Tactical Plasma Weapon

DigitsDigits Join Date: 2012-11-01 Member: 165683Members
<div class="IPBDescription">Idea for a Plasma Weapon</div>So; my last topic was totally on Sentries, so it may seem that I'm biased towards Marines, but I'm thinking up ideas for Aliens too, its just a lot slower due to the fact you have to factor in so much more between them requiring infestation to build on and the fact that unlike Marines which have a-symmetrical designs and weaponry Khaara have a more curved and flexible amount of design-freedom. S'all.

I was sitting around playing DOOM while I waited for my friend Wiggles to come back and continue our NS2 drive; and then I realized, it'd be pretty cool to have a Plasma Gun of some sort inside of NS2. My first ideas were fairly ok; I found them to be a bit too powerful, so I spent a lot of time rolling face over the Wiki and factoring in all the damage and variations of our current weapons available (i.e. Shotgun/Assault Rifle) and found that we have no real semi-automatic weapon other then the Shotgun. Which frankly that damn thing probably needs to be nerfed if anything at all needs to be done to it. I watch Marines with T3 Weapon Upgrades and a shotgun run into a room two at a time and kill half the alien team. Hell; my buddy Wigs does it alone, sometimes.

To be honest, I played NS1 a little-bit, not so much as to be somebody who is pro, but enough to remember the basic concepts of its game-play and thus I realize NS2 is much different from that original game though it still keeps the Heart n' Soul of the original game. Personally; I don't know any of the history or 'lore' the NS2 world, so if I make mistakes when bringing up anything at all via the weapon, its origin ideas, and such on, please do tell me so I can correct it. Anyways, moving on to the weapon now, I'll start with Description/Background, move to Statistics, and then to my believed Pros and Cons for it. I sadly have no pictures that I felt fit the description I came up with for this weapon that I've designed in my head.

<!--sizeo:7--><span style="font-size:36pt;line-height:100%"><!--/sizeo-->SN-37b (or the 'Syringe')<!--sizec--></span><!--/sizec-->

The SN-37b is a medium-weight, burst-fire rifle, though unlike its predecessor the 'SN-37a' it does not fire at a fully automatic rate and it has been effectively designed for a much more long-term use then the original weapon. While the Shotgun and the Assault Rifle have taken the main-stay of the Frontiersman force in combating the 'Khaara' menace many other developments in the weapon and warfare industries have been continued to be further designed as a way of both improving on the intense fighting on the fringe world-mining vessels and stations and other less... Known, affairs.

Unlike its predecessor or the more commonly used weaponry, the 'Syringe' as it is affectionately named by its designer, is a extremely accurate burst-fire weapon. Featuring an injection system that pulls three, measured to exact proportion, globs of plasma from the canister dispersing them into the barrel between the 0.5 second fire delay creating the 'illusion' of a burst-fire weapon as the three shots fire almost rapidly-so between each other that it would seem as though they came out all at once. It was originally intended to be re-worked and modified to fit the rapid-fire of the original design but it has been well-tested and theorized that the technology and coolant systems required to prevent the injection-system for the plasma and the barrel from melting is currently not available technology-wise leaving the engineers and head-scientists of the current weapon to make due with what they have.

Several modifications for this prototype weapon have been created to efficiently allow it to continuously fire and be used for long-term combat. It has been built with light-weight alloys and metals keeping it at a medium-weight, less then forty pounds or so, canisters and all. The gun itself is about three to four feet long; supported by the usual-Frontiersman weapon designs of collapsing and interchangeable parts, as well as a digital-counter on the top of the loaded canister to count the remaining shots left for the weapon. Along the barrel is three-nozzle like structures on right and left, each of these are large heat-accelerators, that whirl endlessly along the barrel at a speed that renders them barely visible to the naked-eye. The reason they spin is the constant injection of liquid nitrogen and the disruption of heat particles along the barrel in an attempt to reduce the rising heat of the weapon that had caused the SN-37a such trouble with melting barrels and snapping injection systems. The system that injects the plasma itself is a highly-heat resistant material, as well as one of the heaviest pieces on the weapon weighing over seventeen pounds alone and probably making up half the weapon's weight, and is designed to last longer then six to seven months before a mandatory replacement is required for it.

The last addition to the newer model of the Syringe, is that there was a bid to allow for emergency heat reduction of the weapon, before the liquid-nitrogen injectors and heat-particle distorters were factored into the weapon, which was an emergency ejection of the plasma-canister to reduce the heat through allowing heavy ventilation via the now empty weapon and its hold for the canister. After the introduction of the coolant-devices onto the weapon, this idea was modified, and it is now a secondary fire for the Marine, allowing them to eject the canister and throw the highly volatile contents into large crowds of enemy targets. This not only causes severe damage in a medium-radius, though it varies depending on how much plasma is left inside of the weapon, but it also leaves behind a thick amount of plasma-induced fire that will last for a good minute or so. While this is deemed ineffective against Lerks and Skulks it may produce an annoyance or fatal weapon against the less agile of the Khaara such as the Gorge or Onos.

So; thats my description for the weapon and its background, I did my best to not involve it too much into the Frontiersman, since its not really part of the game yet and it never may be, but y'know. Work with what'cha got. I apologize for any grammatical errors or punctuation bads. I'm a terrible writer.

Statistically speaking, I mocked up the following for the weapon's statistics, but I am fully open to any critique on improving and balancing it:

Primary Fire: Burst Fire

Function: Inflicts a fire-based damage to targets at low to medium range via plasma projectiles.

Damage: I figure it does about 15-20 per each plasma ball, so thats three per shot, so its 3x15 which is 45 damage for a full burst, or 3x20 which is 60 damage for a full burst. If one says this is over-powered, I speculate if this is added to the game, it is a mid-to-late game weapon much like the Exosuit or Jetpack.

Damage Type: Fire

Range: I'd give or take about 200-250.

Clip-size: I'd say about 9, or since its 3-shots per click, about 27 rounds per canister.

Secondary Fire: Canister Grenade

Function: The marine ejects and uses the Plasma Canister like a grenade doing severe area damage, the closer the target is to the blast, the more damage done to them.

Damage: I want to say the 'Canister Grenade' does more damage varying on how much ammo is left in the 'clip', so in my opinion, it should scale via 1-9/3-27. I'm not sure how to do this without being super over-powered, so I'd rather leave that to the developers to factor and ratio out everything in an orderly manner.

Damage Type: Fire.

Range: 100-150

So; thats about it for statistics, when it comes down to Canister Grenade'ing though, I'd like to state one of my ideas is that this gun has a stupidly long reload. Due to the fact its prototype weaponry and that way you can't simply continuously reload and throw Canister Grenades like a ######. This is also because the weapon is obscenely powerful, I'd also like to state I don't believe it should be hit-scan, it should be projectile, meaning it'd require a good player with a good aim to bring it to full potential. It should also have a 1.0 delay between each burst of fire and between that I believe there should be a red-hot effect on the barrel of the gun to demonstrate how hot it is after firing. Cooling systems can only do so much when firing highly volatile and extremely hot substances.

I suppose I said my Pros and Cons while describing it, humm, anyways, thank you for reading your critique and such on is welcome!

Comments

  • Crumbling EgoCrumbling Ego Join Date: 2012-10-30 Member: 164692Members
    +1
    Awesome idea. Very well thought out :D.
    It would be great if this were the late game lifeform killer, and the shotgun were bumped down to light damage.
  • VolcanoVolcano Join Date: 2011-07-27 Member: 112496Members, Constellation
    What would aliens get in return if this was to be passed?
  • DigitsDigits Join Date: 2012-11-01 Member: 165683Members
    edited November 2012
    I'm working on more structure-ideas for Aliens; specifically to give the Commander a lot more ability to actually effect the game, because while he is a key thing for both sides, I've noticed that most of the work will be done by the Alien-players themselves. One of my current ideas is a building specifically designed for the Gorge; though, you'll get to read about it within a day or two when I finish it up. ~.^ (Oh, just a quick P.S. I'm also thinking up some more alien ability ideas, so that they can better counter weapons and stuff that I suggest, that way most of the game will be defined by each other's skills and compliments to each other instead of whoever has the most over-powered weapon or ability)
  • Haplo_64Haplo_64 Join Date: 2012-04-03 Member: 149890Members
    The primary fire/secondary fire concept was tried on the assault rifle, when it had the grenade launcher as an under-slung. This was far to overpowered, as it allows marines to respond to any threat with the one weapon, instead of forcing people into different roles. It would be like having an onos that could blink. While it sounds cool, and you could justify it by the cost, it simply becomes an upgrade instead of a choice.
  • DigitsDigits Join Date: 2012-11-01 Member: 165683Members
    edited November 2012
    Ah, but the point of the secondary fire is to allow for a crowd control that is based on how much ammo you have in the specific canister currently loaded into the weapon, the intended design would make the reload time for this specific weapon extremely long, due to the fact its a prototype weapon using delicate technologies as well as a delicate system of housing for the canister. Which is why using the Secondary Fire is a thing that should be well-planned, as if it fails, your reload will certainly be the death of you, unlike the under-slung grenade launcher which when I recall using it when it was first out it was a extremely fast reload in comparison to my idea for this specific weapon's reload time. This is why this specific weapon is not only projectile based, meaning unlike weapons like the shotgun and assault rifle that as long as your marker is on them its a hit, this weapon <i>has</i> to land the balls of plasma to be effective, it is also a weapon that would be rendered useless when its just one person with this gun as its reload time is murderous meaning even if you killed two Skulks or a Fade before going down or killed a group of them with your secondary canister throw the reload would still be the end of you. Not to mention unlike the Flamethrower or Grenade Launcher, I see this weapon specifically, being much more around the requirement of 40 resources or so to drop it or buy it yourself because of its damage and secondary.
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