mech suit

c0kec0ke Join Date: 2004-07-02 Member: 29676Members
edited December 2007 in Ideas and Suggestions
<div class="IPBDescription">some kind of mech suit</div>hey,
just had an idea. dunno if already proposed, so here we go..
some kind of mech suit would be kinda cool.

looking like this: <a href="http://kldp.org/files/matrix2_apu_photo_03_dp_146.jpg" target="_blank">mech jpg</a>

it could have the height of an onos but half its length. probably carry 2 weapons (default 2x lmg), be un-devourable and such..

i dont know what it values should be, if it should replace HA or just be an addition, but i definitly know a mech like this would be awesome.. what do you think?
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Comments

  • TommyVercettiTommyVercetti Join Date: 2003-02-10 Member: 13390Members, Constellation, Reinforced - Shadow
    Such a concentrated amount of firepower would be devastating in the hands of a good shot, and a collossal waste of res when piloted by a noob. It would also discourage teamplay, unless the pilot was reliant on other Marines to reload his weapons like that suit you provided as an example.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited December 2007
    I don't know, I'm devided on this. On the one hand it would look helluva cool and be awesome to pilot one, but on the other hand "An Onos sized powerhouse with dual HMG" There is just no comeback for the aliens from something that <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" /> I'd rather see a (inmap/repairable?) <a href="http://www.amazingben.com/ripley-powerloader.jpg" target="_blank">maintenance mech</a> ala Aliens in which Ripley proceeds to pwn the heck out of the queen...
  • c0kec0ke Join Date: 2004-07-02 Member: 29676Members
    edited December 2007
    <!--quoteo(post=1663381:date=Dec 9 2007, 06:28 PM:name=TommyVercetti)--><div class='quotetop'>QUOTE(TommyVercetti @ Dec 9 2007, 06:28 PM) <a href="index.php?act=findpost&pid=1663381"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Such a concentrated amount of firepower would be devastating in the hands of a good shot, and a collossal waste of res when piloted by a noob.<!--QuoteEnd--></div><!--QuoteEEnd-->

    and how do you think about removing fades and onoses? ....

    and i dont know how you want to say its overpowered or not when there have not been posted any values at all.

    love you
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited December 2007
    <!--quoteo(post=1663387:date=Dec 10 2007, 12:47 AM:name=c0ke)--><div class='quotetop'>QUOTE(c0ke @ Dec 10 2007, 12:47 AM) <a href="index.php?act=findpost&pid=1663387"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->and how do you think about removing fades and onoses? ....<!--QuoteEnd--></div><!--QuoteEEnd-->
    Hmm I know it's not directed at me, but I don't quite follow, fades and Onoses do have a counter unlike a undevourable mech (try disabling devour on HA and the aliens will be in a lot of trouble)... Also I missread it was going to have LMG instead of HMG's. Then again, why would a weapons developer devote resources on a mech which is designed to carry LMG's

    I think if it was going to use weapons (aka not maintenace mech) I guess a flamethrower would be a better choice and perhaps make it a suit like in <a href="http://en.wikipedia.org/wiki/Exosquad" target="_blank">Exo-squad</a> to protect the user from the toxic fumes --> Unlike TF2 pyro with a simple flamethrower, this mech would have a chemical warfare flamethrower or something, which needs a very heavy armor type for protection (hence the mech)*. It would however be an E-frame then <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />

    *Chemical compounds on a spacestation which eat trough armor (or hullplating, its not discriminative y'know) is a weird weapon of choice in a spacestation <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
  • c0kec0ke Join Date: 2004-07-02 Member: 29676Members
    edited December 2007
    <!--quoteo(post=1663388:date=Dec 9 2007, 06:56 PM:name=Kouji_San)--><div class='quotetop'>QUOTE(Kouji_San @ Dec 9 2007, 06:56 PM) <a href="index.php?act=findpost&pid=1663388"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Hmm I know it's not directed at me, but I don't quite follow... Also I missread it was going to have LMG instead of HMG's. Then again, why would a weapons developer devote resources on a mech which is designed to carry LMG's

    I think if it was going to use weapons (aka not maintenace mech) I guess a flamethrower would be a better choice and perhaps make it a suit like in <a href="http://en.wikipedia.org/wiki/Exosquad" target="_blank">Exo-squad</a> to protect the user from the toxic fumes --> Unlike TF2 pyro with a simple flamethrower, this mech would have a chemical warfare flamethrower or something. It would however be an E-frame then <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->

    <!--quoteo(post=1663379:date=Dec 9 2007, 06:22 PM:name=c0ke)--><div class='quotetop'>QUOTE(c0ke @ Dec 9 2007, 06:22 PM) <a href="index.php?act=findpost&pid=1663379"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->it could have the height of an onos but half its length. probably carry 2 weapons (<b><!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo-->default<!--sizec--></span><!--/sizec--></b> 2x lmg), be un-devourable and such..<!--QuoteEnd--></div><!--QuoteEEnd-->

    well, and stuff like spore-protection and stuff is kinda open. we do not even know if there are going to be spores in ns2, so how the hell do you want to discuss about such?

    i just think a mech could be the BASE of marine equipment in ns2. it eventually could unlock spore-protection, higher armor, multiple weapons, more ammo, etc etc.

    if the marines were more based on some kind of mech stuff instead of HA/JP, it could be much more interesting imo.

    maybe a standard mech that has the option to carry 2 weapons (lmg by default) costs 10 res and requiers a proto - not another research. afterwards you can research a) diffrent types of mechs or b) research upgrades for the mech. mechs wouldnt be HUGE, they would not be overpowered, they could just be another option to, OR even replacing HA/JP. they could also look very diffrent depending on upgrades/types

    i just prefer the idea of mech based endgames because its much more flexible, and obviously would be much cooler <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />

    there are LOTS of possabilities you could do with mechs.. give em JP, diffrent hitbox sizes, like i said there are no values given at all.

    its just the mech-base i would you like to think about, and it would be AWESOME to see this in ns2.

    NS2 needs to be diffrent, ns2 needs to be the next level and not just a copy
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited December 2007
    Well I've always wanted for the commander to have a mech instead of the chair so I'm onboard the happy train. But a mech does bring to mind a melee behemoth as well as ranged with upgradeable weapons. So where does this leave the aliens which are going to be all out melee powered.

    I think the mech should have delicate instruments, which can be damaged by bacterium in the area. In my mind a mech unit would be an area control unit. Think of it like a defending unit, which can only move as far as it's protective energy generator can project a defensive field to stop the bacteria from damaging or interfering it's balance systems. This generator can't be placed on the mech, as it itself will then interfear with the systems, same goes for a mech getting within 0.5 meters of it's own generator.

    Kind of like a human controled mega turret linked to energy/field generators, it can move around the map if more of them are linked together or something. If the generator is destroyed and the mech user is not withing range of a protective field generator it will start handling eraticly. This way it could in a way assault, but be dependant on marines to help him move around the map. Also this could give the aliens a nice countermessure for area control <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />

    teamplay_mech > onemanwreackingcrew && more_fun == ++teamplay

    Hehe I can see it now.

    mech user: CMON YOU GUYS FIX MY DAMN GEN! I'M NOT HERE FOR YOUR PERSONAL ENTERTAINMENT
    engineer: I need to build the RT first man. You just keep blasting them aliens.
    mech user: SCREW THAT, WITHOUT ME YOU'RE DEAD! LET SOMEONE ELSE BUILD IT!
    engineer: COMM! next time put turrets down here, I've just about had it with MR primadona over here.
    Comm: Like that will stop those two Oni! *Move to your waypoint soldier, repair unit at waypoint*
    mech_user: GET THESE FREAKING SKULKS OF ME DAMNIT!
    soldier: No problem! Hey comm gimme a welder next time... This mech jut about had it!
    mech_user: YOU'RE TELLING ME!? DAMNIT, OUT OF AMMO COMM!
    Comm: no res for your big assed ammo packs man! Just try and block em!
    mech_user (holding an Onos by the horns and get pushed back): NO FREAKING WAY I'M ABLE TO STOP THEM BOTH!

    >Friendly unit disabled<

    mechless mechsoldier with just a pistol: Great just great, FIX MY DAMN MECH BEFORE IT GETS TRASHED!

    To be continued?

    Also the mech user screams because of the noise he makes <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
  • SariselSarisel .::&#39; ( O ) &#39;;:-. .-.:;&#39; ( O ) &#39;::. Join Date: 2003-07-30 Member: 18557Members, Constellation
    Counter could be webs, 3rd hive. The mech suit would be researchable after a long climb up the tech tree and it should be very costly - this would allow it to be used as a viable game-ender or at least something that can cut down fades easily and challenge onos. It can easily be balanced.

    That's one thing NS is lacking - viable game-ending units. It's always much more drawn out than it should be. If marines only control marine start, aliens need to have access to a really powerful unit (not the fairy Onos) that costs a lot of res. Since aliens have the entire map, they should have the opportunity to buy these units and end the bloody game.
    Likewise, if marines own the entire map, they should be able to buy equipment that can really end the game. The way it is in NS, there's way too much emphasis on the ability of pubbers to actually use the tech and weapons properly. Look at the difference between a pro HA team and the average pub HA team. Or even worse, a pro JP team versus an average pub JP team - the latter just falls apart completely. If the commander owns the map, he should be able to end the game.

    I know this would decrease those glorious comebacks that so many people are proud of, but I'd gladly take that sacrifice in favour of some other balancing factor to make reversals possible but more difficult. More units, more options - the mech would be good if it is added along with a stronger Kharaa unit.
  • TommyVercettiTommyVercetti Join Date: 2003-02-10 Member: 13390Members, Constellation, Reinforced - Shadow
    I think any definitive game-ending unit would be a terrible addition and would ruin the 2 hour games that I enjoy so much. Not everyone wants their NS in tiny doses.
  • SariselSarisel .::&#39; ( O ) &#39;;:-. .-.:;&#39; ( O ) &#39;::. Join Date: 2003-07-30 Member: 18557Members, Constellation
    The question is what do most people want, not what a particular subset of the entire playerbase wants. Besides, there are plenty of ways to make longer games possible without resorting to stale-mates where neither team can do anything to make a difference. I'm all for back-and-forth battles, not stale-mates. Also, I'd rather end games that are obviously lost to one team - but where the opposing team simply can't end the game. This is achieved by changing the tech of the game or by changing the maps.

    It's important to look at what makes epic games epic - not just at the length of a game. It's the quality, not the quantity, that matters.
  • afratnikovafratnikov Join Date: 2003-08-05 Member: 18931Members
    This might be a good idea for a mod, but i don't see marine mechs solve any problems, but they can potentially create huge balance issues.
    It seems like you're thinking backwards about this: first "Mechs are Cool! NS2 needs one!" and then "how to fit it into NS?" To make NS2 better, the path should be something like: "how to improve NS?" then "1) this 2) that 3) other thing" and then "the mech solves all of these!"
    I hope this makes sense.
  • SariselSarisel .::&#39; ( O ) &#39;;:-. .-.:;&#39; ( O ) &#39;::. Join Date: 2003-07-30 Member: 18557Members, Constellation
    Any new addition to a game has the potential of creating balance issues (like the 2.0ish onos [I don't remember exactly when], back in the phases where it was too strong) - or being completely useless (like phermones, for example). There's nothing wrong with trying to add in something that seems cool and that would add to the atmosphere. It doesn't even need to solve anything, but perhaps add something extra to the game - like more variability in the strategies that could be used (although that would be a solution to monotony).
  • invader Ziminvader Zim Join Date: 2007-09-20 Member: 62376Members
    i like it kinda like the exosuit from AVP2, that was uber cool, had a minigun and rocket launcher on one arm and a laser and a flamethrower on the other, abit power ful for ns maybe but they balance that machine for avp multiplayer. it cud be weak against spores -mentioned already? weak against bile bombs. And the pilot could have a poor field of vision with bars and mucky screen and a control panel to see past. Cant look down or up past a certain angle? also its movement could be realistically awkward. it cud get stuck in DI. theres loads of way to balance it, even against pro players. even if ur a good shot if theres crap all over ur screen and u cant look down to see skulks biting ur legs u aint gonna last long with out team mates to protect u. If the cost was very high it wud be a serous risk for a comm to research it and allow rines to get one. Skulks, spore gas and lerk bile or all reasonably acessable attack strategys for the aliens so a combined effort could waste a lot of res for the rines.

    In short if it has tactical weaknesses and uses and its completely dependant on the rest of the team id like to see one.
  • StixNStonzStixNStonz Join Date: 2006-11-06 Member: 58439Members, Reinforced - Shadow
    Well, why not make it a Proto Tech that requires HA first? Costs 70 res, which only gets one suit. Maybe it can only have its armor repaired when its being welded by two people at once.

    There are plenty of ways of making an absolutely uber-cool end-game balanced behemoth.
  • TommyVercettiTommyVercetti Join Date: 2003-02-10 Member: 13390Members, Constellation, Reinforced - Shadow
    Invader Zim, your mech sounds more like a deathtrap than an asset. Might as well just drop two HMGs and forget about the mech.
  • StixNStonzStixNStonz Join Date: 2006-11-06 Member: 58439Members, Reinforced - Shadow
    What if it has 1000 armor, and doubles the clipsizes of any weapon it carries? Expensive, but... boom.
  • invader Ziminvader Zim Join Date: 2007-09-20 Member: 62376Members
    tommy - i didnt mention its intial amrour value or its fire power. i was simply trying to limit the machine form being a one man army. it cud have high power guns and high armour but require team mates to defend it from smaller targets and keep it in condtion. but with its high armour and weapons it could take down fades and onos that the other rines struggle with. Hense it adding to teamplay relationships rather than being a super stand alone mech
  • DominingDomining Join Date: 2007-09-27 Member: 62452Members
    What if its.. oh no wait we already have heavies. Just give 'em new weapons.
  • TommyVercettiTommyVercetti Join Date: 2003-02-10 Member: 13390Members, Constellation, Reinforced - Shadow
    Another thing to consider is that NS and NS2 take place in tight quarters, usually in space stations. A mech would not be able to get in a lot of spots like that red corridor that goes to Mother on ns_nancy. It would also block a lot of fire from any marines behind it if the team was moving down a hallway. I still think a mech like this is a solution looking for a problem.
  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    <!--quoteo(post=1663498:date=Dec 10 2007, 05:28 PM:name=TommyVercetti)--><div class='quotetop'>QUOTE(TommyVercetti @ Dec 10 2007, 05:28 PM) <a href="index.php?act=findpost&pid=1663498"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I still think a mech like this is a solution looking for a problem.<!--QuoteEnd--></div><!--QuoteEEnd-->
    That about sums up my thoughts on it.
  • StixNStonzStixNStonz Join Date: 2006-11-06 Member: 58439Members, Reinforced - Shadow
    well, give it the same rough height and width dimensions as an onos, or at least when crouched. No map should have any main routes that block an upright onos' path (though maps like Nancy still have many of these areas). I'd assume that this is fixed in NS2.

    As such, you could even have the mech's model go above its hitbox for visual's sake (so it looks that much bigger), or put in code and animation that drops part of the mech's upper parts when in lower-hanging areas.

    Onos are huge. You could definitely have a mech suit with the same height as a heavy (and even the same general look), but much wider, with huge gun-attaching arms on either side.
  • CanadianWolverineCanadianWolverine Join Date: 2003-02-07 Member: 13249Members
    edited December 2007
    Here is my take on a mech suit:

    First impression: Don't we already have Heavy Armor suits?

    Specialization Purpose:
    A) Looks cool
    B) Ends games faster
    C) Take on Onii
    D) Utilizes Onos Hitbox Size for a Marine Team

    What the...
    A) We have plenty that looks cool, and will be more so in NS2
    B) Games already end fast with good players, which is how it should be in a team based game
    C) Don't we already hand out Jet Packs and Heavy Machine Guns for this?
    D) Don't we want the Kharaa and Marines to play differently?

    What I will say is this, wouldn't it be much cooler if we could upgrade a Heavy Armor to be a Mech Suit? This way, we keep what we already have, but add in the coolness factor and end game scenario we have Heavy Trains in already.

    What I would change:
    To Make This Team Play - Have 2 Marines in the Mech Suit, one drives, the other shoots. Plus, have other Marines needed to repair and load the thing with ammunition.
    To Give This A Weakness - Costs like an end game thing in resources and building requirements, can't go through a Phase Gate, can't be beaconed, loud, moves no faster than a Heavy Armor, easy to hit, automatically shows on "hive sight", parts have individual hit points and fall off once hit points reach 0, weapons (LMG, HMG, Nade, Flame, etc) only get over lapping fire in certain areas - only one armament can shoot within some spots shutting down the other and leaving the Mech vulnerable to be flanked, according to which seat you attack - you either kill the driver or the gunner with obvious consequences (sitting duck or no attack).

    Now, with the changes I propose, I would play that with that thing on marine or want to pick it apart piece by piece on the Kharaa side. It would be an absolute blast!
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    edited December 2007
    i dunno, i don't think a mech suit would really fit into NS, i think that HA are already pretty full on and damn cool.
    If there were ever outdoor areas then i would be for the mech suit, but at the moment its all clostraphobic areas, maybe i'm just picturing it the wrong way but a matrix style suit just feels very clunky to use inside a facility or space station.
    A mech suit to me says vehicle.
  • StixNStonzStixNStonz Join Date: 2006-11-06 Member: 58439Members, Reinforced - Shadow
    edited December 2007
    Heh, the matrix suit looks awesome and all, but is obviously way too big. I was picturing much more of something about the height of an HA, but a lot wider and thicker, with actual mounted guns on the arms, rather than hands that hold guns, like the current HA.

    Actually, think of the smaller mechs in The Chronicles of Rid######: (lol, ridd*ick is a bad word, mkay)

    <img src="http://img516.imageshack.us/img516/8859/riddi21py7.jpg" border="0" class="linked-image" />
  • c0kec0ke Join Date: 2004-07-02 Member: 29676Members
    edited December 2007
    yes i've also thought of half the matrix' mech size. but the design would fit very well imo.

    how i'd like to see it:
    as you built a prototype lab, you automatically can drop the standard mech nearby
    the standard version has 100 extra armor and its clips are +50% sized. un-devourable. cant jump?. cant swim (floats very slow), cant use PGs, still GETS spore damage(halfed?), 80% of normal run-speed, sized as high and weight as an onos, half its length (standard+support mech smaller than off+def mech?), when crouched normal marine size, maintenance costs 3 res per minute - mechs still have to pick up weapons like everyone else!

    you now got 3 diffrent research(-trees): <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->1. offensiv mech<!--colorc--></span><!--/colorc--> <!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->2. defensiv mech<!--colorc--></span><!--/colorc--> <!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->3. support mech<!--colorc--></span><!--/colorc-->
    each research takes a few minutes and costs 30 res. and all 3 types are like the standard-mech + X (instant mech-type-bonus) + researches
    if researched one of these, you 1. unlock the new mech-type (can drop it to your team) which has a few SMALL extras compared to the standard version and 2. unlock its research-tree
    a mech suit costs 10-20res to drop

    <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro--><u>researches at the offensiv mech tree could for example be(instant bonus: 10% more damage, 20% more ammo):</u><!--colorc--></span><!--/colorc--> ability to use and equip 2 weapons at once(but each is slowed down to 65% firespeed), +20% firespeed, a jump-jetpack that allows you to fly for ~2 seconds (mechs normally cant jump?), a small but usefull special weapon only these mechs can have as addition
    <!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro--><u>researches at the defensiv-mech tech tree could be(instant bonus: 10% more AP, selfweld tool):</u><!--colorc--></span><!--/colorc--> siege-mode (mech cant walk, sits down, but 30% more damage and armor. takes ~5sec to switch in/out), 20% extra armor, spore/acid resistance, parasite resistance
    <!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro--><u>researches at the support-mech tech tree could be(instant bonus: +50% weldspeed, ability to use PGs(mechs normally cant)) :</u><!--colorc--></span><!--/colorc--> tool to scan area, 3x building speed, faster running speed, factory-mode (mode to produce energy: IPs, turrets and sieges work without having TF/CC, if nearby. takes ~5sec to switch in/out), ability to carry 2 more (non-mech) marines
    <b><u>and some global researches that are being applied to ALL mechs(also the standard) could be:</u></b> some more hp/ap, some more damage, cheaper and faster to research MT, some kind of resupply but slower, ability to AOE stomp that stuns nearby lifeforms (except onos) for a sec (but has cooldown time)

    on this way a mech would averagly be a little weaker than a fade, but if fully upgraded equal to onos or a little stronger. hard to say

    so the first mechs could appear at minute 5 but would be weak and too expensiv to use yet and would only look like a light mechanic robotic-suit. but after some time they'd become stronger and more usefull, more worth their res and also look like that

    the look of a mech could also vary a lot, depending on type and research-grade

    the mech should replace HA (+ JP?) and create a diff endgame gameplay and options.
    the kharaa might need something in ns2 to counter this change(but thats not the topic)

    BUT HEY..... ns2 needs some changes, noone wants a copy of ns(1) to the source engine!

    ps: just an inspiration, not perfect
  • c0kec0ke Join Date: 2004-07-02 Member: 29676Members
    edited December 2007
    *bump*
    <img src="http://whatisthematrix.warnerbros.com/deutsch/rv_img/photo_rev_sept_22.jpg" border="0" class="linked-image" />
    *bump*
    <img src="http://whatisthematrix.warnerbros.com/deutsch/rv_img/photo_rev_sept_23.jpg" border="0" class="linked-image" />
    *bump*
  • afratnikovafratnikov Join Date: 2003-08-05 Member: 18931Members
    Ahh the mech: why is it SOO cool while being SOO impractical?

    Zion could have put up a much tougher defense by using well protected stationary guns, that could fire more bullets. Instead they had to use these cool-looking piles of metal!

    /bump
  • TestosteronTestosteron Join Date: 2006-12-29 Member: 59299Members, Constellation
    edited December 2007
    <!--quoteo(post=1663554:date=Dec 11 2007, 07:18 AM:name=c0ke)--><div class='quotetop'>QUOTE(c0ke @ Dec 11 2007, 07:18 AM) <a href="index.php?act=findpost&pid=1663554"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->ns2 needs some changes, noone wants a copy of ns(1) to the source engine!<!--QuoteEnd--></div><!--QuoteEEnd-->
    That doesn't mean everything has to change.

    I like the idea of a mech as well and even gave it some though a couple of month ago but as already mentioned by others: It doesn't fit into maps that are 100% indoors.

    Maybe the HA model could be transformed into something looking like a mech that is just slightly higher then HA (if a marine is 2m, let the HA-Mech be 3m). The mech-player (or the comm) could maybe choose between some upgrades like
    *more reload clips (the mech is big so why not let it carry 2 times as many clips as a normal soldier)
    *better aim (the strong arms don't let the HMG bounce around so much when you fire)
    *double weld/pistol (could be fixed to every arm)
  • DominingDomining Join Date: 2007-09-27 Member: 62452Members
    If heavies came standard with a welder for 15 res, that's pretty much all of the improvements I could suggest without it turning basic units into more absolute paper than they are right now.
  • CronoRayCronoRay Canada, British Columbia Join Date: 2005-04-13 Member: 48354Members, Reinforced - Shadow
    I have an idea for a good new armor for the marines, i like to call it PES (Personal Exo-Suit) Armor, here is the link to my topic check it out, long post though so be ready for a long read.

    <a href="http://unknownworlds.com/forums/index.php?showtopic=103448" target="_blank">New Marine Armor</a>
  • c0kec0ke Join Date: 2004-07-02 Member: 29676Members
    well i like the idea of giving the marines diffrent endgame equipment, cause the current is kinda lame/boring, but i'd defenitly prefer a more complex system, where the comm can chose his equipment-style more detailed - chose what way he wants to go - than just another fix suit.
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