No wonder many people dont like these forums. All well I'll keep posting here <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Reality aside if the Mariens are gonna have a new weapon, which I dont entirley agree that they need or should have another, it must be gritty and dirty and fit in with the other NS weapons.
IMO this negates the Flamerthrower (which is pretty and would be fun for the marines, but is unnecessary and be equivilant to HA when skulks are concerned; that is only a few good players as skulk could take those guys on easily), any energy weapons (bullets. We need the shell casings!), sniper rifles are moot, RL's are moot as well since its a rougly close quarters game and we have Grenade Launchers.
So what weapon should be added you wonder? Not a primary. It should most definatly be a secondary weapon of some sort. Now we got a Pistol, damage of which is equal to that of a HMG making it capable to take out skulks with ease if you have good aim, you got Mines and a Welder.
As to what this weapon should be I can think of only one thing that's "unique". And its been said many times, but its the only weapon that would make sense for a Military or Security Force with the current weapons the marines have would either be a Satchel Charge (ie Remote Mines) or Hand Grenades. If neither of those would be added I can see no need for any other weapon.
No matter what weapon is chosen if any, it shouldnt be a "4th slot" weapon. Either Primary (rifles/shotguns/launchers) or Secondary. Tertiary weapons are knives and since it cant be dropped and it makes NO sense for em to have anything else for a melee weapon there are only those 2 options.
After reading all of this I'd have to say that the weapon I'd like most would be a stun-gun (prox grenades come a close second). Wouldnt be that hard to do as there is already a stun weapon in the game. For balance it would probably have to have a slow refire rate and only effect one lifeform (but if you manage to hit, bye bye alien).
I suppose the reason why I like this weapon is that I'd really like to see a lerk flying around outside marine spawn on Hera get stunned and fall to its death (unless it had redemption).
Redem dose't have your from "trigger_hurts" if it insta kills you, as it sends you back when your in red health, well if you if your dead your not in red health are you?
I think something that stops aliens from being mobile would be the biggest killer to the alien race. To have a concussion gren would ruin every attack a onos or fade makes upon a defended base, both classes are expensive and need to get out of areas quickly.
I put my bets with the demo pak. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> *good idea* <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> Mulitple charges could either be thrown out towards a lame or placed on a rt for quick demolition. Some sorta of balance to the paks would have to be made to compensate, either in high price of rez or low quanity. *Low quanity would promote teamwork.* Perhaps damage adds with multiple paks, a single pak would do minimal damage, but two paks would be able to destroy a small wol.
On a S&I note, I also agree that more upgrades are needed on the marine side. Atm there isn't the normal excitement that is asociated with upgrades in other rts. Either improve the quality or quanity. Perhaps on lvl 3 weapons the bullets fired are red ie. Generals.
My addition
1. damage - Explosive, Damage adds as more are placed. Each charge does 150% if 2 charges are placed. Each charge does 200% for 3. Each charge does 200% for 4. Etc. Commander has to activate the blast. *is this even possible*? 2. rate of fire - 4 seconds to arm, 2 to throw. *Loud beep noises to give warning as armed* 3. weight - Secondary weapon, Same weight as Hmg. 4. clip capacity - Single 5. other traits - Commander activating the blast as leader. A timer would remove the leader from being involved in the siege. 6. description - Small remote bomb that can be thrown into a wol. Attaches itself to anything it hits, including teammate's legs * <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> * Destroys webs. Small damage to aliens. 7. tech requirements - Advanced Armoury. LVL 1 wep. "early game"
<!--QuoteBegin--Lux+Oct 20 2003, 12:17 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lux @ Oct 20 2003, 12:17 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> We were discussing on the private beta forums ideas for new guns, specifically for marines. It might be fun to have new weapons: what guns could you see fitting into ns in the future?
<span style='color:red'>Please DO NOT POST if you don't have anything constructive to add</span>. Please keep in mind that there are already guns in ns that have certain characteristics, don't want to make any new gun too similar, so be sure in your description to include:
1. damage - is it explosive? normal? does it to 20% less to structures? 2. rate of fire - relative to lmg or other guns how fast would it fire? does it fire in bursts? 3. weight - how fast do you walk when carrying it? 4. clip capacity 5. other traits - what are the traits of this gun? does it fire with an arc? does it make a smoke screen? 6. description - how does this fit into tsa's arsenal? and what else should we know about this gun? 7. tech requirements
Don't worry about modeling; I think at this point we need ideas on the type of gun. I am not the creator of ns...however if there is a good gun it might be picked and added to ns! <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Not exactly a gun but a defensive short range device.
A ca 1m long string of monomolecular fibre with a small bolt or wight at the end. taken from some sort of powertool and used as a primitive weapon.
It can be swinged in a circle like a lasso and will kill instantly any small lifeforms that come in contact with it. It replaces completely the main weapon so when carrying it one can only keep a small arms like a pistol.
when swinging it one can only move very very slowly in order not to hit yourself accidentally.
instant kill against skulks that get into range.
50% loss of hitpoints for all marines that get too close, 25% loss of hitpoints against onos.
lots of damage against structures, but if hitting a structure the marine wielding it must be completely stationary or else it will bounce slightly and hit the marine wielding it.
Does readded count? Babblergun. LMFAO just make a gl that fires mutated skulks at aliens.Now since i know this will never happen i will start making it an amx mod...
Dmg: approx 150/sec to structures, but NONE to creatures, they dont' stand still long enough to use it on. It should take approx. 2 seconds to place and arm light weight, but the complexity makes it hard to use, and if it is dropped (the marine dies) it is unusable Infinite clip, unless you come up with a better way to work it. this gun should stun anything nearby when it finishes destroying the structure (because it uses concussion technology?)[this bit doesn't have to go along, it was just a cool idea that popped into my head]
As a replacement for secondary(edit: I just finished a previous post, and I believe that Red Rebel is right, it should be a secondary, because knives can't be dropped), have a weapon similar to a welder, but that you have to be stationary to use. Some sort of building destroyer....and once you activate it, you can't move/jump/fight until the thing has run it's course, because you have to set all kinds of different settings and make sure it doesn't blow up in your face. Have it some kind of specialized demolition device used in industry, and 'acquired' for TSA use. I don't know what it would look like or anything, but that's my idea.
You would need an arms lab to get this weapon, because of it's complex nature and components.
One thing you could change is it takes several seconds to set, but deals a large amount of damage (2000 range?), and has only one use (embedded explosive?)
To improve the life/usefulness all weapons (and, by extension, their carriers)- if a Rine drops their weapon (on purpose or by death), other Rines should be able to pick up the ammo off it (like you can in normal HL).
Example: a squad of 5 vanilla Rines (actually working together!!!) rushes someplace. They get owned by 2 or 4 skulks, and only one Rine is left. He now has maybe ten or twenty rounds to his name, having been Sternly warned by Comm not to armory-hump. Which makes more sense: 1. Beg Comm or run back to base/to an armory for more ammo. 2. Pick up ammo from the four still-at-least-partially-loaded LMGs, lying at his feet.
This would at least cut down on ammo requests. This could work with pistols or even mines too, in addition to main weapons. I imagine that if the Rine picking up the ammo reaches his max, the dropped gun he ran over would stay there with any remaining rounds, until it nano-recycled.
Just a thought. Smack me if this already happens, but I've never seen it in NS...
Also, I'd love to see Rines spawn with ONE medpack apiece, to be used when needed (and would be dropped along with their weapon if they died without using it- unless the death was via mine or some other likely-medpack-destroying attack), to cut Comm a little slack. One less beg for medpacks, per Rine, adds up...
Because this thread is so inane, I decided not to read through the previous seven pages before posting this suggesion, which will simply add to the inane-itude of the conversation:
Something similar to the smart-gun from Aliens (and AvP of course). Either that, or a gun that makes the victim hovar without flapping. Hand grenades would be nice for clearing out vents, but since the powers-that-be have decided that grenades wouldn't fit the theme, yet inaccessible vents do, I guess we're SOL on that one.
Perhaps... a sort of Mobile Tank. I know this would be hard to code in the HL engine, or perhaps impossible, but it would be fun.
It could be dropped by a comm, and works just like a JP, but there is a way to get out. Then, the fire would just start shooting giant rockets that do lots of damage. It would have treads to move around, and get up stairs and ramps, but it wouldn't be able to climb ladders.
Cost: 100+res (to make it as the final assault for longer games) Damage: TONS (can't think of a good number) ROF: 1 every 5 seconds It would move pretty slow through the map, maybe as slow or slower than HA.
Zig...I am Captain Planet!Join Date: 2002-10-23Member: 1576Members
<!--QuoteBegin--Yumosis+Oct 20 2003, 06:27 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Yumosis @ Oct 20 2003, 06:27 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I'd like to see the HA be able to punch things (powerpunch. replace the knife). It would be awesome to actually beat down an onos with your fist. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> yes.
Zig...I am Captain Planet!Join Date: 2002-10-23Member: 1576Members
also.. my version of the concussion grenade.
medium damage, but it cancels sound for surrounding targets (like a real flashbang) for a few seconds. for aliens, the flash doesn't last that long, but it should turn your view to a random direction. that would be TREMENDOUS.
BANG
and anybody in range loses sound, gets flashed, and is spun to a random direction.
i'v skimed through all 7 pages, and i dont think this has been mentioned, so here i go,
Chemical rifle, ammo 5 darts per clip, 40 reserve darts, reload time, like lmg cost 25 creds shooting speed, a bit fater than the GL runing speed with gun, fast, like lmg, needs adv armory, cant be used with jp, only LA and HA
dmg detailes, it hits with a 50dmg puch, then takes off 10 hp per 4 sec, untill healed by gorge or hive, if another alien touches the infected, alien he also started to take dmg, but 5 dmg every 3 sec, it also slows regen, so u cant just get hit and carry on, good 4 hitting an onos, as he will have to run inand kill anything b4 he dies or go back giving rines tiem to get ready for him.
Well i'm new to this forum, i have poped in and looked now and then, but only just got off my bum to regester, so this si my first post, i hope it will give u a thought.
<!--QuoteBegin--Tekdude+Oct 21 2003, 07:51 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Tekdude @ Oct 21 2003, 07:51 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> This is the way I see the balance. (Please correct me if it is different, as I haven't played 2.0 yet, my computer died just before release.) <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Stop right there. How can you comment on balance when you haven't played with/against the thing that is asked for balancing? And just FYI, the onos is generally quite a bit weaker in 2.0x than in 1.0x. So is the carapace upgrade(regen is the way to go, now, as an onos at least).
<i>1. damage - is it explosive? normal? does it to 20% less to structures? 2. rate of fire - relative to lmg or other guns how fast would it fire? does it fire in bursts? 3. weight - how fast do you walk when carrying it? 4. clip capacity 5. other traits - what are the traits of this gun? does it fire with an arc? does it make a smoke screen? 6. description - how does this fit into tsa's arsenal? and what else should we know about this gun? 7. tech requirements</i>
Nanite Anti-Bacterial Grenade
1. 0 - Blast Radius same as a GL, or slightly smaller 2. 1 at a time, 2-3 seconds before exploding 3. About the same speed as the Pistol/Knife 4. 1 per Marine 5. Throws like a grenade. Creates a static-like dome when exploded 6. Deals zippo damage, but any alien caught within the blast radius would instantly lose all upgrades(or one upgrade chosen at random). However, they keep their current evolution. They'll have to re-evolve their upgrades again. The grenade blinks red with a *beep* sound for 2-3 seconds before exploding, giving the aliens time to evacuate the area/destroy the grenade (grenade has 50 hp). 7. Adv.Armory, Arms Lab, Protolab. Replaces 2nd weapon. 10 res each.
<!--QuoteBegin--Village Idiot+Oct 21 2003, 08:22 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Village Idiot @ Oct 21 2003, 08:22 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <i>1. damage - is it explosive? normal? does it to 20% less to structures? 2. rate of fire - relative to lmg or other guns how fast would it fire? does it fire in bursts? 3. weight - how fast do you walk when carrying it? 4. clip capacity 5. other traits - what are the traits of this gun? does it fire with an arc? does it make a smoke screen? 6. description - how does this fit into tsa's arsenal? and what else should we know about this gun? 7. tech requirements</i>
Nanite Anti-Bacterial Grenade
1. 0 - Blast Radius same as a GL, or slightly smaller 2. 1 at a time, 2-3 seconds before exploding 3. About the same speed as the Pistol/Knife 4. 1 per Marine 5. Throws like a grenade. Creates a static-like dome when exploded 6. Deals zippo damage, but any alien caught within the blast radius would instantly lose all upgrades(or one upgrade chosen at random). However, they keep their current evolution. They'll have to re-evolve their upgrades again. The grenade blinks red with a *beep* sound for 2-3 seconds before exploding, giving the aliens time to evacuate the area/destroy the grenade (grenade has 50 hp). 7. Adv.Armory, Arms Lab, Protolab. Replaces 2nd weapon. 10 res each. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> That'd be nice but still no hand grens. I think they want a gun.
I think somethink like an energyclaw for the ha, like in Warhammer 40k. Do about 100 damage and need some time to recharge(maybe 7seconds), before you can use ist you have to hold the attack button about 2 seconds.
<i>1. damage - is it explosive? normal? does it to 20% less to structures? 2. rate of fire - relative to lmg or other guns how fast would it fire? does it fire in bursts? 3. weight - how fast do you walk when carrying it? 4. clip capacity 5. other traits - what are the traits of this gun? does it fire with an arc? does it make a smoke screen? 6. description - how does this fit into tsa's arsenal? and what else should we know about this gun? 7. tech requirements</i>
Tranquilizer Rifle
1. 20 - Normal Damage 2. Single Shot 3. Slightly faster than carrying an Hmg 4. 1x per clip, 5x extra clips 5. High speed physical projectile. Highly accurate. Should be negligable at close range, slight compensation at medium range, should be easy to hit the AFK at long range. 6. Any alien hit by the dart gets a movement/attack/stamina regen speed decrease by 30%, with an additional -10% per level of weapon upgrade, to a maximum of -60% mvn/atk/stamina regen speed. 7. Adv Armory, Arms Lab
When fired it emits a sound in a frequency only the aliens can hear. It would either deal a percentage of damage based on size (the larger the alien the more damage) and slow them down immensly for about 5-10 seconds (so much pain they can't move much). OR drain all their adrenaline (from being startled) for the same duration of time thus preventing them from attacking.
It would hold 1 charge at a time and 5 in reserve. Reload about 2/3 as long as a grenade launcher. Requirement would be a prototype lab and cost is 15 res.
My vote would be for a volume filling flame thrower.
It would go farther in vents. Spread out alot in open spaces.
1. Damage: Low, but if close enough it will keep burning the target for a time period 2. Rate of fire: Continuous. 3. Weight: Heavy. 4. Clip capacity: about 5-10sec of full burst. can carry 1-4 more bottles 5. Other traits: Range: short in open spaces, longer in vents. Uses the primary weapon slot. Slowly removes webs. Umbra can put out fires. Set fire on target and thus uncloak players and structures. Lights the area a bit (like the welder, but low orange light). On FF servers the flamer has to be in lead or risks burning own team mates. On non-FF.. um. 6. The TSA decides to use flame weapons as an effective counter to organgic aliens. 7. Arms lab, but not advanced armory. Cost: I would say something like 10-14 res.
That is my vote
Basic idea of the weapon is to use to check/clear vents, upper areas in early part of game.
QuaunautThe longest seven days in history...Join Date: 2003-03-21Member: 14759Members, Constellation, Reinforced - Shadow
<!--QuoteBegin--|2ed |2ebel+Oct 20 2003, 09:38 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (|2ed |2ebel @ Oct 20 2003, 09:38 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> /me started reading and started flaming.
No wonder many people dont like these forums. All well I'll keep posting here <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Reality aside if the Mariens are gonna have a new weapon, which I dont entirley agree that they need or should have another, it must be gritty and dirty and fit in with the other NS weapons.
IMO this negates the Flamerthrower (which is pretty and would be fun for the marines, but is unnecessary and be equivilant to HA when skulks are concerned; that is only a few good players as skulk could take those guys on easily), any energy weapons (bullets. We need the shell casings!), sniper rifles are moot, RL's are moot as well since its a rougly close quarters game and we have Grenade Launchers.
So what weapon should be added you wonder? Not a primary. It should most definatly be a secondary weapon of some sort. Now we got a Pistol, damage of which is equal to that of a HMG making it capable to take out skulks with ease if you have good aim, you got Mines and a Welder.
As to what this weapon should be I can think of only one thing that's "unique". And its been said many times, but its the only weapon that would make sense for a Military or Security Force with the current weapons the marines have would either be a Satchel Charge (ie Remote Mines) or Hand Grenades. If neither of those would be added I can see no need for any other weapon.
No matter what weapon is chosen if any, it shouldnt be a "4th slot" weapon. Either Primary (rifles/shotguns/launchers) or Secondary. Tertiary weapons are knives and since it cant be dropped and it makes NO sense for em to have anything else for a melee weapon there are only those 2 options.
-Red <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> What are you talking about? A lot of people like these forums.
There have been several ideas about an incapacitation weapon, that would be really cool. Aliens have 2 attacks like this already. It wouldn't overlap with any weapon that marines already have, and is totally a support weapon.
X_StickmanNot good enough for a custom title.Join Date: 2003-04-15Member: 15533Members, Constellation
<!--QuoteBegin--TuBeL+Oct 21 2003, 10:16 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TuBeL @ Oct 21 2003, 10:16 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> There have been several ideas about an incapacitation weapon, that would be really cool. Aliens have 2 attacks like this already. It wouldn't overlap with any weapon that marines already have, and is totally a support weapon. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Non lethal weapons (net guns and tranquilizers are actually spelt out in it) are in the faq as "not going into NS". I cant be bothered going to get a quote, as it's all the way over in another forum.
I'd like to see a kind of bolt action rifle. Not a sniper rifle, but like.... i dunno, about twice the damage of the pistol, takes about 3 seconds to... do the bolt action thingy. Useful for... i dunno. Hitting a running onos (when it's running away from the base), hitting a lerk in a vent, and general snipage of incoming skulks and such. Would make squads a bit more varied, but it's probably a bad idea when put into practice.
Other than that, the flamethrower. But i wanted to make a different suggestion.
EpidemicDark Force GorgeJoin Date: 2003-06-29Member: 17781Members
Well, the orginal question was what weapons would you like to see added in NS. Not to think something up that abides by the S&I faq <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Non lethal weapons (net guns and tranquilizers are actually spelt out in it) are in the faq as "not going into NS". I cant be bothered going to get a quote, as it's all the way over in another forum.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
aliens already have many nonlethal abilities. Besides I don't think most of us are paying attention to the faq anyway. every other person citing the faq and shooting down each other's ideas is not the point of this thread.
I am just glad to see some original ideas besides the 100 flamethrower and powerful long range sniper rifle posts.
I would like to see a flamethower addes to NS. Of course, so would everyone else. I would also like to see gun with some kick back. Basicly, a short range non sniperish rifle that has fairly poor damage per cost compared to the main weapons, but has high impact, so that an alien hit is thrown. Making it based on size would be a plus, such that a skulk is tossed across the room like a rag doll, but an onos is just sort of shoved backwards. No particular balance reason from such a weapon, I just think it would be fun. Honestly though, other than that flame thrower Flayra's already working on, NS really doesn't need any new weapons.
imho.. marines should get flamethrower.. and aliens should get a hive 2/3 weapon that is called acid throw..
Similar to Bilebomb, but with the energy of a xenocide to do... gorge weapon possibly??? it works like spores, but deals 50 damage over 25 seconds no matter where the marine goes, he is coated in the "acid"
Gernades would be the only item on my list <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
how about a marine hologram type thing. not a wepeaon in the ussal sence. A item that would cost relitivly low res like 5 or so thhat makes its owner appear to be in heavy armour with hmg. sure it wouldent actuly help you in a fight but im sure a good many sulks, even if they could easly drop onto you or get you quickly from beind, would not because they think you would just turn around and waste them. also it makes them think you are more advanced than you actuly are.
possably also there could be an placeble item also something like 5 res that would appear to be a sentry and also it would shoot and track aliens but do no actual damage. two real ones and 4 fake ones would be quite confusing and make me much more warry to attack a res node or something.
aliens could also do with a similar thing possably making them appear as onos or something. or maybe just a new upgrade or something so they can see through the illusions. or make it so that if you are paristed the illision is lost. and that pariscites dont stick to the fake sentry guns. so you could rule out the fake ones if a paricity simply wont stick to it. balancing this would have to fiddled with a bit but i think it would be cool.
Comments
No wonder many people dont like these forums. All well I'll keep posting here <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Reality aside if the Mariens are gonna have a new weapon, which I dont entirley agree that they need or should have another, it must be gritty and dirty and fit in with the other NS weapons.
IMO this negates the Flamerthrower (which is pretty and would be fun for the marines, but is unnecessary and be equivilant to HA when skulks are concerned; that is only a few good players as skulk could take those guys on easily), any energy weapons (bullets. We need the shell casings!), sniper rifles are moot, RL's are moot as well since its a rougly close quarters game and we have Grenade Launchers.
So what weapon should be added you wonder? Not a primary. It should most definatly be a secondary weapon of some sort. Now we got a Pistol, damage of which is equal to that of a HMG making it capable to take out skulks with ease if you have good aim, you got Mines and a Welder.
As to what this weapon should be I can think of only one thing that's "unique". And its been said many times, but its the only weapon that would make sense for a Military or Security Force with the current weapons the marines have would either be a Satchel Charge (ie Remote Mines) or Hand Grenades. If neither of those would be added I can see no need for any other weapon.
No matter what weapon is chosen if any, it shouldnt be a "4th slot" weapon. Either Primary (rifles/shotguns/launchers) or Secondary. Tertiary weapons are knives and since it cant be dropped and it makes NO sense for em to have anything else for a melee weapon there are only those 2 options.
-Red
I suppose the reason why I like this weapon is that I'd really like to see a lerk flying around outside marine spawn on Hera get stunned and fall to its death (unless it had redemption).
I put my bets with the demo pak. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> *good idea* <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> Mulitple charges could either be thrown out towards a lame or placed on a rt for quick demolition. Some sorta of balance to the paks would have to be made to compensate, either in high price of rez or low quanity. *Low quanity would promote teamwork.* Perhaps damage adds with multiple paks, a single pak would do minimal damage, but two paks would be able to destroy a small wol.
On a S&I note, I also agree that more upgrades are needed on the marine side. Atm there isn't the normal excitement that is asociated with upgrades in other rts. Either improve the quality or quanity. Perhaps on lvl 3 weapons the bullets fired are red ie. Generals.
My addition
1. damage - Explosive, Damage adds as more are placed.
Each charge does 150% if 2 charges are placed.
Each charge does 200% for 3.
Each charge does 200% for 4. Etc.
Commander has to activate the blast. *is this even possible*?
2. rate of fire - 4 seconds to arm, 2 to throw. *Loud beep noises to give warning as armed*
3. weight - Secondary weapon, Same weight as Hmg.
4. clip capacity - Single
5. other traits - Commander activating the blast as leader. A timer would remove the leader from being involved in the siege.
6. description - Small remote bomb that can be thrown into a wol. Attaches itself to anything it hits, including teammate's legs * <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> * Destroys webs. Small damage to aliens.
7. tech requirements - Advanced Armoury. LVL 1 wep. "early game"
<span style='color:red'>Please DO NOT POST if you don't have anything constructive to add</span>. Please keep in mind that there are already guns in ns that have certain characteristics, don't want to make any new gun too similar, so be sure in your description to include:
1. damage - is it explosive? normal? does it to 20% less to structures?
2. rate of fire - relative to lmg or other guns how fast would it fire? does it fire in bursts?
3. weight - how fast do you walk when carrying it?
4. clip capacity
5. other traits - what are the traits of this gun? does it fire with an arc? does it make a smoke screen?
6. description - how does this fit into tsa's arsenal? and what else should we know about this gun?
7. tech requirements
Don't worry about modeling; I think at this point we need ideas on the type of gun. I am not the creator of ns...however if there is a good gun it might be picked and added to ns! <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Not exactly a gun but a defensive short range device.
A ca 1m long string of monomolecular fibre with a small bolt or wight at the end. taken from some sort of powertool and used as a primitive weapon.
It can be swinged in a circle like a lasso and will kill instantly any small lifeforms that come in contact with it.
It replaces completely the main weapon so when carrying it one can only keep a small arms like a pistol.
when swinging it one can only move very very slowly in order not to hit yourself accidentally.
instant kill against skulks that get into range.
50% loss of hitpoints for all marines that get too close, 25% loss of hitpoints against onos.
lots of damage against structures, but if hitting a structure the marine wielding it must be completely stationary or else it will bounce slightly and hit the marine wielding it.
Babblergun.
LMFAO just make a gl that fires mutated skulks at aliens.Now since i know this will never happen i will start making it an amx mod...
It should take approx. 2 seconds to place and arm
light weight, but the complexity makes it hard to use, and if it is dropped (the marine dies) it is unusable
Infinite clip, unless you come up with a better way to work it.
this gun should stun anything nearby when it finishes destroying the structure (because it uses concussion technology?)[this bit doesn't have to go along, it was just a cool idea that popped into my head]
As a replacement for secondary(edit: I just finished a previous post, and I believe that Red Rebel is right, it should be a secondary, because knives can't be dropped), have a weapon similar to a welder, but that you have to be stationary to use. Some sort of building destroyer....and once you activate it, you can't move/jump/fight until the thing has run it's course, because you have to set all kinds of different settings and make sure it doesn't blow up in your face. Have it some kind of specialized demolition device used in industry, and 'acquired' for TSA use. I don't know what it would look like or anything, but that's my idea.
You would need an arms lab to get this weapon, because of it's complex nature and components.
One thing you could change is it takes several seconds to set, but deals a large amount of damage (2000 range?), and has only one use (embedded explosive?)
To improve the life/usefulness all weapons (and, by extension, their carriers)- if a Rine drops their weapon (on purpose or by death), other Rines should be able to pick up the ammo off it (like you can in normal HL).
Example: a squad of 5 vanilla Rines (actually working together!!!) rushes someplace. They get owned by 2 or 4 skulks, and only one Rine is left. He now has maybe ten or twenty rounds to his name, having been Sternly warned by Comm not to armory-hump. Which makes more sense:
1. Beg Comm or run back to base/to an armory for more ammo.
2. Pick up ammo from the four still-at-least-partially-loaded LMGs, lying at his feet.
This would at least cut down on ammo requests. This could work with pistols or even mines too, in addition to main weapons. I imagine that if the Rine picking up the ammo reaches his max, the dropped gun he ran over would stay there with any remaining rounds, until it nano-recycled.
Just a thought. Smack me if this already happens, but I've never seen it in NS...
Also, I'd love to see Rines spawn with ONE medpack apiece, to be used when needed (and would be dropped along with their weapon if they died without using it- unless the death was via mine or some other likely-medpack-destroying attack), to cut Comm a little slack. One less beg for medpacks, per Rine, adds up...
Something similar to the smart-gun from Aliens (and AvP of course). Either that, or a gun that makes the victim hovar without flapping. Hand grenades would be nice for clearing out vents, but since the powers-that-be have decided that grenades wouldn't fit the theme, yet inaccessible vents do, I guess we're SOL on that one.
Ja.
Skulk - Plain LMG Pistol Knife Marine
Lerk - JP Marine
Gorge - Comm... sort of
Fade - HA
Onos - ?
There really is no counter to the Onos.
Perhaps... a sort of Mobile Tank. I know this would be hard to code in the HL engine, or perhaps impossible, but it would be fun.
It could be dropped by a comm, and works just like a JP, but there is a way to get out. Then, the fire would just start shooting giant rockets that do lots of damage. It would have treads to move around, and get up stairs and ramps, but it wouldn't be able to climb ladders.
Cost: 100+res (to make it as the final assault for longer games)
Damage: TONS (can't think of a good number)
ROF: 1 every 5 seconds
It would move pretty slow through the map, maybe as slow or slower than HA.
yes.
give this man a cookie.
medium damage, but it cancels sound for surrounding targets (like a real flashbang) for a few seconds. for aliens, the flash doesn't last that long, but it should turn your view to a random direction. that would be TREMENDOUS.
BANG
and anybody in range loses sound, gets flashed, and is spun to a random direction.
Chemical rifle,
ammo 5 darts per clip, 40 reserve darts, reload time, like lmg
cost 25 creds
shooting speed, a bit fater than the GL
runing speed with gun, fast, like lmg,
needs adv armory,
cant be used with jp, only LA and HA
dmg detailes, it hits with a 50dmg puch, then takes off 10 hp per 4 sec, untill healed by gorge or hive, if another alien touches the infected, alien he also started to take dmg, but 5 dmg every 3 sec, it also slows regen, so u cant just get hit and carry on, good 4 hitting an onos, as he will have to run inand kill anything b4 he dies or go back giving rines tiem to get ready for him.
Well i'm new to this forum, i have poped in and looked now and then, but only just got off my bum to regester, so this si my first post, i hope it will give u a thought.
<!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Stop right there. How can you comment on balance when you haven't played with/against the thing that is asked for balancing?
And just FYI, the onos is generally quite a bit weaker in 2.0x than in 1.0x. So is the carapace upgrade(regen is the way to go, now, as an onos at least).
2. rate of fire - relative to lmg or other guns how fast would it fire? does it fire in bursts?
3. weight - how fast do you walk when carrying it?
4. clip capacity
5. other traits - what are the traits of this gun? does it fire with an arc? does it make a smoke screen?
6. description - how does this fit into tsa's arsenal? and what else should we know about this gun?
7. tech requirements</i>
Nanite Anti-Bacterial Grenade
1. 0 - Blast Radius same as a GL, or slightly smaller
2. 1 at a time, 2-3 seconds before exploding
3. About the same speed as the Pistol/Knife
4. 1 per Marine
5. Throws like a grenade. Creates a static-like dome when exploded
6. Deals zippo damage, but any alien caught within the blast radius would instantly lose all upgrades(or one upgrade chosen at random). However, they keep their current evolution. They'll have to re-evolve their upgrades again. The grenade blinks red with a *beep* sound for 2-3 seconds before exploding, giving the aliens time to evacuate the area/destroy the grenade (grenade has 50 hp).
7. Adv.Armory, Arms Lab, Protolab. Replaces 2nd weapon. 10 res each.
2. rate of fire - relative to lmg or other guns how fast would it fire? does it fire in bursts?
3. weight - how fast do you walk when carrying it?
4. clip capacity
5. other traits - what are the traits of this gun? does it fire with an arc? does it make a smoke screen?
6. description - how does this fit into tsa's arsenal? and what else should we know about this gun?
7. tech requirements</i>
Nanite Anti-Bacterial Grenade
1. 0 - Blast Radius same as a GL, or slightly smaller
2. 1 at a time, 2-3 seconds before exploding
3. About the same speed as the Pistol/Knife
4. 1 per Marine
5. Throws like a grenade. Creates a static-like dome when exploded
6. Deals zippo damage, but any alien caught within the blast radius would instantly lose all upgrades(or one upgrade chosen at random). However, they keep their current evolution. They'll have to re-evolve their upgrades again. The grenade blinks red with a *beep* sound for 2-3 seconds before exploding, giving the aliens time to evacuate the area/destroy the grenade (grenade has 50 hp).
7. Adv.Armory, Arms Lab, Protolab. Replaces 2nd weapon. 10 res each. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
That'd be nice but still no hand grens. I think they want a gun.
Do about 100 damage and need some time to recharge(maybe 7seconds), before you can use ist you have to hold the attack button about 2 seconds.
2. rate of fire - relative to lmg or other guns how fast would it fire? does it fire in bursts?
3. weight - how fast do you walk when carrying it?
4. clip capacity
5. other traits - what are the traits of this gun? does it fire with an arc? does it make a smoke screen?
6. description - how does this fit into tsa's arsenal? and what else should we know about this gun?
7. tech requirements</i>
Tranquilizer Rifle
1. 20 - Normal Damage
2. Single Shot
3. Slightly faster than carrying an Hmg
4. 1x per clip, 5x extra clips
5. High speed physical projectile. Highly accurate. Should be negligable at close range, slight compensation at medium range, should be easy to hit the AFK at long range.
6. Any alien hit by the dart gets a movement/attack/stamina regen speed decrease by 30%, with an additional -10% per level of weapon upgrade, to a maximum of -60% mvn/atk/stamina regen speed.
7. Adv Armory, Arms Lab
When fired it emits a sound in a frequency only the aliens can hear. It would either deal a percentage of damage based on size (the larger the alien the more damage) and slow them down immensly for about 5-10 seconds (so much pain they can't move much). OR drain all their adrenaline (from being startled) for the same duration of time thus preventing them from attacking.
It would hold 1 charge at a time and 5 in reserve. Reload about 2/3 as long as a grenade launcher. Requirement would be a prototype lab and cost is 15 res.
It would go farther in vents.
Spread out alot in open spaces.
1. Damage: Low, but if close enough it will keep burning the target for a time period
2. Rate of fire: Continuous.
3. Weight: Heavy.
4. Clip capacity: about 5-10sec of full burst. can carry 1-4 more bottles
5. Other traits: Range: short in open spaces, longer in vents. Uses the primary weapon slot. Slowly removes webs. Umbra can put out fires. Set fire on target and thus uncloak players and structures. Lights the area a bit (like the welder, but low orange light). On FF servers the flamer has to be in lead or risks burning own team mates. On non-FF.. um.
6. The TSA decides to use flame weapons as an effective counter to organgic aliens.
7. Arms lab, but not advanced armory. Cost: I would say something like 10-14 res.
That is my vote
Basic idea of the weapon is to use to check/clear vents, upper areas in early part of game.
No wonder many people dont like these forums. All well I'll keep posting here <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Reality aside if the Mariens are gonna have a new weapon, which I dont entirley agree that they need or should have another, it must be gritty and dirty and fit in with the other NS weapons.
IMO this negates the Flamerthrower (which is pretty and would be fun for the marines, but is unnecessary and be equivilant to HA when skulks are concerned; that is only a few good players as skulk could take those guys on easily), any energy weapons (bullets. We need the shell casings!), sniper rifles are moot, RL's are moot as well since its a rougly close quarters game and we have Grenade Launchers.
So what weapon should be added you wonder? Not a primary. It should most definatly be a secondary weapon of some sort. Now we got a Pistol, damage of which is equal to that of a HMG making it capable to take out skulks with ease if you have good aim, you got Mines and a Welder.
As to what this weapon should be I can think of only one thing that's "unique". And its been said many times, but its the only weapon that would make sense for a Military or Security Force with the current weapons the marines have would either be a Satchel Charge (ie Remote Mines) or Hand Grenades. If neither of those would be added I can see no need for any other weapon.
No matter what weapon is chosen if any, it shouldnt be a "4th slot" weapon. Either Primary (rifles/shotguns/launchers) or Secondary. Tertiary weapons are knives and since it cant be dropped and it makes NO sense for em to have anything else for a melee weapon there are only those 2 options.
-Red <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
What are you talking about? A lot of people like these forums.
Non lethal weapons (net guns and tranquilizers are actually spelt out in it) are in the faq as "not going into NS". I cant be bothered going to get a quote, as it's all the way over in another forum.
I'd like to see a kind of bolt action rifle. Not a sniper rifle, but like.... i dunno, about twice the damage of the pistol, takes about 3 seconds to... do the bolt action thingy.
Useful for... i dunno. Hitting a running onos (when it's running away from the base), hitting a lerk in a vent, and general snipage of incoming skulks and such. Would make squads a bit more varied, but it's probably a bad idea when put into practice.
Other than that, the flamethrower. But i wanted to make a different suggestion.
aliens already have many nonlethal abilities. Besides I don't think most of us are paying attention to the faq anyway. every other person citing the faq and shooting down each other's ideas is not the point of this thread.
I am just glad to see some original ideas besides the 100 flamethrower and powerful long range sniper rifle posts.
Similar to Bilebomb, but with the energy of a xenocide to do... gorge weapon possibly??? it works like spores, but deals 50 damage over 25 seconds no matter where the marine goes, he is coated in the "acid"
~Jason
possably also there could be an placeble item also something like 5 res that would appear to be a sentry and also it would shoot and track aliens but do no actual damage. two real ones and 4 fake ones would be quite confusing and make me much more warry to attack a res node or something.
aliens could also do with a similar thing possably making them appear as onos or something. or maybe just a new upgrade or something so they can see through the illusions. or make it so that if you are paristed the illision is lost. and that pariscites dont stick to the fake sentry guns. so you could rule out the fake ones if a paricity simply wont stick to it. balancing this would have to fiddled with a bit but i think it would be cool.
Xanahalf!!!:)!!!