Alt-fire suggestions
EvilNess
Join Date: 2003-10-20 Member: 21811Members
<div class="IPBDescription">Pistol, LMG, HMG and Shotgun alt fire</div>My suggestions for Alt-fire options, I don’t know if these have been suggested before but these are what bubbled up when I spent a few minutes thinking about it after seeing the twitter post about alt fire for pistol.
Pistol
-“Burst†good old rapid ammunition relocation (RAR), would rapid-fire 5 bullets dealing 75-90% of the regular 5 shot damage. Could involve the bullets being less accurate IE use it as a close range panic fire mode.
-“Sonic pulse shot†after researching an upgrade(10~ res) on the observatory every marine spawns equipped with 1 non refillable except by death Sonic pulse shot, which when fired attaches itself to a life form or any environmental object and pulses the surrounding area with an audible pulse that acts as localized motion-tracking. The shot would last for 60 seconds and pulse at a 5 or 10 second interval, revealing the surrounding area to the marines.
-“Flashbulb†the gun comes equipped with a flashbulb which can discharge a directional bright flash of light “blinding†it’s target for 1-2 seconds with a white screen. The flashbulb burns out after 1 use or at the very least has a long cooldown of around 30-60 seconds.
LMG
-“Melee†melee’s an enemy dealing minimal damage and dealing a slight knockback (no loss of control like L4D) using melee would put the marine on “Jump Cooldown†as in you can’t jump very far after you’ve hit like the second marine jump in NS.
-“Sonic burst†a shockwave burst similar to the siege canon that does more damage to structures is would be on a 5-10 second cooldown and do about the same damage to a structure as a full shotgun hit.
HMG
-“Rapid-fire†fire the standard ammunition for 100% of the damage at 125% firing speed, but due to the extra kick of the gun walking speed is reduced to around 50% of normal.
-“Rapid-reload†the gun is reloaded with the last clip that was not fully emptied when reloading. IE you have 97/125 bullets left in the clip, but you pre-emptively reload later on your you press fast reload and reload in 75% of the normal reload time but only go back to the 97/125 clip.
-“Deploy†deploy the bottom part of the HMG as a personal sentry gun with 50% rate of fire and 75% damage, can be used as a quick means of creating cover for yourself when you go to build something. Of course only hold half an HMG so your rate of fire is also reduced to 50%. The sentry gun stops shooting when you die and if you go to far away from it.
Shotgun
-“Radioactive isotope laced shot†every spawns shotgun with 1-10 dose(s) of radioactive isotopes that regular shots can be laced with dealing 95% damage but anything hit with it shows up on the map and HUD by tracking the radiation.
-“Rapid-fire†combat shotgun style rapid-fire emptying the magazine in 2-3 second’s dealing 75-95% damage and reducing the effective range of the shot.
Pistol
-“Burst†good old rapid ammunition relocation (RAR), would rapid-fire 5 bullets dealing 75-90% of the regular 5 shot damage. Could involve the bullets being less accurate IE use it as a close range panic fire mode.
-“Sonic pulse shot†after researching an upgrade(10~ res) on the observatory every marine spawns equipped with 1 non refillable except by death Sonic pulse shot, which when fired attaches itself to a life form or any environmental object and pulses the surrounding area with an audible pulse that acts as localized motion-tracking. The shot would last for 60 seconds and pulse at a 5 or 10 second interval, revealing the surrounding area to the marines.
-“Flashbulb†the gun comes equipped with a flashbulb which can discharge a directional bright flash of light “blinding†it’s target for 1-2 seconds with a white screen. The flashbulb burns out after 1 use or at the very least has a long cooldown of around 30-60 seconds.
LMG
-“Melee†melee’s an enemy dealing minimal damage and dealing a slight knockback (no loss of control like L4D) using melee would put the marine on “Jump Cooldown†as in you can’t jump very far after you’ve hit like the second marine jump in NS.
-“Sonic burst†a shockwave burst similar to the siege canon that does more damage to structures is would be on a 5-10 second cooldown and do about the same damage to a structure as a full shotgun hit.
HMG
-“Rapid-fire†fire the standard ammunition for 100% of the damage at 125% firing speed, but due to the extra kick of the gun walking speed is reduced to around 50% of normal.
-“Rapid-reload†the gun is reloaded with the last clip that was not fully emptied when reloading. IE you have 97/125 bullets left in the clip, but you pre-emptively reload later on your you press fast reload and reload in 75% of the normal reload time but only go back to the 97/125 clip.
-“Deploy†deploy the bottom part of the HMG as a personal sentry gun with 50% rate of fire and 75% damage, can be used as a quick means of creating cover for yourself when you go to build something. Of course only hold half an HMG so your rate of fire is also reduced to 50%. The sentry gun stops shooting when you die and if you go to far away from it.
Shotgun
-“Radioactive isotope laced shot†every spawns shotgun with 1-10 dose(s) of radioactive isotopes that regular shots can be laced with dealing 95% damage but anything hit with it shows up on the map and HUD by tracking the radiation.
-“Rapid-fire†combat shotgun style rapid-fire emptying the magazine in 2-3 second’s dealing 75-95% damage and reducing the effective range of the shot.
Comments
It should be up to the comm to give them cool abilities >:O
Sorry about that, but I couldn't resist.