I'm all for a machine pistol <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> Basically, LMG with a 30 round magazine. Why? Well, pistols are nice, but man, when you're armed with a GL and there's a skulk nearby, sometimes you'd kill for a LMG <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Although that does sort of kill the need for a GL guy who's skilled with a MP to be around teammates. Hmmm..
Okay, screw the machine pistol. Hand grenades <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
I hope this hasnt been rejected already (or requested multiple times), or if it is even valid. For the gorg to be able to build a kind of mine that would take on differant proporties when different chambers are built. With DC the damage would increase With SC it would half cloak with MC the blast radius and sensetivity would increase
probably 15 res: better than OC for late game, but cost too much to mine spam. I duno howmuch dmg it should do, but enough to make them worth building in defence of a HA train. bullets can set them off.
They're just like mines only you press a button and they go off.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> that would be nice, but maybe just make the regular mines upgradeable and add a detonator :-)
How about grenades, i dont know if this has been mentioned, but simply take the grenades from the GL, and make them like Nades in cs/hl throwable, same attack, and a weight between a pistol and a knife, also i know this has already been mentioned, but a flamethrower would kick ****.
Now for a more serious weapon.
Turrets that dont need a turret factory, and are placed like mines, have a limited ammount of ammo, they would also have a greater attack and MUCH better aiming, however they cannot be placed in hive locations, and are VERY expensive.
1. Bullits, 50dmg per hit, have .75 health of a normal turret 2. As fast as a LMG 3. Prior to deployment, weighs about as much as a HMG 4. 100 5. Deployable weapon like a mine only a turret 6. Its area lock down, without having to have a TF, every good military has a place it and leave it form of active defense 7. Get at same time as mines, one passive defense, and now one active defense
I´d just like to see something specifically designed to counter redemption... I hate that thing, and I wish I had some way of KILLING the peeps that use it, instead of sending them home to the hive.
It would just have to deal a lot of damage in a single shot... that´s all you need to finish off a guy with redemp... the shotgun (todays official anti-redemption weapon) sucks at it... of course the weapon would have to have a slow ROF for balance.
Example: Single-shot gritty rocketlauncher (not the Quake type, more like the RTCW type, something that fits the NS world) or a slow firing rifle/railgun/slug accelerator.... just something that deals a lot of damage in a single shot.
If you look at the commander screenshots on the main page you will see marines throwing HE grenades into the hive. I would like a grenade launcher like the m203 on my LMG.
<!--QuoteBegin--OBhave+Oct 22 2003, 08:26 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (OBhave @ Oct 22 2003, 08:26 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I´d just like to see something specifically designed to counter redemption... I hate that thing, and I wish I had some way of KILLING the peeps that use it, instead of sending them home to the hive.
It would just have to deal a lot of damage in a single shot... that´s all you need to finish off a guy with redemp... the shotgun (todays official anti-redemption weapon) sucks at it... of course the weapon would have to have a slow ROF for balance.
Example: Single-shot gritty rocketlauncher (not the Quake type, more like the RTCW type, something that fits the NS world) or a slow firing rifle/railgun/slug accelerator.... just something that deals a lot of damage in a single shot. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Well, there was always another grit-style gun that showed up in war....the british elephant gun. A HUGE slugthrower that didn't fire fast but could punch through mostly anything (the british used it to take out german snipers that hid behind steel plates during WWI). Would that suffice? Not very accurate, but to the extent of...
1: 80 Dmg per hit 2: About the same speed as a GL 3: Weighs as much as HMG/GL 4: 6-10 slugs (large calibre bullets) 5: LA has large kickback, and also if you fire it while using a JP in the air, it pushes you backwards 6: Fits into the TSA arsenal by being the counterpart to the shotgun, a heavy, damage dealer over a short time. designed to be rugged, and basically a rifled cannon in your arms. 7: Armory, Arms Lab (maybe also Weapons 2?)
now i know this will probley get shot down but how about a staonary turret that a player can take controle of like a mounted hmg something kind like rtcw that will have to reload and/or overheat it would be a big advantige to marines but you could limit it by having to have a turret factory and/or armeory advanved armes lab or such so that they cant be placed anywhere along with that idea marines could actually get inside of it and fire (have a seat mounted to it)
a shockwave type of gun whould be good to not very fun but it could be used for stoping/stunning aliens like fades and lerks that can move at high rate of speed doubt dmg whould really do anything and whould be useless unless you moved in packes or could use it as a forth weapon
a pistol that can shoot shottie shells whould be appealing too
i dunno much about dmg and such and whould have to be played tested anyways to balance it i just wanted to get something sturring b/c id like to see some new guns for the marines and everyones posting the same old flamethrower dual pistols just givving youll some ideas to work with
<!--QuoteBegin--Electrical Tape+Oct 20 2003, 01:24 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Electrical Tape @ Oct 20 2003, 01:24 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--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-->Akimbo weapons are not gritty. They are flashy. They belong in Blood Opera mods (The Specialists, notably), but have no place in NS. As I recall, 'akimbo weapons' is in the FAQ. If it isn't, it should be. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Ahhh, you are right, Talesin... it is in the FAQ!
<!--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-->Anything not fitting NS' gritty feel (this means laser guns, plasma rifles, energy weapons, akimbo weapons, etc.)<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
But apparently its only been in the FAQ for a good 15 minutes....
<!--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-->This post has been edited by Talesin on Oct 20 2003, 01:15 AM<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Go figure... Talesin doesnt like someones idea, so he brands it as "flashy" and un-grity, and adds it to the "ideas that will never go into NS" catagory. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Maybe because its been shot down so many times in the S&I forum he figured it was general knowledge.
SpoogeThunderbolt missile in your cheeriosJoin Date: 2002-01-25Member: 67Members
I don't have the time to go through this entire thread and check for a similar suggestion, so here goes:
How about a Net Gun or Stun Gun?
1. damage - holds alien in place or limits movement for period of time (like stun or web) probably lower rate for higher evolutions 2. rate of fire - slow rate of fire (maybe a one shot and reload or recharge) 3. weight - similar to shotgun I suppose 4. clip capacity - 20 or so for Nets or maybe a battery life for electrical stun 5. other traits - probably enough area to hit 2-3 skulks sitting side by side (or 2 gorges) / medium range (slightly farther than shotgun) 6. description - this would be a definate team weapon (hold the alien while teammates fire away) 7. tech requirements - advanced armory
This idea just kind of hit me so no flames if it sounds lame <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
A single grenade would be good, kinda like CS though.
Would be cool <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
How about manable turrets? Of course, they would have to be built, and would probably need to take a while, but then a marine could get in them, similar to a comm chair and fire a more-accurate HMG with unlimited ammo. The dowfalls would be having to build this beast, and making it be stationary. The marine inside would be invincible untill the aliens destroy the gun, just like the commander chair is now.
The gun would have the same stats as the HMG, only have unlimited ammo.
The marines need some sort of weapon to counter the fade, because, as it stands right now, the fade is nearly invincible. ESPICALLY if the aliens have cloaking. The main strengths of the fade are 2 things. 1) They have WAY too much life and 2) They are too fast for the average marine to hit. The solution to this would be a gun similar to the ELF in tribes. It would zap the aliens arednaline from them, making the more endurance-consuming abilities impossible untill they escape/kill the marine.
Lets see, we have the pistol, smg, and the lmg. Ahhh yes we need the <b>REAL</b> HMG, I would have a huge machine gun that would be somewhat like the MG42 in DOD. Very high recoil when undeployed and controlled recoil when deploy, also have limit ammo to prevent spawn camping.
but if the marine is invincible, and has unlimited ammo... I just see the 98175019875 hour long stalemate when the aliens have 3 hives, marines hole up in their base and build a bunch of those things.
I would like to see an anti-tank sort of gun/rocket launcher.
1 shot per "clip" you could hold 5 maybe 6 "clips" reload time would be 2 times that of an hmg the projectile could fire about as fast as the HL rockets or maybe faster depending on how its fired. heavy damage maybe 300-350 heavy splash damage High cost, 40+ res
perfect for smacking them damn cows and maybe even a fade as it tries to blink out.
<!--QuoteBegin--Lux+Oct 20 2003, 12:17 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lux @ Oct 20 2003, 12:17 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->We were discussing on the private beta forums ideas for new guns, specifically for marines. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Are you sure you want them specifically for marines?? wow... gg buddy...
Stick with the game, if you want new guns, go play CS. I apologize for not making a constructive post... I don't see any post on this thread being constructive!
seraph, reread your post, this was done on the private beta boards, obviously the team is at least semi-interested in it. And a good number of posts are actually constructive.
I still think some sort of secondary weapon is needed, most likely a satchel or grenade.
Don't know if any of the weapons I suggest were mentioned before... to lazy to read all the pages.
Weapon #1: Throwing stars to replace the knife. 1. 20dmg Piercing 2. RoF 50% Slower than the knife 3. About the weight of the pistol with no extra ammo. 4. No clips. About 20-30 stars. 5. It fires at a small arc downward with the ablitity to curve a little bit to the left or right to hit its target. 6. It has a small, but ineffective, homing device in the middle of the star that attempts to guide it to the left or the right to hit its target. (Curves about half a meter to the side when "homing".) 7. No tech needed. 10 res.
Weapon #2: Nano-transporter to replace the pistol. (Like the welder) 1. 5HP/sec (explaination, look down) 2. N/A 3. About the weight of the welder 4. 250 Cells. 5. Heals 1 marine target at 5HP/sec costing 5 cells per 5HP healed. 6. Marine holding the weapon cannot heal themselves. 7. Same as welder. Maybe 1 res cheaper/more expensive?
Weapon #3: Sub-Machine Gun to replace the pistol. 1. 15dmg, normal 2. LMG RoF 3. Heavier than the pistol, lighter than the LMG. 4. 150 bullets. Clips of 30. Reload is longer than LMG/Pistol (which ever one has a shorter reload time) and shorter than the Pistol/LMG (which ever one has a longer reload time). 5. Smaller version of the LMG. 6. Used for back-up when the marine carrying it does not have a machine gun for a primary gun. 7. Adv. Armory. 15 res?
After playing through the zerg campagin in StarCraft again for the first time in a long time. I did a mutalisk rush on the Protoss. Maybe I'm blind but I never noticed how their shots riccochet from enemy to nearby enemy or building to nearby building. Then I thought of how cool it would be for the marines to have an expirmental gun but yet still very gritty in Natural Selection where it's bullets riccochet in a similar fashion from alien to alien or building to building. I know in NS the bullets are "intelligent" enough to know not to hit marines from friendly fire as stated in the manual so this is a weapon that takes advantage of that by zipping between alien targets. I present the RG-115 RiccoGun aka "The BraceGun".
1. Damage: Around the same as the pistol but a little bit higher. 30 damage ish but everytime the bullet riccochets and hits another target then clock on an extra 5 damage. Bullet can riccochet a maximum of 10 times. If there's nothing nearby to bounce to then the bullet will only do it's base damage.
2. Rate of Fire: Semi-slow, about 1 second between shots. This weapon will be a very nice skillfully used weapon. It's great for firing into a crowd of aliens or buildings then watching it wreck havok.
3. Weight: Slightly Heavy, this is an expirmental weapon so it's a little bit big. Approximate size is about that much of a large rifle.
4. Clip Capacity: I think about 10 shots per clip with a clip capacity of 50 is good enough. Reload time is about the same as LMG.
5. Other Traits: The bullets do not riccochet off of walls. Only from enemy to enemy or structures to structures and vise-versa. Makes cool bullet riccochet noises when bouncing from alien to alien or building to building. When it fires a shot it sounds like a very loud rifle. The aliens or buildings must be within 15 feet from another and in line of sight or no riccochet will happen. The bullets riccochet VERY fast. Bullets will riccochet to the nearest alien or building nearby.
6. Description: As I explained in the first paragraph, the marines' bullets can already distingush between friendly and hostile targets. This is just taking it a step further. The army right now is expirimenting with "smart bullets" and "smart guns" for soldiers so this gun could be ready in the future around NS's timeframe. The gun is similar to a large rifle except it's barrel is slightly stocky looking for one. There's also a brace around the butt of the gun that wraps around the Marine's arm since the gun has a semi-nasty riccochet itself when firing. It's nicknamed by the Marines overtime as "The Bracegun" due to the rather large wrapping brace at the end of it. This is mainly a support weapon due to it's slowness to fire and the fact it works best against multiple enemies/buildings.
7. Tech Requirements: Advanced Armory and Protolab. Cost should be about 10 to 12 per gun. A bit cheaper than the grenade launcher.
EDIT: Fixed a few things to give people a better idea on this gun and fixed some spelling errors.
<!--QuoteBegin--Retales+Oct 20 2003, 09:55 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Retales @ Oct 20 2003, 09:55 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 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. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Taking off of the idead above, how about a anti-cloaking grenade? Think about it, its not redundant because theres nothing like it. This is how it works, they cost 5 res, rines can carry 1+2 of them around, when you throw it, everything in the blast radius (structures and aliens) will be delt no damage, but will be unable to re-cloak for 30 seconds. No requirements, available at game start. Weight: bout the same as knife i suppose.
Also, what about some sort of medic armor? You get some sort of heavy armor lookin thing but everyone within a certian radius of you heals 2 pts/sec. The catch being the only weapons you can carry are welder, pistol, and knife. I know it might sound kind of like a class system, but really all it is is a suit of armor with weapon restrictions and healing ablitities. Costs 30 res...or so. Requires proto lab. Same weight as ha...obviously.
i personally think that teh amrines would benift most from somehting that is not a gun. i think the item they clearly should have is a deployable barrier. this barrier would be roughtly the same size as a k-rail except about 3-5 feet long, the large conrete things you see on the highway all the time. here look at the picture<img src='http://jacinto.ucsd.edu/gvs/photos/caltrans.krail.gif' border='0' alt='user posted image'>
essentially they would be a replacement for one weapon, i was thinking the pistol but the large size might mean the lmg. essentailly the item would be carried along and placed, it would take a large amount of damage to destroy.
would inflict no damage to any alien merely block theiri passage. they would not be able to be jumped over. hopefully a skulk could wall climb them a soldier would be able to carry one and deploy it. it should slow him down a lot. im saying at least 35% for LA marine mebe 20% for HA.
the essential point of the barriers is to make holding a position easier and slow down the larger aliens.
the cost would be some what steep so tehy dont get spammed all over teh map say 15- 20 res hte items should apear early in the game. perhaps being produced at the armory with a prerequisite of a turet factory. i havent really thought that out.
Why do people continue to suggest things that are strictly banned in the FAQ like dual weapons, barriers, nukes, non-leathal weapons, and things like laserguns? I think the only other decent ideas I've read in here is the flame thrower, the "clamp gun" and the hand grenade.
moultanoCreator of ns_shiva.Join Date: 2002-12-14Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
edited October 2003
I suggested this a long time ago here: <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=5&t=20933&hl=combat' target='_blank'>http://www.unknownworlds.com/forums/in...20933</a>
Flavor text: A much weaker version of the Support Combat Potentiator (SCP) was first employed for crowd control during the ration riots on old earth. The effect was to spread a debilitating electric charge over large areas to keep Corporation police from being overwhelmed by the mobs of ungrateful protestors. It has been found recently in testing that large discharges of electricity have a similar effect on Kharaa biology as on human muscles, and a much more damaging version has been prepared for TSA field use. The SCP functions by building up massive electric potential within its internal capacitor and then releasing it at a targeted object. When fired, a small needle shaped projectile flies through the air, ionizing the air in its wake and causing all of the built up charge to be released with little deviation from the target.
Game effect: The SCP fires a ?bolt? of electricity. The electricity arcs and pops over the floor and is effective over 5 square feet of the surface it hits and any adjacent surfaces within that five feet. Any Kharaa touching the relevant surface within the area of effect are affected as follows:
- 25 damage - loses 20% of stamina - wall walking disabled for .5 seconds - pushed in the direction normal to the relevant surface enough to clear a skulk completely of a vertical wall - speed cut to 1/3 for .75 seconds.
The marine carrying the SCP has the same movement rate of a marine carrying an HMG. The SCP has a charge meter similar to the jetpack and runs out with three consecutive shots. The charge meter takes 3 seconds to fully refill from empty. The weapon has a minimum pause of .9 seconds between shots.
Strategic purpose: The SCP is intended as a support weapon for groups of advancing marines. In the early game it is useful for clearing the ceilings and hallways of hiding skulks before advancing. The skulks drop off of the surface into view if hit by the shock. The stamina and movement effects do not come in to play much in the early game because stamina isn?t very relevant to skulks and the movement speed reduction will have probably worn off by the time the skulk hits the ground. In the early game a commander would give this out to one member of a group of marines on a very important mission. He would sacrifice resources and speed (the marines would all have to hold back to stay at the same speed as their one burdened friend) for extra security. From the Kharaa viewpoint, the weapon makes them much more vulnerable on their own when trying to ambush the marines, but gives them more time to coordinate to intercept them. In the mid to late game it has an effect similar to the ?tranquilizer? or ?net gun? that others have proposed. It can help bring down a fleeing fade by slowing it down, and reducing its ability to blink (by sapping its stamina). To counter this fades would need to learn that when low on health it is a requirement to blink away quickly. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
<!--QuoteBegin--ssjyoda+Oct 22 2003, 08:15 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ssjyoda @ Oct 22 2003, 08:15 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I like the ideas of: a deployable sentry out in the field to be used by a player. hand grenades flamethrower guard rails. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> All but the flame thrower have been said no to. Volumetric flame thrower is not possible in HL1 engine.
Not really a weapon, but how about a mobile motion tracking device? If the marines can't afford it, then they can give one of these to a guy and he can walk around with it to reveal cloaked stuff and show aliens like motion tracking. Maybe 10 res should do it.
Comments
Although that does sort of kill the need for a GL guy who's skilled with a MP to be around teammates. Hmmm..
Okay, screw the machine pistol. Hand grenades <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
For the gorg to be able to build a kind of mine that would take on differant proporties when different chambers are built.
With DC the damage would increase
With SC it would half cloak
with MC the blast radius and sensetivity would increase
probably 15 res: better than OC for late game, but cost too much to mine spam.
I duno howmuch dmg it should do, but enough to make them worth building in defence of a HA train.
bullets can set them off.
They're just like mines only you press a button and they go off.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
that would be nice, but maybe just make the regular mines upgradeable and add a detonator :-)
also i know this has already been mentioned, but a flamethrower would kick ****.
Now for a more serious weapon.
Turrets that dont need a turret factory, and are placed like mines, have a limited ammount of ammo, they would also have a greater attack and MUCH better aiming, however they cannot be placed in hive locations, and are VERY expensive.
1. Bullits, 50dmg per hit, have .75 health of a normal turret
2. As fast as a LMG
3. Prior to deployment, weighs about as much as a HMG
4. 100
5. Deployable weapon like a mine only a turret
6. Its area lock down, without having to have a TF, every good military has a place it and leave it form of active defense
7. Get at same time as mines, one passive defense, and now one active defense
It would just have to deal a lot of damage in a single shot... that´s all you need to finish off a guy with redemp... the shotgun (todays official anti-redemption weapon) sucks at it... of course the weapon would have to have a slow ROF for balance.
Example: Single-shot gritty rocketlauncher (not the Quake type, more like the RTCW type, something that fits the NS world) or a slow firing rifle/railgun/slug accelerator.... just something that deals a lot of damage in a single shot.
It would just have to deal a lot of damage in a single shot... that´s all you need to finish off a guy with redemp... the shotgun (todays official anti-redemption weapon) sucks at it... of course the weapon would have to have a slow ROF for balance.
Example: Single-shot gritty rocketlauncher (not the Quake type, more like the RTCW type, something that fits the NS world) or a slow firing rifle/railgun/slug accelerator.... just something that deals a lot of damage in a single shot. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Well, there was always another grit-style gun that showed up in war....the british elephant gun. A HUGE slugthrower that didn't fire fast but could punch through mostly anything (the british used it to take out german snipers that hid behind steel plates during WWI). Would that suffice? Not very accurate, but to the extent of...
1: 80 Dmg per hit
2: About the same speed as a GL
3: Weighs as much as HMG/GL
4: 6-10 slugs (large calibre bullets)
5: LA has large kickback, and also if you fire it while using a JP in the air, it pushes you backwards
6: Fits into the TSA arsenal by being the counterpart to the shotgun, a heavy, damage dealer over a short time. designed to be rugged, and basically a rifled cannon in your arms.
7: Armory, Arms Lab (maybe also Weapons 2?)
a shockwave type of gun whould be good to not very fun but it could be used for stoping/stunning aliens like fades and lerks that can move at high rate of speed doubt dmg whould really do anything and whould be useless unless you moved in packes or could use it as a forth weapon
a pistol that can shoot shottie shells whould be appealing too
i dunno much about dmg and such and whould have to be played tested anyways to balance it i just wanted to get something sturring b/c id like to see some new guns for the marines and everyones posting the same old flamethrower dual pistols just givving youll some ideas to work with
Ahhh, you are right, Talesin... it is in the FAQ!
<!--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-->Anything not fitting NS' gritty feel (this means laser guns, plasma rifles, energy weapons, akimbo weapons, etc.)<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
But apparently its only been in the FAQ for a good 15 minutes....
<!--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-->This post has been edited by Talesin on Oct 20 2003, 01:15 AM<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Go figure... Talesin doesnt like someones idea, so he brands it as "flashy" and un-grity, and adds it to the "ideas that will never go into NS" catagory. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Maybe because its been shot down so many times in the S&I forum he figured it was general knowledge.
That way, it would still be a step away from the norm flame thrower but could work in exactly the same way....
How about a Net Gun or Stun Gun?
1. damage - holds alien in place or limits movement for period of time (like stun or web) probably lower rate for higher evolutions
2. rate of fire - slow rate of fire (maybe a one shot and reload or recharge)
3. weight - similar to shotgun I suppose
4. clip capacity - 20 or so for Nets or maybe a battery life for electrical stun
5. other traits - probably enough area to hit 2-3 skulks sitting side by side (or 2 gorges) / medium range (slightly farther than shotgun)
6. description - this would be a definate team weapon (hold the alien while teammates fire away)
7. tech requirements - advanced armory
This idea just kind of hit me so no flames if it sounds lame <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
Would be cool <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Of course, they would have to be built, and would probably need to take a while, but then a marine could get in them, similar to a comm chair and fire a more-accurate HMG with unlimited ammo.
The dowfalls would be having to build this beast, and making it be stationary. The marine inside would be invincible untill the aliens destroy the gun, just like the commander chair is now.
The gun would have the same stats as the HMG, only have unlimited ammo.
The marines need some sort of weapon to counter the fade, because, as it stands right now, the fade is nearly invincible. ESPICALLY if the aliens have cloaking.
The main strengths of the fade are 2 things.
1) They have WAY too much life
and
2) They are too fast for the average marine to hit.
The solution to this would be a gun similar to the ELF in tribes. It would zap the aliens arednaline from them, making the more endurance-consuming abilities impossible untill they escape/kill the marine.
I would like to see an anti-tank sort of gun/rocket launcher.
1 shot per "clip"
you could hold 5 maybe 6 "clips"
reload time would be 2 times that of an hmg
the projectile could fire about as fast as the HL rockets or maybe faster depending on how its fired.
heavy damage maybe 300-350
heavy splash damage
High cost, 40+ res
perfect for smacking them damn cows and maybe even a fade as it tries to blink out.
Are you sure you want them specifically for marines?? wow... gg buddy...
Stick with the game, if you want new guns, go play CS. I apologize for not making a constructive post... I don't see any post on this thread being constructive!
- Seraph <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo-->
I still think some sort of secondary weapon is needed, most likely a satchel or grenade.
Weapon #1:
Throwing stars to replace the knife.
1. 20dmg Piercing
2. RoF 50% Slower than the knife
3. About the weight of the pistol with no extra ammo.
4. No clips. About 20-30 stars.
5. It fires at a small arc downward with the ablitity to curve a little bit to the left or right to hit its target.
6. It has a small, but ineffective, homing device in the middle of the star that attempts to guide it to the left or the right to hit its target. (Curves about half a meter to the side when "homing".)
7. No tech needed. 10 res.
Weapon #2:
Nano-transporter to replace the pistol. (Like the welder)
1. 5HP/sec (explaination, look down)
2. N/A
3. About the weight of the welder
4. 250 Cells.
5. Heals 1 marine target at 5HP/sec costing 5 cells per 5HP healed.
6. Marine holding the weapon cannot heal themselves.
7. Same as welder. Maybe 1 res cheaper/more expensive?
Weapon #3:
Sub-Machine Gun to replace the pistol.
1. 15dmg, normal
2. LMG RoF
3. Heavier than the pistol, lighter than the LMG.
4. 150 bullets. Clips of 30. Reload is longer than LMG/Pistol (which ever one has a shorter reload time) and shorter than the Pistol/LMG (which ever one has a longer reload time).
5. Smaller version of the LMG.
6. Used for back-up when the marine carrying it does not have a machine gun for a primary gun.
7. Adv. Armory. 15 res?
1. Damage: Around the same as the pistol but a little bit higher. 30 damage ish but everytime the bullet riccochets and hits another target then clock on an extra 5 damage. Bullet can riccochet a maximum of 10 times. If there's nothing nearby to bounce to then the bullet will only do it's base damage.
2. Rate of Fire: Semi-slow, about 1 second between shots. This weapon will be a very nice skillfully used weapon. It's great for firing into a crowd of aliens or buildings then watching it wreck havok.
3. Weight: Slightly Heavy, this is an expirmental weapon so it's a little bit big. Approximate size is about that much of a large rifle.
4. Clip Capacity: I think about 10 shots per clip with a clip capacity of 50 is good enough. Reload time is about the same as LMG.
5. Other Traits: The bullets do not riccochet off of walls. Only from enemy to enemy or structures to structures and vise-versa. Makes cool bullet riccochet noises when bouncing from alien to alien or building to building. When it fires a shot it sounds like a very loud rifle. The aliens or buildings must be within 15 feet from another and in line of sight or no riccochet will happen. The bullets riccochet VERY fast. Bullets will riccochet to the nearest alien or building nearby.
6. Description: As I explained in the first paragraph, the marines' bullets can already distingush between friendly and hostile targets. This is just taking it a step further. The army right now is expirimenting with "smart bullets" and "smart guns" for soldiers so this gun could be ready in the future around NS's timeframe. The gun is similar to a large rifle except it's barrel is slightly stocky looking for one. There's also a brace around the butt of the gun that wraps around the Marine's arm since the gun has a semi-nasty riccochet itself when firing. It's nicknamed by the Marines overtime as "The Bracegun" due to the rather large wrapping brace at the end of it. This is mainly a support weapon due to it's slowness to fire and the fact it works best against multiple enemies/buildings.
7. Tech Requirements: Advanced Armory and Protolab. Cost should be about 10 to 12 per gun. A bit cheaper than the grenade launcher.
EDIT: Fixed a few things to give people a better idea on this gun and fixed some spelling errors.
Taking off of the idead above, how about a anti-cloaking grenade? Think about it, its not redundant because theres nothing like it. This is how it works, they cost 5 res, rines can carry 1+2 of them around, when you throw it, everything in the blast radius (structures and aliens) will be delt no damage, but will be unable to re-cloak for 30 seconds. No requirements, available at game start. Weight: bout the same as knife i suppose.
Also, what about some sort of medic armor? You get some sort of heavy armor lookin thing but everyone within a certian radius of you heals 2 pts/sec. The catch being the only weapons you can carry are welder, pistol, and knife. I know it might sound kind of like a class system, but really all it is is a suit of armor with weapon restrictions and healing ablitities. Costs 30 res...or so. Requires proto lab. Same weight as ha...obviously.
i think the item they clearly should have is a deployable barrier. this barrier would be roughtly the same size as a k-rail except about 3-5 feet long, the large conrete things you see on the highway all the time.
here look at the picture<img src='http://jacinto.ucsd.edu/gvs/photos/caltrans.krail.gif' border='0' alt='user posted image'>
essentially they would be a replacement for one weapon, i was thinking the pistol but the large size might mean the lmg. essentailly the item would be carried along and placed, it would take a large amount of damage to destroy.
would inflict no damage to any alien merely block theiri passage. they would not be able to be jumped over. hopefully a skulk could wall climb them
a soldier would be able to carry one and deploy it. it should slow him down a lot. im saying at least 35% for LA marine mebe 20% for HA.
the essential point of the barriers is to make holding a position easier and slow down the larger aliens.
the cost would be some what steep so tehy dont get spammed all over teh map say 15- 20 res hte items should apear early in the game. perhaps being produced at the armory with a prerequisite of a turet factory. i havent really thought that out.
.. yeah
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Knife is just too over powered!
<!--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-->
Weapon: Support Combat Potentiator
Cost: 23 resources
Prerequisites: Armory
Flavor text:
A much weaker version of the Support Combat Potentiator (SCP) was first employed for crowd control during the ration riots on old earth. The effect was to spread a debilitating electric charge over large areas to keep Corporation police from being overwhelmed by the mobs of ungrateful protestors. It has been found recently in testing that large discharges of electricity have a similar effect on Kharaa biology as on human muscles, and a much more damaging version has been prepared for TSA field use.
The SCP functions by building up massive electric potential within its internal capacitor and then releasing it at a targeted object. When fired, a small needle shaped projectile flies through the air, ionizing the air in its wake and causing all of the built up charge to be released with little deviation from the target.
Game effect: The SCP fires a ?bolt? of electricity. The electricity arcs and pops over the floor and is effective over 5 square feet of the surface it hits and any adjacent surfaces within that five feet. Any Kharaa touching the relevant surface within the area of effect are affected as follows:
- 25 damage
- loses 20% of stamina
- wall walking disabled for .5 seconds
- pushed in the direction normal to the relevant surface enough to clear a skulk completely of a vertical wall
- speed cut to 1/3 for .75 seconds.
The marine carrying the SCP has the same movement rate of a marine carrying an HMG. The SCP has a charge meter similar to the jetpack and runs out with three consecutive shots. The charge meter takes 3 seconds to fully refill from empty. The weapon has a minimum pause of .9 seconds between shots.
Strategic purpose: The SCP is intended as a support weapon for groups of advancing marines. In the early game it is useful for clearing the ceilings and hallways of hiding skulks before advancing. The skulks drop off of the surface into view if hit by the shock. The stamina and movement effects do not come in to play much in the early game because stamina isn?t very relevant to skulks and the movement speed reduction will have probably worn off by the time the skulk hits the ground. In the early game a commander would give this out to one member of a group of marines on a very important mission. He would sacrifice resources and speed (the marines would all have to hold back to stay at the same speed as their one burdened friend) for extra security. From the Kharaa viewpoint, the weapon makes them much more vulnerable on their own when trying to ambush the marines, but gives them more time to coordinate to intercept them.
In the mid to late game it has an effect similar to the ?tranquilizer? or ?net gun? that others have proposed. It can help bring down a fleeing fade by slowing it down, and reducing its ability to blink (by sapping its stamina). To counter this fades would need to learn that when low on health it is a requirement to blink away quickly. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
a deployable sentry out in the field to be used by a player.
hand grenades
flamethrower
guard rails.
a deployable sentry out in the field to be used by a player.
hand grenades
flamethrower
guard rails. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
All but the flame thrower have been said no to. Volumetric flame thrower is not possible in HL1 engine.