Selective Weapon Upgrades

ryknow69ryknow69 Join Date: 2008-03-24 Member: 63952Members
edited October 2008 in Ideas and Suggestions
<div class="IPBDescription">Upgrades with goods and bads. Not just guns.</div>To start, I DO know there is probably another topic of this, I tried the search engine, it personally SUCKS ***. No offence is meant to be made; I just couldn't find the topic I needed, so if a Forum Admin reads this, please organize it by topic not post.

I've been reading a lot of these forum sections and topics, all have nice and dumb ideas. I've seen some of the blogs, and I'm amazed, but something is missing...

Now to my subject,

I've seen the new M.A.S.C. and some of its ideas for upgrades, so I think we should have an organized list of weapon ideas. I will try to continue updating the list. I'm not a moderator or other, just......a helper type of person. Each of these upgrades are researched by the commander BUT are not forced upon the soldiers like normal Weapon and armor upgrades. Instead, the marine chooses to have the upgrade on or off, to turn on or off, they must be located near the right armory, advanced is for all, normal for shotty, lmg, etc. With this, the marines don't moan because they'd rather have this upgrade. Now this will make it so not every marine or alien is the same. EX: 2 Normal LMG marines with a scoped one.

You can also negate all said above if you have a different way of delivery to the marine or alien.

Of course, I have my own ideas, I will organize everyone’s ideas into the format below. Please keep all posts in a good fashion, readable, and you may deviate and not add a idea and just comment on my idea of organization, or comment on someone else’s idea. If you give an idea, please state what it's effects are, it's name, cost, build time, and any bad things, you may add more detail if you wish, like what will it change to the units physic.

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<b><u><!--sizeo:2--><span style="font-size:10pt;line-height:100%"><!--/sizeo-->Weapon Upgrades:<!--sizec--></span><!--/sizec--></u></b>
<b>LMG Upgrades-</b>
<u>Scope Upgrade)</u> I Personally like sniper rifles, one thing NS lacked. NS may have enclosed maps, but when it comes to open areas, accuracy is key.
Cost) 10 Res.
Upgrade Time) 15 seconds.
Requirements) Arms Lab.
Effect) Allows the marine to have a scope look through the middle mouse button. It has a medium magnification.
Downside) The LMG can no longer fire full automatic, but now only fires burst shots of 3.
Extra Info) LMG will have a scope on it like the original.
*Comments) can you tell me on which map you need a sniper*

<b>Shotgun Upgrades-</b>
<u>Automatic Shotgun)</u> I think adding a weak, fast fire shotgun would be a nice thing, its a good skulk murderer. Not much a upgrade than a new gun.
Cost) 20 Res depending.
Upgrade Time) 20 seconds.
Requirements) Arms lab, Advanced Armory.
Effect) Fast rate of fire, low damage. It makes the shot gun fire faster due to it doesn't need to ###### after each shot, but is weaker. It's a barrel fed shotgun, having 12 slugs per barrel.
Downside) This shotgun won't do much to nothing on larger onos' and structures.
Extra Info) It uses the same look as a GL but not as weak looking. Has the same paint as shotty and feel, but is fed by a 12 slug barrel clip and not hand fed.
*Comments) I would love a full auto version, but weaker damage? no way*

<u>Automatic Shotgun)</u> I like this idea the most, so, full auto shotgun whit magazine reload and full damage, but just 5 shots and huge recoil.
Cost) Unknown.
Upgrade Time) Unknown.
Requirements) Unknown.
Effect) Same damage as the lovely shotgun, but much faster rate of fire. Instead of hand fed, it has a 5 slug barrel clip.
Downside) Massive recoil. Lower ammo before each reload. Eats ammo.
Extra Info) Unknown.
*Comments) Ok, ok, it's a good idea, but I think having a weaker shotty with higher ammo would be good.*

<b>HMG Upgrades-</b>
<u>Depleted Uranium Bullet Upgrade)</u> I Think this would be a nice 'level 4' weapon upgrade for the HMG to give it a little bit more punch. I used DU since, we got that now! This way it don't sound too sci-fi.
Cost) 30 Res depending.
Upgrade Time) 35 seconds.
Requirements) Arms Lab, Advanced Armory, Level 3 Weapons Upgrade.
Effect) Higher Damage output per shot. As stated above, this is just a simple Level 4 Weapon Upgrade for the HMG.
Downside) Lower than normal level 3 weapon damage to smaller targets. Less accurate.
Extra Info) Single barrel on front of gun, slightly larger gun itself.
*Comments) HMGs are already the ultimate damage dealer! no need for more*

<b>GL Upgrades-</b>
<u>Nerve(Other chemical maybe) Gas Grenade Upgrade)</u> The Lovely gas grenade idea has been popped around a lot, it'd make a good opposite of the acid gas.
Cost) 25 Res Depending.
Upgrade Time) 30 seconds.
Requirements) Arms Lab, Advanced Armory, Level 3 Weapons Upgrade.
Effect) Once launched, it will have the same delay time the normal grenades have, and also detonate on alien impact. Once the time is up, a smaller explosion happens, and then a toxic cloud of nerve, or some other type of anti-alien gas, pops out. It slows down all aliens and prevents them from self healing for 15 seconds after leaving the cloud.
Downside) No instant damage other than the small initial explosion. Can hurt you, like all other grenades.
Extra Info) Red grenade slugs instead of steel grey and green.
*Comments) except it doesn’t kill and destroy the purpose of the GL, which is to destroy buildings*

<b>Other Weapons Upgrades-</b>
<u>Deployable Turret)</u> Having a turret that insta deploys from a marine and not require a TF would be great
Cost) About as much Res as a normal GT
Upgrade Time) Weapon drop
Requirements) Advanced Armory
Effect) You can pick up the turret and deploy it anywhere without a TF, and almost instantly. You can 'Drop' it or 'Deploy' it, dropping it won't allow it to fire, and is like a gun on the ground if left long enough it will disappear, deploy allows it to fire but takes 3-5 seconds to deploy.
Downside) When being carried, the marine is slower and can't use his own guns. You can't fire the gun unless 'deployed'. Can't be flown with Jet Pack.
Extra Info) Unknown.

<b><u><!--sizeo:2--><span style="font-size:10pt;line-height:100%"><!--/sizeo-->Armor Upgrades:<!--sizec--></span><!--/sizec--></u></b>


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<b>Movement Upgrades-</b>

<b>Sensory Upgrades-</b>

<b>Defense Upgrades-</b>

<b>Other Upgrades-</b>

Comments

  • ryknow69ryknow69 Join Date: 2008-03-24 Member: 63952Members
    *Reserved just in case I require additional room*
  • darktimesdarktimes Join Date: 2007-12-24 Member: 63247Members
    edited September 2008
    the idea is fine, but i dont like it to overload NS2 whit features who havent theyr 100% own use.

    LMG: perfect start weapon, can be usefull in lategame
    shotgun: perfect allround weapon, can hurt more as a HMG in the right hands.
    GL: great anti- skulk/lerk weapon which is also great at buildings.
    HMG: the lategame weapon, whitout it, you lose.
    Pistol: finisher and fast accurate fire support.

    you can see that every weapon have its downsides and upsides, everyone is unique and serve theyr own purpose,
    ___________

    the gas granade? what does it better as a normal granade? eccept it doesnt kill and destroy the purpose of the GL, which is to destroy buildings?

    weapon 4 for HMG? HMGs are already the ultimate damage dealer! no need for more. a larger clip size would fit more.

    please, can you tell me on which map you need a sniper?
    all maps in NS are CQB. and the pistol is accurate enough.

    "edited part whit more infos"

    Automatic Shotgun) full auto shotgun whit magazine reload and full damage, but just 5 shots and huge recoil.
    Cost) 15
    Upgrade Time) 25
    Requirements) advanced armory + armslab and weapon 3
    Effect) Same damage as the lovely shotgun, but much faster rate of fire. Instead of hand fed, it has a 5 slug barrel clip.
    Downside) Massive recoil. Lower ammo as normal shotty . Eats ammo.
    Extra Info) the pump mechanism is gone and replaced by the magazine. have a slightly bigger barrel. folding stock is replaced to a fixed one.
  • ryknow69ryknow69 Join Date: 2008-03-24 Member: 63952Members
    edited September 2008
    Thank you for your comments. The gas grenade is a good onos stopper as they are slowed, can't heal, cant attack, and can't use their charge escape plan. This is perfect for the HMGs to come up and do massive damage to the aliens in the cloud. 15 seconds may be lowered or higher since I'm unable to test the ideas. My ideas are just starting ones for others to add theirs. This topic was made by me to organize upgrade ideas so the NS devs can actually find the ideas of these people, not just another topic of MY ideas. Please use the format I used, to make it easier on me to add your ideas to the list.
  • darktimesdarktimes Join Date: 2007-12-24 Member: 63247Members
    edited September 2008
    ok, i use your format.

    "post edited"

    ah, jeah, as a tip to keep the overview: use colours and different sizes, maybe <b>B</b> and <u>U</u>

    something like:

    <!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro--><!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo-->Heavy Machine Gun upgrades<!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc-->

    <u><!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo-->uranium upgrade<!--sizec--></span><!--/sizec--></u>
    "data"

    <!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><u>enhanced clip size</u><!--sizec--></span><!--/sizec-->
    "data"
  • ryknow69ryknow69 Join Date: 2008-03-24 Member: 63952Members
    To reply to your comment of my scope upgrade, NS2 might have more outdoor envirmoment, it's been discussed and might go in. If outdoor enviroments do come, a sniper rifle with still CQC capability with a burst fire. The pistol may not be good enough. Some rooms may be large enough for a sniper rifle usage. Hell, I would get the upgrade just for the burst fire, this is 3 bullets, good accuracy, saves ammo.
  • darktimesdarktimes Join Date: 2007-12-24 Member: 63247Members
    well, a skulk need 9 shoots. and its all about how burst is implemented, if you can wildly click and do a full auto burst firing. or if theres a delay.
  • ryknow69ryknow69 Join Date: 2008-03-24 Member: 63952Members
    edited September 2008
    as fast as u click my buddy, so almost like full auto, if u want, but gets more inaccurate.

    Format updated....
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