More killing weapons for the marines
Benson
Join Date: 2012-03-07 Member: 148303Members, Reinforced - Shadow, WC 2013 - Shadow
<div class="IPBDescription">an alternative to shotguns killing everything in 2 shots or less</div>Since UWE is against any kind of flat upgrade to a weapon (i.e. HMG) i wonder how folks would feel about a Plasma gun for the regular foot soldier to bridge the gap between guns and lifeforms.
It would fire 1 round a second with a 10 round clip dealing heavy damage (like 15 damage per shot) and cost 25 pres. Trade off being smaller clip, and slower RoF compared to rilfe, with longer range than the shotgun, and cannot 1 shot skulks.
This would make the weapons roles:
Shotgun: excellent against skulks and great for burst damage, but can no longer 2 shot fades and instantly sign the death warrant on lerks.
Plasma Gun: Heavy weapon with a slow RoF and high damage for larger lifeforms like fade and onos.
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IMO there is a tech gap for the marines on the AA. The AA does not give any guns that are (supposed) to be good at killing:
GL: anti-structure/siege weapon
Flamethrower: support/anti-infestation
This leaves the only effective killing weapons as:
LMG: good all-purpose weapon
Shotgun: 1 shots skulks, leaves lerks with 4 hp, and 2 shots fades.
The shotgun (IMO) is too effective for only being 20 res and being availble in the first minute of the game. Also, the plasma gun would allow for an easier time in balancing due to more specific weapon roles, give more options and variety to gameplay, and make the shotgun less rage-inducing
I know that the Exo has a minigun (supposed to reaplce HMG) and is going to be getting a plasma gun, but there needs to be something in between Shotgun and Exo for balancing purposes. It just doesnt make sense for the only weapon upgrade available to be able to 2 shot a 50 res lifeform, and be available in the first minute of a round.
What do you all think?
It would fire 1 round a second with a 10 round clip dealing heavy damage (like 15 damage per shot) and cost 25 pres. Trade off being smaller clip, and slower RoF compared to rilfe, with longer range than the shotgun, and cannot 1 shot skulks.
This would make the weapons roles:
Shotgun: excellent against skulks and great for burst damage, but can no longer 2 shot fades and instantly sign the death warrant on lerks.
Plasma Gun: Heavy weapon with a slow RoF and high damage for larger lifeforms like fade and onos.
-----
IMO there is a tech gap for the marines on the AA. The AA does not give any guns that are (supposed) to be good at killing:
GL: anti-structure/siege weapon
Flamethrower: support/anti-infestation
This leaves the only effective killing weapons as:
LMG: good all-purpose weapon
Shotgun: 1 shots skulks, leaves lerks with 4 hp, and 2 shots fades.
The shotgun (IMO) is too effective for only being 20 res and being availble in the first minute of the game. Also, the plasma gun would allow for an easier time in balancing due to more specific weapon roles, give more options and variety to gameplay, and make the shotgun less rage-inducing
I know that the Exo has a minigun (supposed to reaplce HMG) and is going to be getting a plasma gun, but there needs to be something in between Shotgun and Exo for balancing purposes. It just doesnt make sense for the only weapon upgrade available to be able to 2 shot a 50 res lifeform, and be available in the first minute of a round.
What do you all think?
Comments
Shotguns already serve the 'High damage slow ROF' role. What would we do with a second one?
I don't mind closing the gap between Shotgun and Exo, but I don't think that adding another Shotgun-esque weapon is the way to do it.
Edit: Basically, I'd rather see Flamethrower moved to BA and then have a new weapon added to AA.
So its not a shotgun-esq weapon, but rather a slower rifle with much large bullets for larger lifeforms