire increased by 25% after this upgrade.
This is a way to improve your weaponry without having to drop more weapons (tech). Artwork = same, however the weapons are still "new".
Or you could just make these upgraded LMG's...maybe 5 res each or something...they just fire faster or have bigger clips. Everyone wants to add newer bigger better weapons...when something in the middle is really all I see that is needed.
No seriously, gauss rifle / railgun . equipable only by HA, and they can have no other weapons when they hold this
it would slow them down to half their normal speed.
1. it does 400 damage, piercing, 75% less to structures
2. has a 5 second reload. holds 1 round in chamber. instant hit.
3. it would slow them down to half their normal speed. equipable only by HA. This thing is very heavy. they can't have any other weapons when this is equipped.
4. 3 in the clip.
5. it fires strait, very accurate, and instantly hits. It has a destinctive blue coil that is left by the ball when fired.
6. this gun is fragile, and if the user's armor is zero it will break if it is attacked. It is a very costly prototype and still experimental.
7. arms lab - full weapons and armor upgrades, protolab with HA upgrade, can only equip on HA. requires an electrified TF, and advanced weapons on armory. costs 35 res. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Uhm......no.... just, no.
1. half the damage normal nades have but a "normal armory" weapon. Should be as strong as normal nade vs strucs. half the distance trhowing or in a mroe curve.
2. As fast as humanly possible. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
3. no effect.
4. I say 5 to 10
5. fire in curve
6. replace pistol or maybe even make a new slot.
Sonic/Scan nade
1. no damage. Scans like the comms obs scan. half the distance of a normal scan.
2. fast
3. nada
4. 5 to 10
5 curve
6. pistol or new slot
flashbang
1. no to little damage (1%). *Flash*, aliens lose sight for a short period and there hivesight loses acuracy. sound is gone. OFs fire somewhat off.
2. slow.. (don't tell me marines arent bothered by this)
3. nada
4. 5 to 10
5 curve
6. pistol or new slot.
Snipergun.
1. insane damage.. (200). 1 in a clip.. up to 10 shots. insane range.. (duh) autozooms when selected. (cause we can't use it in a firefight anywayz). maybe equipt with nightvivion, hitscan, w/e. sctructures have 50% instead of the aliens 100%. (so 100dmg)
2. long.. very long reload time.
3. big gun, slow..
4. up to 10 + 1 n gun
5. straight ahead.. not affected by surroundings.
6. replace gun.
Well.. thats my idea.
<i>Sigh, I guess I'll just have to keep hurting myself...</i>
Flamethrower: Will most likely never look good in the HL engine, at least not
so that it can compete with that of, say Wolfenstein.
Nuke: Too many problems with balance.
Dual hand guns: Would be nice to have something with
better range than shottie and better acc than the LMG
but I think that the usage impairs gameplay. Cool though.
CC-weaponry: Primary weapon. Think Combo. Gives
a slightly stronger hand gun but with fewer rounds combined
with a hightech sword or electric rod. Anyway LMB strikes
with the sword/rod, RMB shoots hand gun. Usage? Dunno.
Iron fist: HA being able to "punch". Great idea.
Deployable support weapon: Also great idea, higher accuracy
and piercing capability is needed to counter fades and
especially onos (darn cows...).
Handgrenade: Think "nadepack" which gives a marine 3 fragnades
and 1 flashnade. The flashnade is NOT used to blind but within the
balstradius EXPOSE cloaked objects. Given by comm, cost 8 or 10.
Replaces secondary gun. This I think would be a natural step for
an organisation such as TSA being on low funds and so.
//Peace out <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
I'm not very creative, but every gun seems to have it's role, so I can't think of anything else. A gas grenade or flashbang sounds like an interesting idea, its something to bug lerks with early on, something to slow aliens down, etc. Perhaps the effect of the flashbang should be offset by how man SC's the aliens have, useful at 0, not very useful at 3. Maybe they should look, sound, and bounce just like GL grenades, THAT should make them stay fun even in mid to late game. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
I'll just do the six-point thing again for it, since the last fellow seemed rushed... <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Flashbang
1. damage - little to none, blinds nearby aliens for up to 3 seconds (3 SC's should bring this down to 1 and half seconds), marines should be protected by those cool-looking but otherwise useless shades <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
2. rate of fire - Slow, just so people can't be pains with it
3. weight - very little, naturally
4. clip capacity - no clip of course, but 3 or 4 to a pack, slot 2 weapon
5. other traits - fires in an arc, just like a grenade from a gl, but reduced range
6. description - After studying the Kharaa, TSA scientists discovered their sensitivity to light, and believe they have found a way to disrupt not only an aliens physical sight, but also disrupt it's hivesight for a short period of time
7. tech requirements - Armory of course, maybe an arms lab, depending on how useful the thing actually turns out to be
I don't think the marines need any bigger guns, I get nervous enough when the comm gives me the only gl... <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> First time with it, one round, missed the vent, hit the wall, killed myself, and nothing else.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->No comments on my proximity grenade idea...<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->I liked the idea, I played PD just yesterday, those things are just plain-old fun <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> I think most people would be happy with regular hand grenades though.
It would have numerous uses, but it wouldn't totally dominate like a nuke cannon/rail gun/uber l337 shotgun. you could use it for ambush purposes, against structures, or to catch that onos/fade after the hit and run attack on your base.
But unlike mines, a random skulk could not set it off.