Spartan Laser-esque add-on weapon
GaussWaffle
Join Date: 2008-02-22 Member: 63708Members
A weapon possibility I was just thinking of..
-It would be a little 5-10 res add-on to an existing LMG/Shotgun/HMG/whathaveyou
-It would have about 4 shots on it. That's it. No refilling. Once it's used up you have to either repurchase an ammo pack (half the cost of the add-on) or choose another add-on
-It would have a point long range similar to the pistol. I.E. It can be effective at any range as long as the point ends up on the target.
-The relative damage of this laser weapon would be 125 on impact, with the possibility of a non regeneration for 3 seconds after impact.
-It would have a charge time of 1.5 seconds. All mechanics are basically exact to the spartan laser from this point on. You cannot "hold" the charge for a shot later of your choosing. It goes off when the charge is done.
This is NOT a one hit kill for anything beyond a skulk. It would seriously damage a lerk to almost the point of death (>50 hp).
Personally, I see this as a fine weapon for pinpoint sniping or picking off running fades/onos/lerks in the distance.
any thoughts? If this was brought up in a pervious topic, my bad...I DID look (though not thoroughly) it up, for the record.
Obviously, these stats are not set in stone to any degree, just trying to imagine how it would be best balanced in NS atm. Seems like a good possible add-on that gives people the relative sniper fix in NS2.
-It would be a little 5-10 res add-on to an existing LMG/Shotgun/HMG/whathaveyou
-It would have about 4 shots on it. That's it. No refilling. Once it's used up you have to either repurchase an ammo pack (half the cost of the add-on) or choose another add-on
-It would have a point long range similar to the pistol. I.E. It can be effective at any range as long as the point ends up on the target.
-The relative damage of this laser weapon would be 125 on impact, with the possibility of a non regeneration for 3 seconds after impact.
-It would have a charge time of 1.5 seconds. All mechanics are basically exact to the spartan laser from this point on. You cannot "hold" the charge for a shot later of your choosing. It goes off when the charge is done.
This is NOT a one hit kill for anything beyond a skulk. It would seriously damage a lerk to almost the point of death (>50 hp).
Personally, I see this as a fine weapon for pinpoint sniping or picking off running fades/onos/lerks in the distance.
any thoughts? If this was brought up in a pervious topic, my bad...I DID look (though not thoroughly) it up, for the record.
Obviously, these stats are not set in stone to any degree, just trying to imagine how it would be best balanced in NS atm. Seems like a good possible add-on that gives people the relative sniper fix in NS2.
Comments
here's two...
The charge time, horendously small for 125-150 damage, that'd fuc* an Onos over with all four shots... has to be longer, or damage must lower.
Way too cheap
I do like how it will be balanced abit with A)You have to rebuy the permutation(must be full cost) and B) How it gives you little forgiveness on small and fast targets, made mostly for chambers and onos'.
The charge time, horendously small for 125-150 damage, that'd fuc* an Onos over with all four shots... has to be longer, or damage must lower.
Way too cheap<!--QuoteEnd--></div><!--QuoteEEnd-->
2 seconds in NS is an eternity in battle, and an 8 second battle (all 4 shots simultaneously) with an onos is without a JP is the worst onos ever ;p. But really, assuming you got all four shots off onto an onos, that'd only be a maximum damage of 600. To put that in perspective of just how much that DOESN'T hurt an onos, 3 lvl 3 shotgun shells straight to the face is a little over 600 damage in NS. That more or less makes an onos think twice before getting his armor tipped up again.
I know lasers are of small consideration, but I'm just trying to put something out there... is it difficult to implement a laser weapon in a game?
I know lasers are of small consideration, but I'm just trying to put something out there... is it difficult to implement a laser weapon in a game?<!--QuoteEnd--></div><!--QuoteEEnd-->
or alternatlivley you could just have 4 people with the attachments
seriously try thinking about these ideas a bit more before posting them
seriously try thinking about these ideas a bit more before posting them<!--QuoteEnd--></div><!--QuoteEEnd-->
seriously, I did a bit
that's a solid 40 res investment, and while it is worth more than an onos res-wise, what onos is going to sit there and take on that many lasers at once? Eat one, kill one, stomp, gtfo, regen. Seriously, and they just wasted some of there ammo which essentially costs 1 res to replace every shot.
Upon a little inspection... this laser is very similar in damage and cost to mines, but used in a more direct fashion.
I do think of balancing game-time situations, but I could see this being abused on a seige map in a long corridor... that's about it
<img src="http://i217.photobucket.com/albums/cc15/Domining/Emots/rollbarf.gif" border="0" class="linked-image" />
An alien has an actual choice of whether or not to step on a mine, unless it's hellabean, plus gorges have spit and bilebombs which clear mines. An alien has no control over whether it gets zapped from half the map away. Also, if that thing gets attached to a HMG, onii become 100% useless.
To balance this add-on the devs could create more than one add-on per weapon. Now would you really want that laser instead of a thermal sensor attached to you gun when you're romping through dark hallways?
Seriously, the thought of mulitple permutations per gun is what the Dev team is going for.
The laser should be only for.....let's say, since it's SO powerful, the pistol =) the pistol can get this 4 shot laser cannon, forcing the rine to use his pistol abit more.
I guess I'll leave it up to the developers to make some useful add-ons that won't completely destroy gameplay in the minds of us fans
Now all we need is a chainsaw bayonet and we'll be in good shape.
But in all seriousness, it's a good idea.
The FT isn't finalized as an attachment to the LMG, but was just a concept. The laser needs 3-5 seconds recharge if on any other gun than that of a pistol, making the pistol more useful later ingame.
mmmm, chainsaws......... upgraded knife? <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
That was a really terrible attempt. You are not very bright.
The FT isn't finalized as an attachment to the LMG, but was just a concept. The laser needs 3-5 seconds recharge if on any other gun than that of a pistol, making the pistol more useful later ingame.
mmmm, chainsaws......... upgraded knife? <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
Seconded on the chainsaws... but that's def. more out of reach than a laser ;p
I don't think add-ons will be applicable to pistols (just correct me if I'm wrong there), but I do wish for a dual-pistol wielding capability (with less accuracy or something of the sort)
The FT isn't finalized as an attachment to the LMG, but was just a concept. The laser needs 3-5 seconds recharge if on any other gun than that of a pistol, making the pistol more useful later ingame.
mmmm, chainsaws......... upgraded knife? <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
Seconded on the chainsaws... but that's def. more out of reach than a laser ;p
I don't think add-ons will be applicable to pistols (just correct me if I'm wrong there), but I do wish for a dual-pistol wielding capability (with less accuracy or something of the sort)
Weren't aliens suposed to be strong at melee ranged attacks? (even I wanted to rip a skulk apart)
edit: ...or it would have a bonus vs. structure?
That. It'd preferably have a bonus against heavy armor (fade, onos, structures, HA in mvm)
Chainsaw fade frag? Sweet.
ryknow69 (Chainsaw Emblem) aNytiMe
mmmm, that'd be nice though.
Having Dual Pistols technicly be a permutation would be ok, but i dont see anything wronge with having pistols have permutations attached to them, as they are a gun like any other.
Having Dual Pistols technicly be a permutation would be ok, but i dont see anything wronge with having pistols have permutations attached to them, as they are a gun like any other.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah... but I just can't envision a flamethrower attachment that's bigger than the actual pistol (probably)
You made it sound like permutations could be changed between any gun
Good thing you clarified that ;p