Proposed Rifle Upgrade
Mr_Charisma
Join Date: 2003-01-26 Member: 12748Members, NS1 Playtester
<div class="IPBDescription">Anything but a silencer</div>The alpha features a "coming soon" rifle upgrade labeled silencer. Flayra in addition mentioned it briefly in his Podcast 17 interview. More specifically, he said he wished to have a small upgrade for the rifle. While I believe that a silencer upgrade is something just thrown in as a "possibility" I have to say the prospect is kind of silly. Almost any other upgrade would fit a whole lot better with not only the feel of the NS universe, but play a lot better too.
Off the top of my head I would suggest some sort of ammo extension, say 50%. With the 'collapsing' of the HMG and the LMG, giving the rifle 25 more rounds would essentially increase it's late game viability. And personally, it sounds a whole lot better than a silencer, in space, against aliens who can essentially see through walls.
Seriously, anything but a silencer.
Off the top of my head I would suggest some sort of ammo extension, say 50%. With the 'collapsing' of the HMG and the LMG, giving the rifle 25 more rounds would essentially increase it's late game viability. And personally, it sounds a whole lot better than a silencer, in space, against aliens who can essentially see through walls.
Seriously, anything but a silencer.
Comments
Clip extension seems reasonable, although 25 rounds extra would surely be a late game upgrade given that it sort of doubles firepower.
For a small early upgrade I would say give it an improved damage type, have it start only effective against a small number of enemies and the upgrade can give it a damage type which works on more baddies, or does a bit more damage to structures. Or perhaps give it incendiary ammo, which gives it similar properties to a flamethrower in terms of both strengths and weaknesses against different enemies, but obviously with rifle damage and firing properties.
You could also perhaps consider things like a secondary fire tazer shot which saps alien's energy, stopping fades from moving about as freely and gorges from running away as much, that sort of thing, it's hard to think of a utility function to give to the main rifle of the marines that isn't already covered with another weapon and isn't a major addition.
Hell if all else fails you could add a bayonet to it, improving the range and power of the melee swing.
That's already in the game.
Or similarly, a one shot flame burst, does everything the flamethrower does, but only for a short second or so.
Hmm Thermal visor... Dark places...
HMMMM......
Kinda like:
<img src="http://www.unknownworlds.com/images/ns/concept/ns3-main-menu.jpg" border="0" class="linked-image" />
Just enough to scare off a skulk or maybe remove a bit of infestation.
Tough I gotta admit that the ability to drain khaara energy pools would be mighty helpful in the right situations.
Cheers,
Cody
Make the upgrade a holster of some sorts. If we have a heavy-exoskeleton they should be able to come up with a simple few straps that let ya hold 2 LMG's.
Cheers,
Cody<!--QuoteEnd--></div><!--QuoteEEnd-->
Marine Sniping seems out of place in ns2. A skulk could easily sneak up on you when your scoped in.
Nah. I like the extended clip size. Or Maybe a 1shot Tazer ability. Give it a 20s recharge time or some such.
Isn't that the <b>point</b>?
I actually don't like it for the <b>opposite</b> reason as you - I think it'd be fairly useless, or the benefit would be negligible.
Honestly, I'd like a function that would highlight something you're shooting at so it would allow your teammates to focus fire - but I'd expect that by default, rather than as an upgrade, although it could work as an upgrade. *
*Edit: Fortune's laser sight idea (if it were as in the image, so a beam of light) could potentially cover this. But it'd be even better if you added it so that it actually did 'register' on Marines' HUDs so they'd see that something was being targetted (highlight it or something).
Extended clip size, or higher damage (high velocity upgrade?) do sound like good lategame upgrades to me.
Why implement only one? You could either make them mutually exclusive research? Or better yet, chosen by each marine before each spawn, after it has been researched?
Basically the marine equivalent of parasite. (Maybe it goes away or the signal strength weakens after a minute from the bacteria fighting the nanites.)
I like this instead of the gl attachment. Having an alt fire explode on impact grenade in small hallways is very overpowered. A single shot shotgun round is more reasonable and skill based. The gl model could be modified for this without too much hassle too.
I also like the idea of extended ammo as a late game rifle upgrade.
Basically the marine equivalent of parasite. (Maybe it goes away or the signal strength weakens after a minute from the bacteria fighting the nanites.)<!--QuoteEnd--></div><!--QuoteEEnd-->
Good idea, though redundant if motion tracking is still in the game (though I doubt it based on the simpler map layouts).
<a href="http://farm5.static.flickr.com/4035/4515442157_cb5ba4eaee_o.jpg" target="_blank">http://farm5.static.flickr.com/4035/451544...b5ba4eaee_o.jpg</a>
the new Future Soldier weapon by Tom Clancy's
Interesting!
Could come in handy and does not sound overpowered. Should definitely have some range/time limitation , though.Â