new marine weaponry
SomeMiceDrinkingTea
Join Date: 2011-06-11 Member: 103818Members
<div class="IPBDescription">Two weapon concepts I thought up.</div>Death markers and disruption grenades, two new weapon ideas that would replace the switch-axe when bought at the armoury.
Death Marker:
Basically a target locater that allows marines to mark aliens for 6 seconds and (to a certain extent) see through walls, doors and other objects. Marked aliens will become visible to the entire marine team; most marine weapons (excluding GLs and flame-throwers) will cause "puncture damage" on marked aliens and structures.
When equipped it has two modes, un-scoped and scoped. When un-scoped the player can mark 1 alien player or structure. When scoped the player will be able to see and mark aliens through doors, walls and other view obstructing objects. However the player will only be able to detect aliens that are moving, structures that are using their passive ability (excluding shades), or any alien entity that is in another marine's LOS.
when an alien player is targeted, damage from projectile weapons will ignore their armour for every 2 out of 3 bullets. When an alien structure is targeted, it will suffer 30% extra damage from projectile weapons. Aliens will become un-marked if; the marker wears off; the marked alien dies; the marker is used on another target before it wears off. Fades can use their blink ability to un-mark them selves.
Disruption grenades (D-nades):
A marine can swap his switch-axe for a couple of D-nades, which causes a 2.5 meter AOE that; prevents Kharaa structures from using their "targeted" and "triggered" Abilities; force Fades out of blink and prevent them from using it. Disruption grenades have a 5 second "life expectancy" and will create a visible pulsing effect that portrays their effective radius before detonating, causing light damage to anything near it. A Marine can carry 2 disruption grenades.
Both would be used in conjunction with other marine weapons and equipment, promoting marines to work within groups.
Death Marker:
Basically a target locater that allows marines to mark aliens for 6 seconds and (to a certain extent) see through walls, doors and other objects. Marked aliens will become visible to the entire marine team; most marine weapons (excluding GLs and flame-throwers) will cause "puncture damage" on marked aliens and structures.
When equipped it has two modes, un-scoped and scoped. When un-scoped the player can mark 1 alien player or structure. When scoped the player will be able to see and mark aliens through doors, walls and other view obstructing objects. However the player will only be able to detect aliens that are moving, structures that are using their passive ability (excluding shades), or any alien entity that is in another marine's LOS.
when an alien player is targeted, damage from projectile weapons will ignore their armour for every 2 out of 3 bullets. When an alien structure is targeted, it will suffer 30% extra damage from projectile weapons. Aliens will become un-marked if; the marker wears off; the marked alien dies; the marker is used on another target before it wears off. Fades can use their blink ability to un-mark them selves.
Disruption grenades (D-nades):
A marine can swap his switch-axe for a couple of D-nades, which causes a 2.5 meter AOE that; prevents Kharaa structures from using their "targeted" and "triggered" Abilities; force Fades out of blink and prevent them from using it. Disruption grenades have a 5 second "life expectancy" and will create a visible pulsing effect that portrays their effective radius before detonating, causing light damage to anything near it. A Marine can carry 2 disruption grenades.
Both would be used in conjunction with other marine weapons and equipment, promoting marines to work within groups.
Comments
These seem like they would get quite broken during late-game; when Marines are throwing miniguns at ONOS and Fades, AoE armor-piercing/loss of regeneration could be crippling.
What about a syringe shot instead of a grenade, so it's a bit more of a snipe thing ? It would just deplete the adrenaline and lower the recharge rate for a few seconds. It could be great to initiate assault, snipe the gorge or the lerk and go in. It would play a bit like sc2 EMP.
What about a syringe shot instead of a grenade, so it's a bit more of a snipe thing ? It would just deplete the adrenaline and lower the recharge rate for a few seconds. It could be great to initiate assault, snipe the gorge or the lerk and go in. It would play a bit like sc2 EMP.<!--QuoteEnd--></div><!--QuoteEEnd-->
Or just snipe the ONOS every time it comes into your base. Don't even bother purchasing/researching an expensive flamethrower or giving up your primary slot; just swap out your secondary and screw over any Kharaa evolved past tier 1. Sounds balanced.
Obviously the blood volume of the onos is huge, so a little bit of tranquilizer won't do much. Anyway you can always balance things by increasing cost, decrease effect, etc. Balance is easy, you just need to tweak some numbers. More relevant questions are : "is this fun ?", "does it allow specialized tactics ?", "does it add strategic depth", "does it counter something", "can it be countered by something", etc.
<i> "is this fun ?"</i> I don't really think so
<i>"does it allow specialized tactics ?"</i> Unless "throw/shoot debuff before attack" is a specialized tactic, not really
<i>"does it add strategic depth"</i> It seems like it would either be really powerful or just not worth getting early-game. Either way, the choice is obvious
<i>"does it counter something"</i> Fade blink, maybe? Nothing that really needs countering; Kharaa energy is thin enough as it is.
<i>"can it be countered by something"</i> Not that I can see; if you're debuffed, you're debuffed. Time to run away and stare at a wall waiting for the clock to run out.
<!--quoteo(post=1884087:date=Nov 7 2011, 11:41 AM:name=SomeMiceDrinkingTea)--><div class='quotetop'>QUOTE (SomeMiceDrinkingTea @ Nov 7 2011, 11:41 AM) <a href="index.php?act=findpost&pid=1884087"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I have edited my original post, changing their abilities slightly.<!--QuoteEnd--></div><!--QuoteEEnd-->
The new marker now significantly messes with Hive attack mechanics, making it much much easier for Marines to rush and crush a hive before aliens can react. Unless you make it prohibitively expensive, that'll be broken.
The grenades are still a death sentence for already-quite-fragile Fades that can be 2-shotted at max health & armor upgrades.