How about some kind of a tazer or cattleprod. It's main advantage would be that it knocks the alien back, giving your fellow marines or yourself if you are fast a chance to shoot it. It would deal out very little damage and work as a melee weapon...
1. damage - is it explosive? normal? does it to 20% less to structures? Electrical... perhaps 20 damage per charge.
2. rate of fire - relative to lmg or other guns how fast would it fire? does it fire in bursts? Since the battery would need to recharge between each shot, I think a low rate of fire would be appropriate, perhaps 1 or 2 shots per second.
3. weight - how fast do you walk when carrying it? Light, comparable to a welder.
4. clip capacity No clip
5. other traits - what are the traits of this gun? does it fire with an arc? does it make a smoke screen? Short range only, low damage but knockback, replaces the pistol or knife and has a low res cost, perhaps 7.
6. description - how does this fit into tsa's arsenal? and what else should we know about this gun? When the TSA discovered, that the kharaa had a weakness to electricity, they quickly developed a weapongrade version of the cattleprod used in agriculture. Although the charge is not powerful enough to knock out the aliens completely, it will send them flying and give a well organised squad a couple of seconds to react.
7. tech requirements An electrified turret factory
<!--QuoteBegin--ZORDON+Oct 22 2003, 01:34 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ZORDON @ Oct 22 2003, 01:34 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> How about manable turrets? Of course, they would have to be built, and would probably need to take a while, but then a marine could get in them, similar to a comm chair and fire a more-accurate HMG with unlimited ammo. The dowfalls would be having to build this beast, and making it be stationary. The marine inside would be invincible untill the aliens destroy the gun, just like the commander chair is now.
The gun would have the same stats as the HMG, only have unlimited ammo.
The marines need some sort of weapon to counter the fade, because, as it stands right now, the fade is nearly invincible. ESPICALLY if the aliens have cloaking. The main strengths of the fade are 2 things. 1) They have WAY too much life and 2) They are too fast for the average marine to hit. The solution to this would be a gun similar to the ELF in tribes. It would zap the aliens arednaline from them, making the more endurance-consuming abilities impossible untill they escape/kill the marine. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> like i said earlyer this whould be a big winner (even tho i still like the idea of diffrent pistols ie shoots shottie shelles or flare guns to burn the aliens ) you could raise the cost of these to 20 or so rez and have it so its olny sheled from front but raise the ammount of dmg it can take (acid rocks couldent take um out easley much less a skulk but marines could still die letting them be destroied) i dont think un limited ammo in a sense whould be good should have to reload or the gun could over heat.
btw id love to see this mod go to a indeptant game with its own mods i wonder how much fun nano tech mod and clocked marines whould be kinda classed baised game;)
actually , id prefer a desert eagle or some sort of more powerful sidearm, or on the flipside, some sort of automag
damage ---
DE : 50 ish
automag : 5-15
ROF -----
DE : probably 70% of normal pistol, or even 50%
automag : definalty equal at lmg, or make it a crazy last step weapon with 150% lmg rate
weight --------
any REAL slowdown for either weapon will just plain suck, TINY slowdown if any
clip size ------------
DE : 7 ish or lower
automag : 30 at least
traits ----------
de should have a powerful kick animation, that really makes you feel the gun has stopping power
automag should look very chaotic when fired
description = pick the gun then i make a description <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo-->
I mentioned it before, but no comments were posted. So, here goes again: a combat chainsaw. It would replace knife or pistol and slow the marine down a bit. It would deal damage continuously, so it would be effective not only for killing aliens, but also for killing RTs, DCs etc.
The Net. 1 shot you hit or you miss. Replaces pistol. Traps anything lower than a fade. (Gorge, Skulk, Lerk) Lasts about 30 sec. When a net takes X amount of damage, it will break.
Two different roads from here.
1. Does dmg. Net is lined with spikes that inject nano bots who (if they kill what is trapped) tell what upgrades they have to the comm and what lvl.
2. Does NOT do dmg It just traps them there. But a marine can not hurt them unless it is a knife but then the life-form is free.
That_Annoying_KidSire of TitlesJoin Date: 2003-03-01Member: 14175Members, Constellation
<!--QuoteBegin--Electrical Tape+Oct 19 2003, 11:24 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Electrical Tape @ Oct 19 2003, 11:24 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--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-->Akimbo weapons are not gritty. They are flashy. They belong in Blood Opera mods (The Specialists, notably), but have no place in NS. As I recall, 'akimbo weapons' is in the FAQ. If it isn't, it should be. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Ahhh, you are right, Talesin... it is in the FAQ!
<!--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-->Anything not fitting NS' gritty feel (this means laser guns, plasma rifles, energy weapons, akimbo weapons, etc.)<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
But apparently its only been in the FAQ for a good 15 minutes....
<!--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-->This post has been edited by Talesin on Oct 20 2003, 01:15 AM<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Go figure... Talesin doesnt like someones idea, so he brands it as "flashy" and un-grity, and adds it to the "ideas that will never go into NS" catagory. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> ROFL
if there was any two changes to the guns in NS it would be the scope on the LMG made more computer looking (explanation for first person spec) and having the third person reload animations
<!--QuoteBegin--Retales+Oct 23 2003, 09:20 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Retales @ Oct 23 2003, 09:20 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I mentioned it before, but no comments were posted. So, here goes again: a combat chainsaw. It would replace knife or pistol and slow the marine down a bit. It would deal damage continuously, so it would be effective not only for killing aliens, but also for killing RTs, DCs etc. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> classic, I love that idea.
I can see it now... JPing marines flying all over the map with big chainsaws, ripping anything in their way to shreds. Blood flying in all directions, painting the hallways with a putrid lime-green slime. Sawed in half skulks and decapitated fades are the only thing left in the marines wake as they would make their way to hive.
I wonder what a skulk would be thinking while they recklessly leap into the blades of a waiting chainsaw. "Oh, ****."
Shellington 8021 Sawed off Shotgun aka "The Slugstick"
1. Damage: The Slugstick does less damage than the shotgun. Approximately 8 damage pet pellet but the pellet spray is MUCH more severe compaired to the shotgun's. This gun does however have piercing damage towards alien buildings by 50%
2. Rate of Fire: Rate of Fire is extremely slow on this gun. You basically get 1 shot before you have to reload two freash slugs.
3. Weight: Same as an HMG due to it's bulkiness.
4. Clip Capacity: 8/16 the limitedness of the ammo means you won't be ramboing for very long unless a comm is willing to back you up.
5. Other Traits: The Slugstick has a rather nasty kickback, it actually makes your screen flick up slightly upon shooting the gun. Reloading is VERY long. About the same amount of time it takes to reload an HMG. It makes up for this by making pretty much whatever is in front of you mincemeat or severely injuried. The gunshot is also extremely loud with a considerable blinding flash for the alien on the other side but only for a few seconds. This is both a blessing and a dead giveaway for the marines sometimes.
6. Description: Double Barrel Sawed-off-Shotties have been around for a long time. It would make sense for the TSA to pick up some for the extreme upclose and personal combat they'd most likely have to endure against the Kharra. This gun would both maintain the gritty feel for NS and be a good fun/situational weapon. It's power is balanced by it's very slow reload time and limited ammo so it wouldn't become some weapon a bunch of HAs could just get then walk around owning aliens left and right. While you could say this is just an upgraded shotgun (which it is kind of), I think this contains enough changes to be worthy of going into the TSA Marine's arsenal.
7. Tech Requirements: Advanced Armory is all that's required. Slugsticks are 15 res a piece.
I don't see how any more guns are needed in Natural Selection. If you want a game that has 5 copies of the same gun then play CS (yes, i know, exaggeration).
Also, natural selection is complex enough for new people with out them having to learn 30 different guns(exaggerating again).
The marines already have their set of guns, shotgun for short range, lmg for mid range, lmg +2...er hmg for mid range <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> , gl for getting buildings.
As for the idea of the flame thrower, this wouldn't be the easiest thing to do. After all, it would have to be very short range, then to make it any could it would have to be VERY powerful. Does anyone else thing that giving the marines a gun that fired much faster then a hmg and did more damage per round seem a bit broken? After all, the aliens use melee weapons and giving the marines their own melee weapon would take away the alien advantage, and unbalance the game. The only way I can see the flamethrower being fair is if it does minimal damage to aliens but cuts down buildings. Only problem there is a "flamethrower rush on the hive....."
NS is fine how it is, no more guns are needed. Any more would be repeats and could unbalance the game.
welder = your continuous dmg weapon for taking out buildings although a chainsaw WOULD be kind of cool... <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
3rd person reload animations would be nice.
i like the idea of gas mask or something for those damn spores - lerks in the vents are SO ANNOYING. it takes no skill to stay in a vent and spam gas. __________ | __ <!--emo&::lerk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/lerk.gif' border='0' style='vertical-align:middle' alt='lerk.gif'><!--endemo--> _ | | <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif'><!--endemo-->
How would you reload a flamethrower anyways...I mean it's not like you just put a clip inside a gun and wallah! fire! Probably would be a extremely heavy gun.
rofl @ chainsaw idea.. would be awesome to see a full HA squad equipped with chainsaws and welders, slowly but surely hacking up and dismembering everything on their path to the hive <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Seriously though, I'm a fan of the idea for a shotty that shoots solid but less damaging pellets. Actually more like a mid-long ranged bolt action rifle I guess (without a scope)... it's really needed for those long range battles (reactor room comes to mind) where everything else just doesn't cut it for anything more than scratching an alien at long range. The standard pistol is okay, but you wont see many of those when there is HA around to weld, and not everyone can click fast enough to splatter an alien from range before they can react. So here it is:
Assault Rifle: --------------------------- 1. Damage: ~60dmg, should be able to kill a skulk in 2 shots
2. ROF: ~1/sec ?
3. Weight: Slightly heavier than a lmg
4. Clip & reserve: same as shotty, more or less
5. Other: Highly accurate (could perhaps reduce pistol accuracy if this was added), reload time a bit less than HMG
6. Description: Bolt (or pump??) action heavy round rifle, TSA's answer to attacks from mid/long range, where the standard issue LMG and higher tech HMG have trouble putting a dent in ranged lifeforms.
*edit* woops missed the tech req's 7. Upgraded armoury, maybe proto lab also... this is intended as a mid-late game weapon.
That or hand grenades of some sort <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
<!--QuoteBegin--DeLtA FoRcE+Oct 23 2003, 07:06 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DeLtA FoRcE @ Oct 23 2003, 07:06 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> They already said there will not be sniper rifles in ns. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> But this is a thread for, "What gun would you <i>like</i> to see in NS".
flamer seems like a good choice seems like it belongs in ns for some reason... nother cool option would be some sort of railer a.k.a one shot recharge repeat and have it pack alot of damage this would be good to promote teamwork and encourage large groups with the weapon for major raids and I would imagine it would shoot a similar beam to the one that is in quake III arena when the railer is fired
another cool idea i had is a dropable melee weapon like a laser sword or something while that might seem silly it could be used like a shield (bind a key maybe??) or as a heavy slicer one hit kils gorge/skuls few for ono but would be limited to jetpackers or regulars as heavies lack the mobility and agility
my first idea especially I think would work in ns... second would be just plain badass and fun
"Hey every fool in the NS forums post your idea's of a weapon and if it isn't some crappy unorginal idea that adds nothing to the gameplay but looks cool it might be considered."
I'm sure that would put this topic down to around 3 pages.
Ok, how about this, no big explosions, no uber-damage one to two hit kill weapons, how about this An Acid Sprayer Hear me out here, we already see it in the game with fades and what not, we see that acid hurts aliens if you ever acid rocket a nearby wall as a fade, and how would an acid gun of some-sorts be NOT gritty. It wouldn't be a pretty looking weapon at all. The weapon would cling to the alien doing damage over time, damage does stack the longer you spray the same critter, and it could possibly counter Redemption by clinging to the alien as it goes back to the hive.
1.)Damage: Increases the longer you spray; 5-50 per second for 5 seconds => no higher than 50 damage(remember thats 50 damage per second Which would kill lots of thing very quickly, but thats also after using a full tank of fluid on one guy), could change after all it is just an idea.
2.)Rate of Fire: As long as you hold the button down or when it runs out of fluid
3.)Weight: A bit heavier than a shotgun
4.)Magazine Size and Reserve Magazines: 100 ammo per tank, can hold 4 more tanks in reserve: 500 altogether => ammo goes rather quickly
5.)Other: Sprays in a cone from gun to about 3-6 yards, maybe longer. Not too accurate, but you can always "Spray and Pray"
6.)Description: Not an immediate effect weapon. The longer you spray, the more damage it does. Stays on alien (even after redemption) for 5 seconds. Effects structures the same way.
What do you think? It's gritty, It's got charisma, and what do you know, it counters something. And it feels good.
<!--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--> Even better: how about a big giant anvil that you can drop on an Onos as it climbs up a ladder?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Hey...eh...how about some standard issue hand grenades? We've been wanting these bad for a while. I mean honestly, we've all wanted to chuck a 'nade into a room that has skulks camping it or a lerk in the vent. Perhaps a nerfed version of the present grenade of the US Army, since if it wasn't we'd have a lot of abuse with the 15m kill radius XD.
Facts: >100-125 or 150 depending upon upgrades/damage is done depending on size >Blows targets off walls/back from point of detonation >Can be cooked off from a 5 second fuse by holding down on the fire button and releasing when ready/happy with time left >Grenade will only hurt aliens and the thrower, not friendly marines/structures >Does relatively modest amount of damage(75-90) to structure > Heavy Damage dissaptiates in a very short radius (3-5) and tapers off to small damage quickly at ranges of 5-7 meters from point of detonation >Every marine spawns with 2 >Non replenishable from armory (maybe replenishable by dropping them, 3 res for a pack of 2, perhaps?)
a_civilianLikes seeing numbersJoin Date: 2003-01-08Member: 12041Members, NS1 Playtester, Playtest Lead
edited October 2003
<!--QuoteBegin--Forlorn+Oct 23 2003, 10:12 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Oct 23 2003, 10:12 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> It should be titled:
"Hey every fool in the NS forums post your idea's of a weapon and if it isn't some crappy unorginal idea that adds nothing to the gameplay but looks cool it might be considered."
I'm sure that would put this topic down to around 3 pages. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> "Hey every fool in the NS forums post your ideas of" "a weapon and if it isn't some crappy uno"
Titles [edit] and topic descriptions [/edit] can only be so long.
thats where the descripition would come in <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
a_civilianLikes seeing numbersJoin Date: 2003-01-08Member: 12041Members, NS1 Playtester, Playtest Lead
edited October 2003
Anyway, back on topic, I was thinking about the marines' inability to fight Lerks and blinking Fades due to their speed and maneuverability. Perhaps, to counter them, we could add some kind of guided projectile (missile) weapon. To reduce its versatility, it could be designed in such a way that it is effective only against fast moving targets. This would render it ineffective against other lifeforms (except leaping Skulks). It would also have the effect of giving the Lerk or Fade the option of slowing down in order to avoid being hit. In doing so, however, the Lerk or Fade would become more vulnerable to other marines who have standard weapons.
1. damage - 125 perhaps, enough to kill a Lerk in two hits and a Fade in three 2. rate of fire - possibly 3 to 6 seconds 3. weight - not specified 4. clip capacity - not specified 5. other traits - guided, only able to effectively target fast moving aliens 6. description - see above paragraph 7. tech requirements - not too high, as it isn't really needed in the late game
Comments
1. damage - is it explosive? normal? does it to 20% less to structures?
Electrical... perhaps 20 damage per charge.
2. rate of fire - relative to lmg or other guns how fast would it fire? does it fire in bursts?
Since the battery would need to recharge between each shot, I think a low rate of fire would be appropriate, perhaps 1 or 2 shots per second.
3. weight - how fast do you walk when carrying it?
Light, comparable to a welder.
4. clip capacity
No clip
5. other traits - what are the traits of this gun? does it fire with an arc? does it make a smoke screen?
Short range only, low damage but knockback, replaces the pistol or knife and has a low res cost, perhaps 7.
6. description - how does this fit into tsa's arsenal? and what else should we know about this gun?
When the TSA discovered, that the kharaa had a weakness to electricity, they quickly developed a weapongrade version of the cattleprod used in agriculture. Although the charge is not powerful enough to knock out the aliens completely, it will send them flying and give a well organised squad a couple of seconds to react.
7. tech requirements
An electrified turret factory
Of course, they would have to be built, and would probably need to take a while, but then a marine could get in them, similar to a comm chair and fire a more-accurate HMG with unlimited ammo.
The dowfalls would be having to build this beast, and making it be stationary. The marine inside would be invincible untill the aliens destroy the gun, just like the commander chair is now.
The gun would have the same stats as the HMG, only have unlimited ammo.
The marines need some sort of weapon to counter the fade, because, as it stands right now, the fade is nearly invincible. ESPICALLY if the aliens have cloaking.
The main strengths of the fade are 2 things.
1) They have WAY too much life
and
2) They are too fast for the average marine to hit.
The solution to this would be a gun similar to the ELF in tribes. It would zap the aliens arednaline from them, making the more endurance-consuming abilities impossible untill they escape/kill the marine. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
like i said earlyer this whould be a big winner (even tho i still like the idea of diffrent pistols ie shoots shottie shelles or flare guns to burn the aliens ) you could raise the cost of these to 20 or so rez and have it so its olny sheled from front but raise the ammount of dmg it can take (acid rocks couldent take um out easley much less a skulk but marines could still die letting them be destroied) i dont think un limited ammo in a sense whould be good should have to reload or the gun could over heat.
btw id love to see this mod go to a indeptant game with its own mods i wonder how much fun nano tech mod and clocked marines whould be kinda classed baised game;)
damage ---
DE : 50 ish
automag : 5-15
ROF -----
DE : probably 70% of normal pistol, or even 50%
automag : definalty equal at lmg, or make it a crazy last step weapon with 150% lmg rate
weight --------
any REAL slowdown for either weapon will just plain suck, TINY slowdown if any
clip size ------------
DE : 7 ish or lower
automag : 30 at least
traits ----------
de should have a powerful kick animation, that really makes you feel the gun has stopping power
automag should look very chaotic when fired
description = pick the gun then i make a description <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo-->
tech -------------
de : adv armory
automag : armory/arms lab
or scratch them both and make HAND GRENADES
<!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo-->
<!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo-->
<!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo-->
<!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::lerk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/lerk.gif' border='0' style='vertical-align:middle' alt='lerk.gif'><!--endemo--> <!--emo&::fade::--><img src='http://www.unknownworlds.com/forums/html/emoticons/fade.gif' border='0' style='vertical-align:middle' alt='fade.gif'><!--endemo-->
<!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo-->
1 shot you hit or you miss.
Replaces pistol.
Traps anything lower than a fade. (Gorge, Skulk, Lerk)
Lasts about 30 sec. When a net takes X amount of damage, it will break.
Two different roads from here.
1. Does dmg.
Net is lined with spikes that inject nano bots who (if they kill what is trapped) tell what upgrades they have to the comm and what lvl.
2. Does NOT do dmg
It just traps them there. But a marine can not hurt them unless it is a knife but then the life-form is free.
Ahhh, you are right, Talesin... it is in the FAQ!
<!--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-->Anything not fitting NS' gritty feel (this means laser guns, plasma rifles, energy weapons, akimbo weapons, etc.)<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
But apparently its only been in the FAQ for a good 15 minutes....
<!--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-->This post has been edited by Talesin on Oct 20 2003, 01:15 AM<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Go figure... Talesin doesnt like someones idea, so he brands it as "flashy" and un-grity, and adds it to the "ideas that will never go into NS" catagory. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
ROFL
if there was any two changes to the guns in NS it would be the scope on the LMG made more computer looking (explanation for first person spec) and having the third person reload animations
classic, I love that idea.
I can see it now... JPing marines flying all over the map with big chainsaws, ripping anything in their way to shreds. Blood flying in all directions, painting the hallways with a putrid lime-green slime. Sawed in half skulks and decapitated fades are the only thing left in the marines wake as they would make their way to hive.
I wonder what a skulk would be thinking while they recklessly leap into the blades of a waiting chainsaw. "Oh, ****."
2. Gas mask, early game anti-spore alternative. shows up in 3rd person.
You think up the details.
1. Damage: The Slugstick does less damage than the shotgun. Approximately 8 damage pet pellet but the pellet spray is MUCH more severe compaired to the shotgun's. This gun does however have piercing damage towards alien buildings by 50%
2. Rate of Fire: Rate of Fire is extremely slow on this gun. You basically get 1 shot before you have to reload two freash slugs.
3. Weight: Same as an HMG due to it's bulkiness.
4. Clip Capacity: 8/16 the limitedness of the ammo means you won't be ramboing for very long unless a comm is willing to back you up.
5. Other Traits: The Slugstick has a rather nasty kickback, it actually makes your screen flick up slightly upon shooting the gun. Reloading is VERY long. About the same amount of time it takes to reload an HMG. It makes up for this by making pretty much whatever is in front of you mincemeat or severely injuried. The gunshot is also extremely loud with a considerable blinding flash for the alien on the other side but only for a few seconds. This is both a blessing and a dead giveaway for the marines sometimes.
6. Description: Double Barrel Sawed-off-Shotties have been around for a long time. It would make sense for the TSA to pick up some for the extreme upclose and personal combat they'd most likely have to endure against the Kharra. This gun would both maintain the gritty feel for NS and be a good fun/situational weapon. It's power is balanced by it's very slow reload time and limited ammo so it wouldn't become some weapon a bunch of HAs could just get then walk around owning aliens left and right. While you could say this is just an upgraded shotgun (which it is kind of), I think this contains enough changes to be worthy of going into the TSA Marine's arsenal.
7. Tech Requirements: Advanced Armory is all that's required. Slugsticks are 15 res a piece.
Also, natural selection is complex enough for new people with out them having to learn 30 different guns(exaggerating again).
The marines already have their set of guns, shotgun for short range, lmg for mid range, lmg +2...er hmg for mid range <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> , gl for getting buildings.
As for the idea of the flame thrower, this wouldn't be the easiest thing to do. After all, it would have to be very short range, then to make it any could it would have to be VERY powerful. Does anyone else thing that giving the marines a gun that fired much faster then a hmg and did more damage per round seem a bit broken? After all, the aliens use melee weapons and giving the marines their own melee weapon would take away the alien advantage, and unbalance the game. The only way I can see the flamethrower being fair is if it does minimal damage to aliens but cuts down buildings. Only problem there is a "flamethrower rush on the hive....."
NS is fine how it is, no more guns are needed. Any more would be repeats and could unbalance the game.
welder = your continuous dmg weapon for taking out buildings
although a chainsaw WOULD be kind of cool... <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
3rd person reload animations would be nice.
i like the idea of gas mask or something for those damn spores - lerks in the vents are SO ANNOYING. it takes no skill to stay in a vent and spam gas.
__________
| __ <!--emo&::lerk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/lerk.gif' border='0' style='vertical-align:middle' alt='lerk.gif'><!--endemo--> _
| |
<!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif'><!--endemo-->
would be awesome to see a full HA squad equipped with chainsaws and welders, slowly but surely hacking up and dismembering everything on their path to the hive <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Seriously though, I'm a fan of the idea for a shotty that shoots solid but less damaging pellets. Actually more like a mid-long ranged bolt action rifle I guess (without a scope)... it's really needed for those long range battles (reactor room comes to mind) where everything else just doesn't cut it for anything more than scratching an alien at long range. The standard pistol is okay, but you wont see many of those when there is HA around to weld, and not everyone can click fast enough to splatter an alien from range before they can react. So here it is:
Assault Rifle:
---------------------------
1. Damage: ~60dmg, should be able to kill a skulk in 2 shots
2. ROF: ~1/sec ?
3. Weight: Slightly heavier than a lmg
4. Clip & reserve: same as shotty, more or less
5. Other: Highly accurate (could perhaps reduce pistol accuracy if this was added), reload time a bit less than HMG
6. Description: Bolt (or pump??) action heavy round rifle, TSA's answer to attacks from mid/long range, where the standard issue LMG and higher tech HMG have trouble putting a dent in ranged lifeforms.
*edit* woops missed the tech req's
7. Upgraded armoury, maybe proto lab also... this is intended as a mid-late game weapon.
That or hand grenades of some sort <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
But this is a thread for, "What gun would you <i>like</i> to see in NS".
Well, as long as it makes sense...
another cool idea i had is a dropable melee weapon like a laser sword or something while that might seem silly it could be used like a shield (bind a key maybe??) or as a heavy slicer one hit kils gorge/skuls few for ono but would be limited to jetpackers or regulars as heavies lack the mobility and agility
my first idea especially I think would work in ns... second would be just plain badass and fun
<!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo-->
"Hey every fool in the NS forums post your idea's of a weapon and if it isn't some crappy unorginal idea that adds nothing to the gameplay but looks cool it might be considered."
I'm sure that would put this topic down to around 3 pages.
An Acid Sprayer
Hear me out here, we already see it in the game with fades and what not, we see that acid hurts aliens if you ever acid rocket a nearby wall as a fade, and how would an acid gun of some-sorts be NOT gritty. It wouldn't be a pretty looking weapon at all.
The weapon would cling to the alien doing damage over time, damage does stack the longer you spray the same critter, and it could possibly counter Redemption by clinging to the alien as it goes back to the hive.
1.)Damage: Increases the longer you spray; 5-50 per second for 5 seconds => no higher than 50 damage(remember thats 50 damage per second Which would kill lots of thing very quickly, but thats also after using a full tank of fluid on one guy), could change after all it is just an idea.
2.)Rate of Fire: As long as you hold the button down or when it runs out of fluid
3.)Weight: A bit heavier than a shotgun
4.)Magazine Size and Reserve Magazines: 100 ammo per tank, can hold 4 more tanks in reserve: 500 altogether => ammo goes rather quickly
5.)Other: Sprays in a cone from gun to about 3-6 yards, maybe longer. Not too accurate, but you can always "Spray and Pray"
6.)Description: Not an immediate effect weapon. The longer you spray, the more damage it does. Stays on alien (even after redemption) for 5 seconds. Effects structures the same way.
What do you think? It's gritty, It's got charisma, and what do you know, it counters something.
And it feels good.
sweeeeeet.......
Facts:
>100-125 or 150 depending upon upgrades/damage is done depending on size
>Blows targets off walls/back from point of detonation
>Can be cooked off from a 5 second fuse by holding down on the fire button and releasing when ready/happy with time left
>Grenade will only hurt aliens and the thrower, not friendly marines/structures
>Does relatively modest amount of damage(75-90) to structure
> Heavy Damage dissaptiates in a very short radius (3-5) and tapers off to small damage quickly at ranges of 5-7 meters from point of detonation
>Every marine spawns with 2
>Non replenishable from armory (maybe replenishable by dropping them, 3 res for a pack of 2, perhaps?)
Oh, and my thoughts on the flamethrower:
Make it like the one in Halo.
Dear God, we need frags. Now.
"Hey every fool in the NS forums post your idea's of a weapon and if it isn't some crappy unorginal idea that adds nothing to the gameplay but looks cool it might be considered."
I'm sure that would put this topic down to around 3 pages. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
"Hey every fool in the NS forums post your ideas of"
"a weapon and if it isn't some crappy uno"
Titles [edit] and topic descriptions [/edit] can only be so long.
1. damage - 125 perhaps, enough to kill a Lerk in two hits and a Fade in three
2. rate of fire - possibly 3 to 6 seconds
3. weight - not specified
4. clip capacity - not specified
5. other traits - guided, only able to effectively target fast moving aliens
6. description - see above paragraph
7. tech requirements - not too high, as it isn't really needed in the late game