HMG variant
Blindga
Join Date: 2012-10-21 Member: 162931Members
<div class="IPBDescription">Just an idea for bringing it back.</div>First off, I've never played NS1. I'm making a few assumptions here.
Looking it up a bit, I see that the original heavy machine gun behaved pretty much how you would think a heavy machine gun would behave. It was heavier, did more damage, and had more ammo. It excelled against larger targets, but was weaker against structures and fast enemies.
Now, I'm all for adding new things to the game and bringing back old ideas <i>when they can fit in</i>. The problem with this is that the Exo takes the role the HMG had as the new 'power automatic' weapon. I think bringing back an exact duplicate of the original HMG would be a mistake.
That said, I don't think we can entirely throw out the idea either. I would like to see this gun redesigned and redone to fit a new role and bring it back into the game.
Here's just one idea.
"
<b>Machine Gun (25res, requires advanced armory research)</b> With the Kharaa threat increasing faster and faster, a new military weapon was designed for combating larger numbers of Kharaa at once. This machine gun is a specialized anti-alien armament that requires special operation and careful use to work properly. It's large size and great weight means it cannot be fired while moving (lest you be swept off your feet). Instead, a soldier must firmly plant his feet and take aim to properly use this weapon. Once ready, this gun can deliver a sheer storm of rapid pinpoint automatic fire. It's great size supports a whopping 250 round ammo box that allows for long suppressing fire and continuous damage, and can be reloaded just as quickly as any rifle. While it does not boast an extreme increase in firepower over the rifle, it can still deal high damage to slow or static enemies (or any skulks who fall under its aim for too long). The inability to properly move while firing means you need to pick a good spot and have a good supporting marine near to safely use this weapon. When used properly, it can be devastating to enemies and hardpoints. When used carelessly, it can leave you an easy target.
Stats:
Damage-14 per shot
Rate of fire-25 shots per second (2.5x faster than rifle)
Ammo size-250 shots
Extra ammo-500 shots (two full reloads in addition to 250)
Accuracy-Perfect (No decay over distance)
Special notes:
Static shooting: requires you to stop moving to fire. Once your start firing, you cannot move again until you stop.
Preparation time (the time it takes to raise your gun into the firing position after stopping and pushing LMB)-0.5s
"
Rather than a spray n' pray/low-skill power weapon, this type of heavy machine gun requires a bit of teamplay and skill to use in offense. It's completely accurate, so it requires aiming skills to use. Being unable to move while firing makes going Rambo impossible and, and the short aiming delay makes shotgunning disadvantageous . The exo is the Rambo-type role already (with some handicaps), so I think the HMG would work better if it was adjusted to behave as a support weapon instead.
The main problem I see with this is that it could be an easy turtle tactic. Having tons of machine guns throughout the base would be like having turrets*100. However, the aliens really don't have any siege-breaking power outside of the Onos anyways, so any suggestions for the marines that could offer some defensive ability could be abused this way. That's another discussion though.
Again, just an idea I threw together. The main point I want to make is we don't need the NS1 HMG. If we want to see an HMG, it needs to do something that the Exosuit can't already do. My idea was 'higher rate of fire/suppression', but I'm sure there are better options.
Let me know what you think.
Looking it up a bit, I see that the original heavy machine gun behaved pretty much how you would think a heavy machine gun would behave. It was heavier, did more damage, and had more ammo. It excelled against larger targets, but was weaker against structures and fast enemies.
Now, I'm all for adding new things to the game and bringing back old ideas <i>when they can fit in</i>. The problem with this is that the Exo takes the role the HMG had as the new 'power automatic' weapon. I think bringing back an exact duplicate of the original HMG would be a mistake.
That said, I don't think we can entirely throw out the idea either. I would like to see this gun redesigned and redone to fit a new role and bring it back into the game.
Here's just one idea.
"
<b>Machine Gun (25res, requires advanced armory research)</b> With the Kharaa threat increasing faster and faster, a new military weapon was designed for combating larger numbers of Kharaa at once. This machine gun is a specialized anti-alien armament that requires special operation and careful use to work properly. It's large size and great weight means it cannot be fired while moving (lest you be swept off your feet). Instead, a soldier must firmly plant his feet and take aim to properly use this weapon. Once ready, this gun can deliver a sheer storm of rapid pinpoint automatic fire. It's great size supports a whopping 250 round ammo box that allows for long suppressing fire and continuous damage, and can be reloaded just as quickly as any rifle. While it does not boast an extreme increase in firepower over the rifle, it can still deal high damage to slow or static enemies (or any skulks who fall under its aim for too long). The inability to properly move while firing means you need to pick a good spot and have a good supporting marine near to safely use this weapon. When used properly, it can be devastating to enemies and hardpoints. When used carelessly, it can leave you an easy target.
Stats:
Damage-14 per shot
Rate of fire-25 shots per second (2.5x faster than rifle)
Ammo size-250 shots
Extra ammo-500 shots (two full reloads in addition to 250)
Accuracy-Perfect (No decay over distance)
Special notes:
Static shooting: requires you to stop moving to fire. Once your start firing, you cannot move again until you stop.
Preparation time (the time it takes to raise your gun into the firing position after stopping and pushing LMB)-0.5s
"
Rather than a spray n' pray/low-skill power weapon, this type of heavy machine gun requires a bit of teamplay and skill to use in offense. It's completely accurate, so it requires aiming skills to use. Being unable to move while firing makes going Rambo impossible and, and the short aiming delay makes shotgunning disadvantageous . The exo is the Rambo-type role already (with some handicaps), so I think the HMG would work better if it was adjusted to behave as a support weapon instead.
The main problem I see with this is that it could be an easy turtle tactic. Having tons of machine guns throughout the base would be like having turrets*100. However, the aliens really don't have any siege-breaking power outside of the Onos anyways, so any suggestions for the marines that could offer some defensive ability could be abused this way. That's another discussion though.
Again, just an idea I threw together. The main point I want to make is we don't need the NS1 HMG. If we want to see an HMG, it needs to do something that the Exosuit can't already do. My idea was 'higher rate of fire/suppression', but I'm sure there are better options.
Let me know what you think.
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