Comprehensive marine weapon suggestion thread

aNytiMeaNytiMe Join Date: 2008-03-31 Member: 64007Members, Constellation
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=104286" target="_blank">I've outlined some of the starting weapons in this thread.</a> Every player starts with the default weapon as soon as he joins a server, all other weapons are purchased at the armory. Some of these weapons are free and some have a personal resource cost.

<!--coloro:#000080--><span style="color:#000080"><!--/coloro--><!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo-->Primary weapons:<!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc-->
<!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo-->Default weapon:<!--sizec--></span><!--/sizec-->
<b>Carbine</b> - The NS1 LMG for all intents and purposes. <a href="http://www.youtube.com/watch?v=scVs97eJzQc&feature=related" target="_blank">Alt fire = 2x reflex sight system with pin-point accurate automatic fire capability.</a>

<!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo-->Free weapons:<!--sizec--></span><!--/sizec--> (auto)
<b>SMG</b> - Slightly weaker (damage wise) version of the carbine with a higher fire rate and a larger magazine which lets you run 1.5x faster and sprint 2x faster. No penalty when connecting jumps. <a href="http://www.dtic.mil/ndia/nld4/flat.pdf" target="_blank">Alt fire launches a ring airfoil projectile which you might be familiar with from the Splinter Cell videogames. It should do no damage, but it completely nullifies the alien's speed for an instant.</a>
<b>LMG </b>- Stronger than a carbine, but slows you down and only lets you use burst fire while moving. Essentially a weapon the players who have no interest in developing their marine movement skill will pick. Alt fire is a grenade launcher + adapter for the standard hand grenades. Fire without switching weapons! Exoskeleton equipped units can shoot this gun on full-auto without stopping.

<!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo-->5 resources:<!--sizec--></span><!--/sizec--> (Transitional)
<b>Noiseless Rifle Kit</b> - <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=104286" target="_blank">Refer to this thread and replace burst fire with semi-auto.</a> Alt fire is a short range motion tracker which pops out of the barrel, takes some time to set up and some time to pack up. Gun can't be used while the thing is out. Don't rely on stealth TOO much though because skulks can still sniff you out.
<b>Assault Shotgun</b> - A weaker, but automatic and therefore more forgiving version of the old shotgun. Alt-fire swaps ammo type by changing the nanites inside of the ammunition, turns shot into highly accurate flechette rounds and makes the gun a slow firing, automatic sniper rifle, minus the damage of course. So you'd be able to use shot if you feel like you can't aim well close range and then switch the gun for long-range sniping when you had enough of that lerk gasing you from 50 yards away.

<!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo-->10 resources:<!--sizec--></span><!--/sizec--> (single fire)
<b>CQB System</b> - Bring old fashioned pain to the enemy in the form of a 12 gauge pump. Alt fire is an integrated carbine for the times when your 8 shells just won't do it. Can only fire one gun at a time. <img src="style_emoticons/<#EMO_DIR#>/asrifle.gif" style="vertical-align:middle" emoid="::asrifle::" border="0" alt="asrifle.gif" /> <img src="style_emoticons/<#EMO_DIR#>/asrifle.gif" style="vertical-align:middle" emoid="::asrifle::" border="0" alt="asrifle.gif" /> <img src="style_emoticons/<#EMO_DIR#>/asrifle.gif" style="vertical-align:middle" emoid="::asrifle::" border="0" alt="asrifle.gif" /> (So I was like, how do you make a pump shotty more win? Simple. Build another gun around it.)

<!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo-->15 resources:<!--sizec--></span><!--/sizec--> (specialist weapons)
<b>Heavy Machine Gun</b> - <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=104195&st=0&start=0" target="_blank">Awesome 2.0 I say, attach a 80-90damage single fire alt-mode to it and see what happens.</a>
<b>Grenade Launcher</b> - Take the NS1 grenade launcher, expand the clip to accommodate <u>5</u> grenades. Oh yea, these grenades are sonic and do 3x damage to structures and 1/2 damage to units of the original NS gl. Secondary fire mode will let you asplode the grenade in your gun and shoot a beam of whatever it shoots to where your crosshair is pointing. Can shoot through walls.
<b>Remote Assault Kit</b> - This is a smart gun from the alien movies, except it does about as much damage as the LMG mentioned above. All you have to do is look in the general direction of the alien and pull the trigger. But wait! That's not all! If you call now we will include an alt-fire mode which will let you rig it up as a sentry. As soon as you set it up, the sentry has 200hp and can be recovered as soon as it is "damaged/knocked over". You can pick up a primary weapon as soon as you set up the sentry. A sentry can't be "stolen" for as long as its owner is alive, and then its anybody's game.

In addition to these primaries, it'd be cool if there were a couple of civilian small arms scattered throughout the maps. (Maybe have one or two armory stations which lets TSA soldiers pick up equipment as soon as they are hacked by the comm) These civilian arms don't have to be superior to low level TSA tech, they just have to have a different feel.

<!--coloro:#000080--><span style="color:#000080"><!--/coloro--><!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo--><b>Secondary weapons:</b><!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc-->
<!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo-->Default weapon:<!--sizec--></span><!--/sizec-->
<b>Compact</b> - 30 low-power rounds fired off in inaccurate bursts of 5. Clip makes funny sound when ejecting. Secondary mode launches a scanner sweep grenade which scans the point of impact. Can be used as soon as both the observatory and the armslab are up.

<b>Free alternatives:</b>
<b>Machine Pistol</b> - Even weaker than the SMG, this gun more than makes up for it with its sheer volume of fire. The lead wall last 1.5 seconds for a 20round/sec fire rate, 30 round clip.
<b>Disintegrating Projectile System</b> - This gun is a large caliber revolver firing prototype disintegrating munitions. The bullets themselves are made out of a plastic coated with a <u>highly</u> unstable chemical. This chemical reacts as soon as it is exposed to oxygen and reaches extreme temperatures. The advantage comes in the form of high damage from burns, while the disadvantage is that it loses potential damage for every unit in flight. So the closer you are to your target, the more damage you will do. The alternate fire does the scan grenade thing.
<b>Sawed-off shotgun</b> - Dig this, you can only have one round chambered and there is no magazine because its breech-loading, but you have two 12 gauge shotguns. Make your round(s) count. Alt-fire switches shotgun. No, you can't akimbo wield no matter how hard you try, the TSA marine isn't that dumb.

<!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo-->2 resources:<!--sizec--></span><!--/sizec--> (Have extra cash lying around?)
<b>Semi-auto</b> - The exact copy of the NS1 pistol. Its accuracy comes from its ammo - flechettes. Secondary mode gives you a one time use medpack which heals you for 35hp. Throwing this pistol booby-traps it and it explodes after 2 seconds for 100 damage. <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />

<!--coloro:#000080--><span style="color:#000080"><!--/coloro--><b><!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo-->Tertiary weapons:<!--sizec--></span><!--/sizec--></b><!--colorc--></span><!--/colorc-->
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Default<!--QuoteEnd--></div><!--QuoteEEnd-->
<b>Knife</b> - Primary is standard, but this knife has a secondary. The secondary mode extends a cattle prod out of the bottom of the knife. The cattle prod has a longer range than the primary knife swipe, it has the exact range of a skulk bite. The cattle prod does 10 points of damage and throws the smaller life forms backwards thanks to the wonders of involuntary muscle contractions. Made for negating the lerk bite. Expert can hold a skulk back for an extra second or two before dying. Enough energy for 3 uses, recharges slowly.

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Heavy<!--QuoteEnd--></div><!--QuoteEEnd-->
<b>All-purpose circular saw</b> - Well, disregard the title, it actually has only one purpose and we all know what it is. Balance needed. 2x damage vs buildings. (Hey why didn't marines have chainsaws in NS1?)

<!--coloro:#000080--><span style="color:#000080"><!--/coloro--><b><!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo-->Quaternary weapons:<!--sizec--></span><!--/sizec--></b><!--colorc--></span><!--/colorc--> (pick one)
<b>5 resources:</b>
<b>Welder</b> - NS1 welder <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
<b>Flamethrower</b> - The only way of reliably destroying infestation, (well GLs and hand grenades should work too to some extent) hurts buildings a lot. Pretty useless vs aliens.

Long post, have some formatting.

Comments

  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    edited October 2008
    <!--quoteo(post=1690464:date=Oct 15 2008, 08:58 PM:name=aNytiMe)--><div class='quotetop'>QUOTE(aNytiMe @ Oct 15 2008, 08:58 PM) <a href="index.php?act=findpost&pid=1690464"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><!--coloro:#000080--><span style="color:#000080"><!--/coloro--><!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo-->Primary weapons:<!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc-->
    <!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo-->Default weapon:<!--sizec--></span><!--/sizec-->
    <b>Carbine</b> - The NS1 LMG for all intents and purposes. <a href="http://www.youtube.com/watch?v=scVs97eJzQc&feature=related" target="_blank">Alt fire = 2x reflex sight system with pin-point accurate automatic fire capability.</a>
    <b>SMG</b> - Slightly weaker (damage wise) version of the carbine with a higher fire rate and a larger magazine which lets you run 1.5x faster and sprint 2x faster. No penalty when connecting jumps. <a href="http://www.dtic.mil/ndia/nld4/flat.pdf" target="_blank">Alt fire launches a ring airfoil projectile which you might be familiar with from the Splinter Cell videogames. It should do no damage, but it completely nullifies the alien's speed for an instant.</a>
    <b>LMG </b>- Stronger than a carbine, but slows you down and only lets you use burst fire while moving. Essentially a weapon the players who have no interest in developing their marine movement skill will pick. Alt fire is a grenade launcher + adapter for the standard hand grenades. Fire without switching weapons! Exoskeleton equipped units can shoot this gun on full-auto without stopping.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Kiting skulks with the click of a button sounds pretty overpowered and frustrating for kharaa players. Also I think you can get rid of the "LMG" and just call the carbine the LMG. Players who can't aim(and probably can't move) would want the SMG anyway so give it the zoom, but at the cost of mobility(only in zoom mode). I think a HG attachment could only be if free if it holds one max.
    <!--quoteo(post=1690464:date=Oct 15 2008, 08:58 PM:name=aNytiMe)--><div class='quotetop'>QUOTE(aNytiMe @ Oct 15 2008, 08:58 PM) <a href="index.php?act=findpost&pid=1690464"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo-->5 resources:<!--sizec--></span><!--/sizec--> (Transitional)
    <b>Noiseless Rifle Kit</b> - <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=104286" target="_blank">Refer to this thread and replace burst fire with semi-auto.</a> Alt fire is a short range motion tracker which pops out of the barrel, takes some time to set up and some time to pack up. Gun can't be used while the thing is out. Don't rely on stealth TOO much though because skulks can still sniff you out.
    <b>Assault Shotgun</b> - A weaker, but automatic and therefore more forgiving version of the old shotgun. Alt-fire swaps ammo type by changing the nanites inside of the ammunition, turns shot into highly accurate flechette rounds and makes the gun a slow firing, automatic sniper rifle, minus the damage of course. So you'd be able to use shot if you feel like you can't aim well close range and then switch the gun for long-range sniping when you had enough of that lerk gasing you from 50 yards away.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I think you're going too "one man army" here. I think the mt attach is a neat idea, but the commander should be handling all things scanning. Also shotties shouldn't snipe.
    <!--quoteo(post=1690464:date=Oct 15 2008, 08:58 PM:name=aNytiMe)--><div class='quotetop'>QUOTE(aNytiMe @ Oct 15 2008, 08:58 PM) <a href="index.php?act=findpost&pid=1690464"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo-->10 resources:<!--sizec--></span><!--/sizec--> (single fire)
    <b>CQB System</b> - Bring old fashioned pain to the enemy in the form of a 12 gauge pump. Alt fire is an integrated carbine for the times when your 8 shells just won't do it. Can only fire one gun at a time. <img src="style_emoticons/<#EMO_DIR#>/asrifle.gif" style="vertical-align:middle" emoid="::asrifle::" border="0" alt="asrifle.gif" /> <img src="style_emoticons/<#EMO_DIR#>/asrifle.gif" style="vertical-align:middle" emoid="::asrifle::" border="0" alt="asrifle.gif" /> <img src="style_emoticons/<#EMO_DIR#>/asrifle.gif" style="vertical-align:middle" emoid="::asrifle::" border="0" alt="asrifle.gif" /> (So I was like, how do you make a pump shotty more win? Simple. Build another gun around it.)<!--QuoteEnd--></div><!--QuoteEEnd-->
    I'm okay with giving the shottie flechette rounds as mentioned in a previous podcast. I don't really think we need to duck tape two guns together to give marines a weapon with no drawbacks.
    <!--quoteo(post=1690464:date=Oct 15 2008, 08:58 PM:name=aNytiMe)--><div class='quotetop'>QUOTE(aNytiMe @ Oct 15 2008, 08:58 PM) <a href="index.php?act=findpost&pid=1690464"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo-->15 resources:<!--sizec--></span><!--/sizec--> (specialist weapons)
    <b>Heavy Machine Gun</b> - <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=104195&st=0&start=0" target="_blank">Awesome 2.0 I say, attach a 80-90damage single fire alt-mode to it and see what happens.</a>
    <b>Grenade Launcher</b> - Take the NS1 grenade launcher, expand the clip to accommodate <u>5</u> grenades. Oh yea, these grenades are sonic and do 3x damage to structures and 1/2 damage to units of the original NS gl. Secondary fire mode will let you asplode the grenade in your gun and shoot a beam of whatever it shoots to where your crosshair is pointing. Can shoot through walls.
    <b>Remote Assault Kit</b> - This is a smart gun from the alien movies, except it does about as much damage as the LMG mentioned above. All you have to do is look in the general direction of the alien and pull the trigger. But wait! That's not all! If you call now we will include an alt-fire mode which will let you rig it up as a sentry. As soon as you set it up, the sentry has 200hp and can be recovered as soon as it is "damaged/knocked over". You can pick up a primary weapon as soon as you set up the sentry. A sentry can't be "stolen" for as long as its owner is alive, and then its anybody's game.

    In addition to these primaries, it'd be cool if there were a couple of civilian small arms scattered throughout the maps. (Maybe have one or two armory stations which lets TSA soldiers pick up equipment as soon as they are hacked by the comm) These civilian arms don't have to be superior to low level TSA tech, they just have to have a different feel.

    <!--coloro:#000080--><span style="color:#000080"><!--/coloro--><!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo--><b>Secondary weapons:</b><!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc-->
    <!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo-->Default weapon:<!--sizec--></span><!--/sizec-->
    <b>Compact</b> - 30 low-power rounds fired off in inaccurate bursts of 5. Clip makes funny sound when ejecting. Secondary mode launches a scanner sweep grenade which scans the point of impact. Can be used as soon as both the observatory and the armslab are up.

    <b>Free alternatives:</b>
    <b>Machine Pistol</b> - Even weaker than the SMG, this gun more than makes up for it with its sheer volume of fire. The lead wall last 1.5 seconds for a 20round/sec fire rate, 30 round clip.
    <b>Disintegrating Projectile System</b> - This gun is a large caliber revolver firing prototype disintegrating munitions. The bullets themselves are made out of a plastic coated with a <u>highly</u> unstable chemical. This chemical reacts as soon as it is exposed to oxygen and reaches extreme temperatures. The advantage comes in the form of high damage from burns, while the disadvantage is that it loses potential damage for every unit in flight. So the closer you are to your target, the more damage you will do. The alternate fire does the scan grenade thing.
    <b>Sawed-off shotgun</b> - Dig this, you can only have one round chambered and there is no magazine because its breech-loading, but you have two 12 gauge shotguns. Make your round(s) count. Alt-fire switches shotgun. No, you can't akimbo wield no matter how hard you try, the TSA marine isn't that dumb.

    <!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo-->2 resources:<!--sizec--></span><!--/sizec--> (Have extra cash lying around?)
    <b>Semi-auto</b> - The exact copy of the NS1 pistol. Its accuracy comes from its ammo - flechettes. Secondary mode gives you a one time use medpack which heals you for 35hp. Throwing this pistol booby-traps it and it explodes after 2 seconds for 100 damage. <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />

    <!--coloro:#000080--><span style="color:#000080"><!--/coloro--><b><!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo-->Tertiary weapons:<!--sizec--></span><!--/sizec--></b><!--colorc--></span><!--/colorc-->

    <b>Knife</b> - Primary is standard, but this knife has a secondary. The secondary mode extends a cattle prod out of the bottom of the knife. The cattle prod has a longer range than the primary knife swipe, it has the exact range of a skulk bite. The cattle prod does 10 points of damage and throws the smaller life forms backwards thanks to the wonders of involuntary muscle contractions. Made for negating the lerk bite. Expert can hold a skulk back for an extra second or two before dying. Enough energy for 3 uses, recharges slowly.
    <b>All-purpose circular saw</b> - Well, disregard the title, it actually has only one purpose and we all know what it is. Balance needed. 2x damage vs buildings. (Hey why didn't marines have chainsaws in NS1?)

    <!--coloro:#000080--><span style="color:#000080"><!--/coloro--><b><!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo-->Quaternary weapons:<!--sizec--></span><!--/sizec--></b><!--colorc--></span><!--/colorc--> (pick one)
    <b>5 resources:</b>
    <b>Welder</b> - NS1 welder <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
    <b>Flamethrower</b> - The only way of reliably destroying infestation, (well GLs and hand grenades should work too to some extent) hurts buildings a lot. Pretty useless vs aliens.

    Long post, have some formatting.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I still don't understand your obsession to bring railguns and sniperrifles to NS and give marines all of the comm abilities.

    Edit: After reading your other topic I think I see your goal. Give the commander the ability to play without marines and give marines the ability to play with out a commander.(although railguns and sniperrifles still don't fit{you used all the emoticons available in a post so *stick-out-tongue-face*})
    I do see the benefits of your approach: trying to make a better play experience possible on average, allowing for a true "field commander".
    I also see the negatives: removing the requirements for teamwork(I know this is your goal but I think it is a fundamental part of NS), increasing the skill gap and then trying to diminish it though "automatic kiting", adding redundant weapons and abilities.
  • aNytiMeaNytiMe Join Date: 2008-03-31 Member: 64007Members, Constellation
    <!--quoteo(post=1690471:date=Oct 16 2008, 01:57 AM:name=locallyunscene)--><div class='quotetop'>QUOTE(locallyunscene @ Oct 16 2008, 01:57 AM) <a href="index.php?act=findpost&pid=1690471"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Kiting skulks with the click of a button sounds pretty overpowered and frustrating for kharaa players.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Kiting skulks with a button? Which button would that be? I think you're misunderstand something.

    <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Also I think you can get rid of the "LMG" and just call the carbine the LMG. Players who can't aim(and probably can't move) would want the SMG anyway so give it the zoom, but at the cost of mobility(only in zoom mode). I think a HG attachment could only be if free if it holds one max.<!--QuoteEnd--></div><!--QuoteEEnd-->
    1) Why would new players want a gun which is deliberately geared towards players who have grasped marine movement completely? They will use it, will still do the backwards walk and shoot, will die and will stop using it because it is a weaker choice for them.
    2) The hg attachment can load tampon at a time and uses the hand grenade (slot 5) ammunition.

    <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->I think you're going too "one man army" here. I think the mt attach is a neat idea, but the commander should be handling all things scanning. Also shotties shouldn't snipe.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I think NS2 should do away with the absolute motion tracking present in NS1. The marine which deploys the motion kit should also grant motion tracking to the whole team in that area of course. So a commander would actually need to use his ninjas to keep tabs on certain locations, even through walls. This can only increase interdependence and "teamwork". The tracker dude also can't defend himself from the skulks, so using it solo, offensively, will take an unparalleled mass of balls.

    <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->I'm okay with giving the shottie flechette rounds as mentioned in a previous podcast. I don't really think we need to duck tape two guns together to give marines a weapon with no drawbacks.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Hey, who said anything about duct tape?

    The drawback is the resource cost. Judging from the damage output, it still isn't anywhere near as good as a HMG. The biggest drawback of the shotgun in NS1 is the large amount of time it takes to take the shotgun out after building something, I think this monstrosity should take even longer.

    <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->I still don't understand your obsession to bring railguns and sniperrifles to NS and give marines all of the comm abilities.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I am about to bash my head against the wall until I lose consciousness. Sniper rifles have no place in NS. The railgun suggested as a secondary for the HMG =!= sniper rifle. What problem do you have with the railgun exactly?

    <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Edit: After reading your other topic I think I see your goal. Give the commander the ability to play without marines and give marines the ability to play with out a commander.(although railguns and sniperrifles still don't fit{you used all the emoticons available in a post so *stick-out-tongue-face*})
    I do see the benefits of your approach: trying to make a better play experience possible on average, allowing for a true "field commander".
    I also see the negatives: removing the requirements for teamwork(I know this is your goal but I think it is a fundamental part of NS), increasing the skill gap and then trying to diminish it though "automatic kiting", adding redundant weapons and abilities.<!--QuoteEnd--></div><!--QuoteEEnd-->
    The option to play without a competent other should always be there, so good marines or good commanders don't get frustrated because of a bad team.

    <!--sizeo:5--><span style="font-size:18pt;line-height:100%"><!--/sizeo-->Teamwork should be rewarded, it shouldn't be required.<!--sizec--></span><!--/sizec-->
  • ryknow69ryknow69 Join Date: 2008-03-24 Member: 63952Members
    Ehh, half this stuff is redundent unfortenetly

    You are gunning for the 'One-Man Army' idea too

    Knife-
    WTF?! A CATTLE PROD?!?!?!?!?!?!?!?!?!?!

    Saw-
    Doom copy cat much???

    LMG-
    Eh, my idea >.> I've always wanted the individual Marines to be able to customize their guns a tad. Give their LMG a grenade launcher, or scope instead, can't have both. I'll edit in a link. Oh, and fu** no to being forced burst.

    LMG Carbine-
    hmmmmmmmmmmmmmmmmmm, partial agreeance

    HMG-
    Maybe.....no HMG is a spray weapon, and should not get any single point ability.

    Auto shotty-
    My ideaish, mine was again, a upgrade the individual marine can get. No to custom ammo unless on natural shotgun.

    Portable MG-
    I'm ok with it, as long as you can't use it before deploying.

    GL-
    OP, um Uber OP, hmm, maybe......OP, oh, and add a tad of OP on the side.

    Semi-auto-
    wow, "I fill you full of my pistol bullets fade, and throw my gun at j00," *BOOM* "Ha, ha, ha! You die bit**! Ha, ha, ha!"

    Compact and other disen pistol-
    No to a free grenade, and disgen is a plasma pistol >.>

    Auto Pistol-
    I actually like the idea, partially, as long as it isn't like the SMG idea given un SMG thread, or it'd = a clone of LMG.
  • aNytiMeaNytiMe Join Date: 2008-03-31 Member: 64007Members, Constellation
    <!--quoteo(post=1690498:date=Oct 16 2008, 10:01 AM:name=ryknow69)--><div class='quotetop'>QUOTE(ryknow69 @ Oct 16 2008, 10:01 AM) <a href="index.php?act=findpost&pid=1690498"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->words<!--QuoteEnd--></div><!--QuoteEEnd-->
    Thanks, your input has been appreciated.
  • ryknow69ryknow69 Join Date: 2008-03-24 Member: 63952Members
    edited October 2008
    =P I made a thread kinda like this, I can bring it to this one, or you can jump-start it again.

    Edit: <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=104756" target="_blank">Here</a> is the topic I started, I'd like to see it be necroed, since i Made it all organized.
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