<!--QuoteBegin--pandas|RoQ+Oct 20 2003, 01:09 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (pandas|RoQ @ Oct 20 2003, 01:09 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I don't think NS needs "new" guns...I think it needs gun upgrades.
Example: All LMG's after this upgrade have 75 bullets per clip instead of 50. LMG's rate of fire increased by 25% after this upgrade.
This is a way to improve your weaponry without having to drop more weapons (tech). Artwork = same, however the weapons are still "new".
Or you could just make these upgraded LMG's...maybe 5 res each or something...they just fire faster or have bigger clips. Everyone wants to add newer bigger better weapons...when something in the middle is really all I see that is needed. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> i agree, maybe NS needs another upgrade for the rines. im not sure of any examples at this time but it could become a good idea to get some thought out there.
The flame thrower for the hl engine wouldn't work, though I'd still like to maybe see it. The most practical ideas I've seen are:
Hand grenades: Basically for anti-camping, especially in vents. Marines have little to no anti vent-camping earlier in the game, and grenades (especially proximity detonation grenades) would help prevent such things. We all know how annoying a lerk spore spamming our spawn from a vent early in the game can be.
The Sniper Rifle: I understand how this might have very little actual use in the game, but hear me out. The usefulness for this weapon would be, as in the grenades, to prevent campers. Also, it would be a good safety weapon when traveling inside vents or tight corridors. People, in such situations, usually switch to their pistol, because of its more ontarget line of fire. For when you just gotta take the vent, the Sniper rifle is your pal. Pesky campers? The sniper rifle is your pal.
Everything else I've seen is far too overpowered. I like the plausable nuke/nano detonation idea, though (might require on spot marking, like in starcraft. Perhaps only a sniper rifle could do this?<!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->) This would be generally useful for clearing out large walls of lame, and to give the Kharaa something to still fear from smaller units later in the game, such as jetpackers. However, this would not replace the old jetpacker rush, as the person would probably have to be prone to mark it.
<!--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-->1.) Halved damage against structures, I guess, not sure about regular damage<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Why would a FLAMETHROWER do 50% damage to Structures!? The alien structures are PLANTS FOR GOD SAKES...it should do 150% damage to structures...and 100% damage to aliens
Yeah, I know, these aren't NEW GUNS, but variations/improvements on current weaponry:
Idea 1: Comms should be able to put mines exactly where they want them (within range of the CC), one at a time, self-arming. Obviously this would probably be floor-only... A Comm could stop or slow down a Kharaa charge all by himself, if necessary, without depending on someone grabbing the mines AND putting them where they're needed most.
Idea 2: To prevent armory-humping, all weapons should generate with FULL ammo- perhaps at a higher cost?
Idea 3: A "gun" that fires, in essence, an electrified and/or monofilament webbing (like a net-gun) that would adhere to/across walls/floor/ceiling. Useful for temporarily closing off vents, hallways, protecting buildings and personnel, setting traps on floors/area denial, etc. Wouldn't stop kharaa for long, but it might be tactically useful. Probably similar stats to a GL as far as weight. Not much range. Probably one-shot and reload. Alternately, GL ammo instead, that accomplishes this.
Idea 4: I've never understood the idea that picking up a welder makes you drop your pistol. I guess the TSA long ago decided Holsters were superfluous? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> Anyway, you drop a welder, you re-draw your pistol. 'Nuff said.
Idea 5: Smaller crosshairs for all weapons, or better yet ONE standard crosshair. I just switched from Direct3D to OpenGL. 'Till now, my crosshair was a single-pixel blue dot. Now, they obscure targets.
just because flayra has said no, doesn't mean i cant dream...
thrad detailing these babys <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=19&t=48578&hl=grenades' target='_blank'>is located in the customization forum</a>
all pimp-ness goes to brigadeir wolf who has the most beutiful custom models.
i think a big thing we need is something to counter those early game spore spamming vent lerks. can be really cheap on maps like eclipse. i really like the idea of the demo charge, aliens can bite it to death to defuse it or something.
<!--QuoteBegin--Cobalt+Oct 20 2003, 09:08 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Cobalt @ Oct 20 2003, 09:08 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> At some games i would have loved to get a Rifle. A damn **** (sry) SNIPERRIFLE. To take down those Lerks in the Vents <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> No, for the 10,546^3132-224+234th time!!!!!
-Bolt Action, similar to KAR98 from DoD in rate of fire -Accurate -Allows you to run slightly faster than if you had LMG -10 Bullet clip -Around 150-200 damage -Very quite
It's use would be if the commander wanted a marine to do some scouting, it would be ineffective in all out assualts but a lone marine could use it to go behind the enemy lines and find out things like chamber choice, where their res nodes are, which hive they have, if they have any higher evolutions, etc.
I haven't seen this one suggested yet, so here goes.
Most of these weapons (cept the ubernuke and stuff) are anti-personnel weapons. Maybe we need anti anti-building one, one that's not insanely powerful. Now, the background. These ships the TSA board to "decontaminate"... well they've gotta be powered by something, right? Usually, that stuff is some kind of plasma. Some kind of ultra-insanely-hot plasma. Howabout a plasma grenade? It combines whatever fuels are used in the massive drive engines on a smaller scale, creating an intensely hot plasma. Now, this reaction will take a few seconds to get going. The grenade would be glowing white hot during these few seconds (maybe 5, depending on radius and how long it would take for an onos to get out) when the reaction is just starting. So aliens will be able to see it and run like hell. If an alien is stupid enough to just sit there and get immolated, well that's not my problem.
Anyways, once the grenade's glowing hot, it could explode, sending plasma flying all over (maybe about the GL explosion radius). The damage may not be everywhere in the blast, it could send globs of plasma, if that wouldn't be too taxing/impossible on HL engine. If it does end up sending out globs, they could each do a carefully playtested amount of damage, and stay on the floor, cooling and slowly decreasing in damage for maybe 10-15 seconds. If it is just a blast-damage, there could be a pool of plasma under where the grenade blew. And during the heat-up time, the nade could do some damage too.
Also, going with the whole friendlyfire TSA armor/bullet system, theres really no way to stop a glob of superhot molten plasma in mid-air, so this weapon could damage the team as well. That's just a maybe, depending on the llama factor. Probably too abusable, but maybe not. Might help to balance.
Oh. Just thought of hives. Well maybe each structure could take a max of one glob (so the hive wouldn't take like 100 globs = instakill) except the hive, which could maybe take 2 or 3. Or just use the blast damage.
Cost: A bit more than mines. Carrying capacity: 1 or 2? Weight: Bit more than mines, they have enough fuel to make a good reaction. RoF: See notes. Notes: Only have 1 of these in any given area at a time (maybe have a cooldown time for the area), since if two big plasma blasts went off before an area had time to cool, it could vaporize the ships hull, causing a hull breach.
Just thought we needed an anti-building weapon that shouldn't pwn everything on the map. Could also clear out tight vents if the lerk's particularly dumb.
<!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> Seems a couple of people liked my idea of bringing back a cut down det pack style form of the nuke back on page 2.
<!--QuoteBegin--Delarosa+Oct 20 2003, 04:47 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Delarosa @ Oct 20 2003, 04:47 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> just because flayra has said no, doesn't mean i cant dream...
thrad detailing these babys <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=19&t=48578&hl=grenades' target='_blank'>is located in the customization forum</a>
all pimp-ness goes to brigadeir wolf who has the most beutiful custom models.
In my own little world of ns, a good weapon i would like to see is sorta a small clip powerful rifle. Stronger than the hmg, but not so powerful as to be classified as a "sniper" rifle. around 20 ish shots in a clip, a fairly long reload time, but do about 40 damage a pop with a rate of fire of maybe 1 or 2 a second. It would be good for cover fire from say fades and onos, but powerful enough as to be effective against skulks/lerks/gorges.
i thougth that a mixture of cover fire and damage would be great....but the more i think about it, thats what the new shotguns accomplish... nvm...
<!--QuoteBegin--Weltschmerz+Oct 20 2003, 04:42 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Weltschmerz @ Oct 20 2003, 04:42 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Idea 1: Comms should be able to put mines exactly where they want them (within range of the CC), one at a time, self-arming. Obviously this would probably be floor-only... A Comm could stop or slow down a Kharaa charge all by himself, if necessary, without depending on someone grabbing the mines AND putting them where they're needed most.
Idea 2: To prevent armory-humping, all weapons should generate with FULL ammo- perhaps at a higher cost? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Above Not bad.
Also keep in mind due to the mine changes the aliens can kill the mines (skulks/gorges) so it would only slow down the enemies/allow the comm to put the mines where he wants.
Also the idea of a det pack doesn't seem to bad, I don't know how you would work it out though.
I can see placing it to kill WOL, but at a hive you are going to inform the aliens.
Then they can kill it by biting it?
So the marines have to cover the nuke against the aliens (they can teleport in.)
Are the marines gonna stand right next to it until it blows up (cause that doesn't seem very gritty).
Or if the marines are gonna stand out of line of sight of the hive but in LOS of the nuke then we have effectly increase the range that a hive can be attacked.
In some ways it seems like seige solves this better.
If you can figure out more details/balance then it might be possible.
-----
Side note:
Alot of these ideas give the aliens very little chance to respond because they don't know its comming, or drastically changes the roles of the marines.
With the stun gun, no lerk could every go near a marine again without a good chance of getting stun gunned to death.
With the sniper rifle no lerk could ever pop his head out a vent without having a good change of getting scewered.
---- If flaya decided to allow hand gernades they should NOT be able to kill a lerk in 1 hit. The reason is there would be no way you could ever lerk against a somewhat decent team.
If the hand gernades could kill in 2 hits and you could only carry 1 gernade then a lerk could be scared off with 1 nade or killed by a timed attack of 2 players.
I think weak hand gernades (75 damage 2-4* against buildings/uncloaks for a while)would be a decent researchable tech (10-30 res with non-adv armory).
They would go into slot 4 you get 1 and you can never get more.
This would be a counter to cloaking (slightly) lerks (in groups or to scare the lerk), and a tiny little addition to your troops in normal circumstances.
<!--QuoteBegin--AU-Scorpion+Oct 20 2003, 03:26 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (AU-Scorpion @ Oct 20 2003, 03:26 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> My thoughts?
APIS (Anti-Personnel Ionic Stream)
It shoots a powerful stream of <b>energy</b> directly forward. Peircing through and doing damage to all organic matter in it's way <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> read the first post, it states no energy weapons
I still think the one thing in NS that really needs the quickest fixing is vent hiding with lerks and gorges. A single lerk shouldn't be able to hold back the entire team while the armoury slowly upgrades. True, marines can run through spores, but it greatly decreases their chances of being effective elsewhere.
I'd really like to see hand grenades. Failing that, some kind of indirect fire without an advanced armoury.
<!--QuoteBegin--Gwahir+Oct 20 2003, 11:16 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Gwahir @ Oct 20 2003, 11:16 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I'd really like to see hand grenades. Failing that, some kind of indirect fire without an advanced armoury. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Proximity Hand grenades!!!
Arg, everyone skims over my post about that, man, no one even sees...
<!--QuoteBegin--Gwahir+Oct 20 2003, 10:16 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Gwahir @ Oct 20 2003, 10:16 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I still think the one thing in NS that really needs the quickest fixing is vent hiding with lerks and gorges. A single lerk shouldn't be able to hold back the entire team while the armoury slowly upgrades. True, marines can run through spores, but it greatly decreases their chances of being effective elsewhere.
I'd really like to see hand grenades. Failing that, some kind of indirect fire without an advanced armoury. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> aren't vents supposed to be kharaa-friendly?
The det pack and ice 'nades sound like good ides. proximity nades sound too powerful except for the grenade laucher(its a late tech weapon). How about electric mines that generate an electric field around them. I mean mines can be killed by parasite now so all they would do is allow a team time to put up a tf (or just hurt any skullk that tried to stop them) and give the marines an early game tactic other than a shotty rush.
kharaa friendly yes, which is why not I'm plugging for the proximity grenades idea, while it would be a similar enough replacement to a volumetric flame thrower, I'll leave it up to Flayra on that one. But still, a vent should not provide the cover to seriously hamper a marine team, possibly removing the possibility of a win due to a single player, that contradicts the team play nature of NS.
Sorry for any spelling/grammar mistakes i am writing this fast
Alright now im sure this idea is gona get shot down but owell here it goes. The idea is a kind of "bio-armor" for those of you who have read Hypirion, something similar to what Kassid wears when battling the Ousters at the time tombs. It would require a new building of some sort high up in the tech tree, at this building would be 4 "levels" of upgrades. the armor it self goes over the marien covering the entire body and is not combatible with any basic weapons. The armor would have 4 differant weapons/abilities in its self, kind of like an alien evolution, a new option would open up every time the the upgrade was purchased at the building. When in the armor the mariens health would go up to mabey 150 and armor to around 150. The primary attack would be a melee, the arm of the marien would form into a blade that hits for about 90 damage. Secondary attack would an ability, a "phase shift" when active the marien moves at 4x speed can jump 4x higher and attack 4x faster. 3rd ability would be a weapon off some sorta that when fired drains all the engery of all aliens in the blast area, and casuse it to stay down for mabey 4 seconds. I have no clue what the 4th upgrade would give, have not given it that much thought.
Now i know this would be horribly unbalanced, and i propose some sort of alien lifeform that would be able to stand up against this and prove to be an effective counter. This armor/weapon would require a great deal of skill to use, not somthing like onos which is just a beast. The building to get this might cost 40 res, to get the armor 20 upgrade 2: 40 upgrade 3: 60 and upgrade 4 : 80
<!--QuoteBegin--Akanit+Oct 20 2003, 03:02 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Akanit @ Oct 20 2003, 03:02 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Deployable support weapon: Also great idea, higher accuracy and piercing capability is needed to counter fades and especially onos (darn cows...). <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Yay some one liked my idea, heres an other idea, for a back up "weapon", a handheld scanner(takes away pistol) and it decloaks aliens with in like a 90d cone infront of the marine within a few feet. Or have a new type of "pack" it whould't let you use HA or JP but you have a little obs on your back and decloak stuff in a ring around you. It may sound unfair but think of how many people whould be willing to give up there HA and JP, so only a few hardcore teamplayers whould use it.
1. damage - is it explosive? normal? does it to 20% less to structures? 2. rate of fire - relative to lmg or other guns how fast would it fire? does it fire in bursts? 3. weight - how fast do you walk when carrying it? 4. clip capacity 5. other traits - what are the traits of this gun? does it fire with an arc? does it make a smoke screen? 6. description - how does this fit into tsa's arsenal? and what else should we know about this gun? 7. tech requirements
<b>Det Charges</b> :
<ul> <li>Explosive <li>Would require 5 seconds to plant, but's attachable to every surface. <li>Relatively low weight <li>Marine can carry 2-3, most likely 2. <li>Allows for a new niche for scout class players, more specifically, commando or special ops. This allows marines to potentially sabotage resource towers or upgrade chambers, however, it would do very little damage to hives. <li>Requires - Armory / Arms Lab <li>Medium Radius / 10x Structure Damage / Weak against units very strong against structures. </ul>
<!--QuoteBegin--n4th4n+Oct 20 2003, 10:57 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (n4th4n @ Oct 20 2003, 10:57 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Sorry for any spelling/grammar mistakes i am writing this fast
Alright now im sure this idea is gona get shot down but owell here it goes. The idea is a kind of "bio-armor" for those of you who have read Hypirion, something similar to what Kassid wears when battling the Ousters at the time tombs. It would require a new building of some sort high up in the tech tree, at this building would be 4 "levels" of upgrades. the armor it self goes over the marien covering the entire body and is not combatible with any basic weapons. The armor would have 4 differant weapons/abilities in its self, kind of like an alien evolution, a new option would open up every time the the upgrade was purchased at the building. When in the armor the mariens health would go up to mabey 150 and armor to around 150. The primary attack would be a melee, the arm of the marien would form into a blade that hits for about 90 damage. Secondary attack would an ability, a "phase shift" when active the marien moves at 4x speed can jump 4x higher and attack 4x faster. 3rd ability would be a weapon off some sorta that when fired drains all the engery of all aliens in the blast area, and casuse it to stay down for mabey 4 seconds. I have no clue what the 4th upgrade would give, have not given it that much thought.
Now i know this would be horribly unbalanced, and i propose some sort of alien lifeform that would be able to stand up against this and prove to be an effective counter. This armor/weapon would require a great deal of skill to use, not somthing like onos which is just a beast. The building to get this might cost 40 res, to get the armor 20 upgrade 2: 40 upgrade 3: 60 and upgrade 4 : 80 <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> ...so in all essence....a fade for marines? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
QuaunautThe longest seven days in history...Join Date: 2003-03-21Member: 14759Members, Constellation, Reinforced - Shadow
edited October 2003
<!--QuoteBegin--Lux+Oct 19 2003, 10:17 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lux @ Oct 19 2003, 10:17 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> We were discussing on the private beta forums ideas for new guns, specifically for marines. It might be fun to have new weapons: what guns could you see fitting into ns in the future?
<span style='color:red'>Please DO NOT POST if you don't have anything constructive to add</span>. Please keep in mind that there are already guns in ns that have certain characteristics, don't want to make any new gun too similar, so be sure in your description to include:
1. damage - is it explosive? normal? does it to 20% less to structures? 2. rate of fire - relative to lmg or other guns how fast would it fire? does it fire in bursts? 3. weight - how fast do you walk when carrying it? 4. clip capacity 5. other traits - what are the traits of this gun? does it fire with an arc? does it make a smoke screen? 6. description - how does this fit into tsa's arsenal? and what else should we know about this gun? 7. tech requirements
Don't worry about modeling; I think at this point we need ideas on the type of gun. I am not the creator of ns...however if there is a good gun it might be picked and added to ns! <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> The "Clamp Gun"
It'd be a incapicitation weapon. It would fire a slow(ish) 4 way clamp, that would wrap itself around the alien, and disable it from all activity for 3 seconds.
1. 25 Damage. 2. 20cpm(clampsperminute) 3. HMG Weight. Same speed. 4. 1. Would be reloaded After every fire. 5. Incapicitation. Also, each fire would force the fire-er back 5 feet. 3 Second reload time. 6. It'd fit in with the HMG and Grenade Launcher. Would be heavily teamwork oriented. Someone could handle a single enemy with it, but more than one, and it would become worthless without defenders. 7. Armory Upgrade
I'm surprised no one asked for the best weapon you could possibly ask for.. a welder that doesn't automatically pop up when you pick one up. Those kinds of welders would be UBER, easy 20+ res to drop for marines.
Comments
Sigh, I guess I'll just have to keep hurting myself... <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Sorry forgot to comment...but I think making the GL shoot proximity nades is a very nice idea. I like it.
Example: All LMG's after this upgrade have 75 bullets per clip instead of 50.
LMG's rate of fire increased by 25% after this upgrade.
This is a way to improve your weaponry without having to drop more weapons (tech). Artwork = same, however the weapons are still "new".
Or you could just make these upgraded LMG's...maybe 5 res each or something...they just fire faster or have bigger clips. Everyone wants to add newer bigger better weapons...when something in the middle is really all I see that is needed. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
i agree, maybe NS needs another upgrade for the rines. im not sure of any examples at this time but it could become a good idea to get some thought out there.
Hand grenades: Basically for anti-camping, especially in vents. Marines have little to no anti vent-camping earlier in the game, and grenades (especially proximity detonation grenades) would help prevent such things. We all know how annoying a lerk spore spamming our spawn from a vent early in the game can be.
The Sniper Rifle: I understand how this might have very little actual use in the game, but hear me out. The usefulness for this weapon would be, as in the grenades, to prevent campers. Also, it would be a good safety weapon when traveling inside vents or tight corridors. People, in such situations, usually switch to their pistol, because of its more ontarget line of fire. For when you just gotta take the vent, the Sniper rifle is your pal. Pesky campers? The sniper rifle is your pal.
Everything else I've seen is far too overpowered. I like the plausable nuke/nano detonation idea, though (might require on spot marking, like in starcraft. Perhaps only a sniper rifle could do this?<!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->) This would be generally useful for clearing out large walls of lame, and to give the Kharaa something to still fear from smaller units later in the game, such as jetpackers. However, this would not replace the old jetpacker rush, as the person would probably have to be prone to mark it.
Ja, that's all for now.
Why would a FLAMETHROWER do 50% damage to Structures!? The alien structures are PLANTS FOR GOD SAKES...it should do 150% damage to structures...and 100% damage to aliens
Idea 1:
Comms should be able to put mines exactly where they want them (within range of the CC), one at a time, self-arming. Obviously this would probably be floor-only... A Comm could stop or slow down a Kharaa charge all by himself, if necessary, without depending on someone grabbing the mines AND putting them where they're needed most.
Idea 2:
To prevent armory-humping, all weapons should generate with FULL ammo- perhaps at a higher cost?
Idea 3:
A "gun" that fires, in essence, an electrified and/or monofilament webbing (like a net-gun) that would adhere to/across walls/floor/ceiling. Useful for temporarily closing off vents, hallways, protecting buildings and personnel, setting traps on floors/area denial, etc. Wouldn't stop kharaa for long, but it might be tactically useful. Probably similar stats to a GL as far as weight. Not much range. Probably one-shot and reload. Alternately, GL ammo instead, that accomplishes this.
Idea 4:
I've never understood the idea that picking up a welder makes you drop your pistol. I guess the TSA long ago decided Holsters were superfluous? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> Anyway, you drop a welder, you re-draw your pistol. 'Nuff said.
Idea 5:
Smaller crosshairs for all weapons, or better yet ONE standard crosshair. I just switched from Direct3D to OpenGL. 'Till now, my crosshair was a single-pixel blue dot. Now, they obscure targets.
Thanx-
thrad detailing these babys <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=19&t=48578&hl=grenades' target='_blank'>is located in the customization forum</a>
all pimp-ness goes to brigadeir wolf who has the most beutiful custom models.
<img src='http://www.unknownworlds.com/forums/uploads/post-19-1064557165.jpg' border='0' alt='user posted image'>
No, for the 10,546^3132-224+234th time!!!!!
-Bolt Action, similar to KAR98 from DoD in rate of fire
-Accurate
-Allows you to run slightly faster than if you had LMG
-10 Bullet clip
-Around 150-200 damage
-Very quite
It's use would be if the commander wanted a marine to do some scouting, it would be ineffective in all out assualts but a lone marine could use it to go behind the enemy lines and find out things like chamber choice, where their res nodes are, which hive they have, if they have any higher evolutions, etc.
Most of these weapons (cept the ubernuke and stuff) are anti-personnel weapons. Maybe we need anti anti-building one, one that's not insanely powerful. Now, the background. These ships the TSA board to "decontaminate"... well they've gotta be powered by something, right? Usually, that stuff is some kind of plasma. Some kind of ultra-insanely-hot plasma. Howabout a plasma grenade? It combines whatever fuels are used in the massive drive engines on a smaller scale, creating an intensely hot plasma. Now, this reaction will take a few seconds to get going. The grenade would be glowing white hot during these few seconds (maybe 5, depending on radius and how long it would take for an onos to get out) when the reaction is just starting. So aliens will be able to see it and run like hell. If an alien is stupid enough to just sit there and get immolated, well that's not my problem.
Anyways, once the grenade's glowing hot, it could explode, sending plasma flying all over (maybe about the GL explosion radius). The damage may not be everywhere in the blast, it could send globs of plasma, if that wouldn't be too taxing/impossible on HL engine. If it does end up sending out globs, they could each do a carefully playtested amount of damage, and stay on the floor, cooling and slowly decreasing in damage for maybe 10-15 seconds. If it is just a blast-damage, there could be a pool of plasma under where the grenade blew. And during the heat-up time, the nade could do some damage too.
Also, going with the whole friendlyfire TSA armor/bullet system, theres really no way to stop a glob of superhot molten plasma in mid-air, so this weapon could damage the team as well. That's just a maybe, depending on the llama factor. Probably too abusable, but maybe not. Might help to balance.
Oh. Just thought of hives. Well maybe each structure could take a max of one glob (so the hive wouldn't take like 100 globs = instakill) except the hive, which could maybe take 2 or 3. Or just use the blast damage.
Cost: A bit more than mines.
Carrying capacity: 1 or 2?
Weight: Bit more than mines, they have enough fuel to make a good reaction.
RoF: See notes.
Notes: Only have 1 of these in any given area at a time (maybe have a cooldown time for the area), since if two big plasma blasts went off before an area had time to cool, it could vaporize the ships hull, causing a hull breach.
Just thought we needed an anti-building weapon that shouldn't pwn everything on the map. Could also clear out tight vents if the lerk's particularly dumb.
thrad detailing these babys <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=19&t=48578&hl=grenades' target='_blank'>is located in the customization forum</a>
all pimp-ness goes to brigadeir wolf who has the most beutiful custom models.
<img src='http://www.unknownworlds.com/forums/uploads/post-19-1064557165.jpg' border='0' alt='user posted image'> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
<!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> I wIsh <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
i thougth that a mixture of cover fire and damage would be great....but the more i think about it, thats what the new shotguns accomplish... nvm...
Comms should be able to put mines exactly where they want them (within range of the CC), one at a time, self-arming. Obviously this would probably be floor-only... A Comm could stop or slow down a Kharaa charge all by himself, if necessary, without depending on someone grabbing the mines AND putting them where they're needed most.
Idea 2:
To prevent armory-humping, all weapons should generate with FULL ammo- perhaps at a higher cost? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Above Not bad.
Also keep in mind due to the mine changes the aliens can kill the mines (skulks/gorges) so it would only slow down the enemies/allow the comm to put the mines where he wants.
Also the idea of a det pack doesn't seem to bad, I don't know how you would work it out though.
I can see placing it to kill WOL, but at a hive you are going to inform the aliens.
Then they can kill it by biting it?
So the marines have to cover the nuke against the aliens (they can teleport in.)
Are the marines gonna stand right next to it until it blows up (cause that doesn't seem very gritty).
Or if the marines are gonna stand out of line of sight of the hive but in LOS of the nuke then we have effectly increase the range that a hive can be attacked.
In some ways it seems like seige solves this better.
If you can figure out more details/balance then it might be possible.
-----
Side note:
Alot of these ideas give the aliens very little chance to respond because they don't know its comming, or drastically changes the roles of the marines.
With the stun gun, no lerk could every go near a marine again without a good chance of getting stun gunned to death.
With the sniper rifle no lerk could ever pop his head out a vent without having a good change of getting scewered.
----
If flaya decided to allow hand gernades they should NOT be able to kill a lerk in 1 hit. The reason is there would be no way you could ever lerk against a somewhat decent team.
If the hand gernades could kill in 2 hits and you could only carry 1 gernade then a lerk could be scared off with 1 nade or killed by a timed attack of 2 players.
I think weak hand gernades (75 damage 2-4* against buildings/uncloaks for a while)would be a decent researchable tech (10-30 res with non-adv armory).
They would go into slot 4 you get 1 and you can never get more.
This would be a counter to cloaking (slightly) lerks (in groups or to scare the lerk), and a tiny little addition to your troops in normal circumstances.
APIS (Anti-Personnel Ionic Stream)
It shoots a powerful stream of <b>energy</b> directly forward. Peircing through and doing damage to all organic matter in it's way <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
read the first post, it states no energy weapons
I'd really like to see hand grenades. Failing that, some kind of indirect fire without an advanced armoury.
Proximity Hand grenades!!!
Arg, everyone skims over my post about that, man, no one even sees...
<i>Back to my massocist ways...</i>
I'd really like to see hand grenades. Failing that, some kind of indirect fire without an advanced armoury. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
aren't vents supposed to be kharaa-friendly?
But still, a vent should not provide the cover to seriously hamper a marine team, possibly removing the possibility of a win due to a single player, that contradicts the team play nature of NS.
Alright now im sure this idea is gona get shot down but owell here it goes. The idea is a kind of "bio-armor" for those of you who have read Hypirion, something similar to what Kassid wears when battling the Ousters at the time tombs. It would require a new building of some sort high up in the tech tree, at this building would be 4 "levels" of upgrades. the armor it self goes over the marien covering the entire body and is not combatible with any basic weapons. The armor would have 4 differant weapons/abilities in its self, kind of like an alien evolution, a new option would open up every time the the upgrade was purchased at the building. When in the armor the mariens health would go up to mabey 150 and armor to around 150. The primary attack would be a melee, the arm of the marien would form into a blade that hits for about 90 damage. Secondary attack would an ability, a "phase shift" when active the marien moves at 4x speed can jump 4x higher and attack 4x faster. 3rd ability would be a weapon off some sorta that when fired drains all the engery of all aliens in the blast area, and casuse it to stay down for mabey 4 seconds. I have no clue what the 4th upgrade would give, have not given it that much thought.
Now i know this would be horribly unbalanced, and i propose some sort of alien lifeform that would be able to stand up against this and prove to be an effective counter. This armor/weapon would require a great deal of skill to use, not somthing like onos which is just a beast. The building to get this might cost 40 res, to get the armor 20 upgrade 2: 40 upgrade 3: 60 and upgrade 4 : 80
and piercing capability is needed to counter fades and
especially onos (darn cows...). <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Yay some one liked my idea, heres an other idea, for a back up "weapon", a handheld scanner(takes away pistol) and it decloaks aliens with in like a 90d cone infront of the marine within a few feet. Or have a new type of "pack" it whould't let you use HA or JP but you have a little obs on your back and decloak stuff in a ring around you. It may sound unfair but think of how many people whould be willing to give up there HA and JP, so only a few hardcore teamplayers whould use it.
2. rate of fire - relative to lmg or other guns how fast would it fire? does it fire in bursts?
3. weight - how fast do you walk when carrying it?
4. clip capacity
5. other traits - what are the traits of this gun? does it fire with an arc? does it make a smoke screen?
6. description - how does this fit into tsa's arsenal? and what else should we know about this gun?
7. tech requirements
<b>Det Charges</b> :
<ul>
<li>Explosive
<li>Would require 5 seconds to plant, but's attachable to every surface.
<li>Relatively low weight
<li>Marine can carry 2-3, most likely 2.
<li>Allows for a new niche for scout class players, more specifically, commando or special ops. This allows marines to potentially sabotage resource towers or upgrade chambers, however, it would do very little damage to hives.
<li>Requires - Armory / Arms Lab
<li>Medium Radius / 10x Structure Damage / Weak against units very strong against structures.
</ul>
Alright now im sure this idea is gona get shot down but owell here it goes. The idea is a kind of "bio-armor" for those of you who have read Hypirion, something similar to what Kassid wears when battling the Ousters at the time tombs. It would require a new building of some sort high up in the tech tree, at this building would be 4 "levels" of upgrades. the armor it self goes over the marien covering the entire body and is not combatible with any basic weapons. The armor would have 4 differant weapons/abilities in its self, kind of like an alien evolution, a new option would open up every time the the upgrade was purchased at the building. When in the armor the mariens health would go up to mabey 150 and armor to around 150. The primary attack would be a melee, the arm of the marien would form into a blade that hits for about 90 damage. Secondary attack would an ability, a "phase shift" when active the marien moves at 4x speed can jump 4x higher and attack 4x faster. 3rd ability would be a weapon off some sorta that when fired drains all the engery of all aliens in the blast area, and casuse it to stay down for mabey 4 seconds. I have no clue what the 4th upgrade would give, have not given it that much thought.
Now i know this would be horribly unbalanced, and i propose some sort of alien lifeform that would be able to stand up against this and prove to be an effective counter. This armor/weapon would require a great deal of skill to use, not somthing like onos which is just a beast. The building to get this might cost 40 res, to get the armor 20 upgrade 2: 40 upgrade 3: 60 and upgrade 4 : 80 <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
...so in all essence....a fade for marines? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
<span style='color:red'>Please DO NOT POST if you don't have anything constructive to add</span>. Please keep in mind that there are already guns in ns that have certain characteristics, don't want to make any new gun too similar, so be sure in your description to include:
1. damage - is it explosive? normal? does it to 20% less to structures?
2. rate of fire - relative to lmg or other guns how fast would it fire? does it fire in bursts?
3. weight - how fast do you walk when carrying it?
4. clip capacity
5. other traits - what are the traits of this gun? does it fire with an arc? does it make a smoke screen?
6. description - how does this fit into tsa's arsenal? and what else should we know about this gun?
7. tech requirements
Don't worry about modeling; I think at this point we need ideas on the type of gun. I am not the creator of ns...however if there is a good gun it might be picked and added to ns! <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
The "Clamp Gun"
It'd be a incapicitation weapon. It would fire a slow(ish) 4 way clamp, that would wrap itself around the alien, and disable it from all activity for 3 seconds.
1. 25 Damage.
2. 20cpm(clampsperminute)
3. HMG Weight. Same speed.
4. 1. Would be reloaded After every fire.
5. Incapicitation. Also, each fire would force the fire-er back 5 feet. 3 Second reload time.
6. It'd fit in with the HMG and Grenade Launcher. Would be heavily teamwork oriented. Someone could handle a single enemy with it, but more than one, and it would become worthless without defenders.
7. Armory Upgrade