<!--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-->with 15 bullets a second surely one could make a hit...<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
15 bullets a second? Shazbot, coming in at 900 RPM, thats one hella slow gatling gun. More realisticly, gatling guns have RPMs in the 6,000 to 8,000 range. So 100 to about 130 bullets per second. Now thats what Im talkin bout....
Back on topic...
Hows about a compound bow, complete with heavy steel arrows? I know you guys think thats cool....
1. Damage: 150 is a nice value for point blank range. As arrow velocity would decrease over distance, its damage would be reduced the farther it flew, down to a minimum damage of 90. This process of damage degradetion would take place over a span of 3 to 12 meters (that seems really short, but in NS, thats the length of a good sized hallway.)
2. Rate of fire: Maybe about the speed of the old shotgun... so one per second.
3. Weight: Pistol weight (IE very light)
4. Clip capacity: 1 arrow ready to go, 50 in stock.
5. Other traits: 5A: Stuns target for .3 seconds. I think you would be fairly stuned to have an arrow go through you. 5B: Ignores armor for skulks, gorges, and lerks. Bypasses 80% of fades armor. Bypasses 60% of onos armor (IE, if a fade is plunked by an arrow for 100 damage, and its armor normally mitigated, say, 50% of the damage, when shot the arrows damage would only be reduced by 10%, as opposed to 50% (20% of 50 is 10)). 5C: Also, the arrows would take time to hit their targets. I would think 20m/s would be a good speed value, although that might be to slow (or fast). 5D: They would arc slightly as well, requiring the user to actually have some skill to use it. 5E: Extremely low noise when fired. 5F: Blast damage to structures. Think about it a bit and it will make sense... 18" steel bar impaling an organic lifeform... bloody, gapping wound... nevermind.
6. Description: After much pondering by the TSA science team, they have finally come up with an effective, light weight, cool looking yet non-"flashy" weapon that is neither an energy weapon, rocket launcher, direct melee weapon, nor some rehashed piece of crap from World War 1 **coughFLAMETHROWERcough**. Dubbed "<i>insert cool name here</i>", this combat compound bow is built from ultra light weight yet highly durable polymers that can easily withstand tests of over 500 pounds. Complete with heavy steel arrows, this weapon was specificly designed to be able to pierce even the toughest Kharaa hides with ease, while still allowing the marine using it to stay relatively silent, un-detected, and un-burdened by otherwise heavy weaponry.
7. Tech Requirements: Armory.
8. Cost: 7 res.
9. Other notes: Perfect for the marine who loves to go un-noticed after snuffing the life out of that gorge who was protected by 3 of his buddy skulks, or for once and for all getting those pesky redeeming onos out of your hair. Couple arrows to the ribs and GG onos! This would be a weapon of choice for early to mid game marines who have a good sense of aim firing falling projectiles.
The res *might* be a little low, but considering that a shotgun costs just 10, and this being slightly less powerful on the whole, 7 res seems to fit nicely into this unique weapon.
Some people might call this weapon over-powering, due to its high damage values... but look at the weapon on the whole. Like all the other weapons in NS, this has its strong points (heavy damage, armor negation), and its weak points (slow refire, crazy skill curve).
This actually started out as a joke when I began my post... but now that I think about it more, this would be a rather awesome, balanced weapon to add to the NS marines arsenal. It would kinda be like the Grenade launcher... dont go out alone with it, because youll probably die. See, it even promotes team work!!! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
I'd like to see hand held nades....frag grenades would be nice. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
<!--QuoteBegin--CForrester+Oct 27 2003, 01:56 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (CForrester @ Oct 27 2003, 01:56 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> My idea would be a gun that rescues a marine from an Onos. Basically, it's sort of like a harpoon. What you do is...
When the marine presses fire, it sort of goes in to an infrared view. Once it's in that view, you have 15 seconds to target before it deactivates.
To target something, you have to keep the crosshair trained on the target for about 3 seconds. Once it locks on, you can have very slight deviations.
Once you're ready to fire, you press fire again. The harpoon fires and tracks the Onos up until it's out of sight, if you keep the crosshair near it. If the harpoon hits, a slight explosion goes off and the harpoon digs inside the Onos, making a small hole. It grabs hold of the marine and yanks it out. Basically, it does about half to 3/4 damage to the Onos, depending on the distance from the fire, and about 10 damage to the marine when it yanks him out.
To cancel firing, you can just hold fire down for a few seconds.
This would cost about 12 res. It would be fairly cheap, but not too cheap. You could carry 2 spare harpoons at one time, and it takes about 15 seconds to load each harpoon.
Here's a drawing of the harpoon: <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Must... not... laugh...
Pft- Hahaha!!!
What are you going to call it? The Onos Anus Enema Forceps? AHhahahahaaha!
Hey, SOME guns here might be good enough to go in the Suggestions and Ideas Forum. Then again....we're not limited here, unlike the S & I forum. So, whee!!
The Force Grip gun--
You target a kharaa for a few moments, and then you grip it ala Star Wars force grip, and as it struggles vainly in the air you shouts taunts at it. then it explodes into a million pieces which are highly corrosive towards kharaa and will do 300 damage for each piece that hits a kharaa. If you use this on a hive the entire space station explodes, and neither team wins.
The Chamber Gun--
You walk around trying to find chambers, and when you do you stick them in your gun for ammo. You can also fit kharaa into your gun. If your gun is completely empty, you can even fit an Onos into it.
Commander's Choice--
The commander has dual gatling guns potruding from the comm chair and it fires at 80 bullets per second that each ignore kharaa armor.
Mega electrification--
The commander cuts into the ship's main engines and electrifies the entire ship, making it so that kharaa cannot touch the floor, ceiling, or roof.
Flamethrower shmamethrower, what NS needs is grenades. And not just regular ol' I'ma explode in yo face and kill you nades. I'm talking mutlipurpose grenades. I discussed this on another forum, but the idea is pretty simple.
You get about 5 nades for 10 res, same as mines. But first, you have to upgrade the armory for nades, a very quick, very cheap ( 10 res ), research. For that, you get a few types of nades:
HE Nades - Think CS style nades. I'd say enough firepower to drop a few skulks and about the range of the nade launcher nades. +Damage: 150 per nade +Weight: Equivalent of mine weight.
Ping Grenades - My favorite idea, although not mine. The nade itself creates a scanner sweep of the room, just like the obs. Reveals everything to the commander and marines, including cloaked aliens. +Damage: None +Weight: Slightly lighter than HE
and, going with the electrical motif: Electric Nades - Throw them, they explode and create an electrical current that runs in a fairly sized diameter, damaging anything on that surface. +Damage: 20 per second +Length: 10 seconds
Either that or add a gun with explosive tipped bullets - fires like an LMG, hurts like a nade launcher. Really slow refire rate, but good all around damage.
Edit: Really sleepy when I wrote this, will scan for errors tomorrow.
I think Devs can get good ideas from the WarHammer 40.000 Universe...
I wouldd saggist a pawurful Vibrating Stick to push in Ono once it is close so he not eat me and I can live. I saggist it cost 30 res because it pawurful very and can be used again if ono die because so expinseve and I wand also see some kinda greneid with button and switcheez that you can chooz betwiin toxic, nucliar, biologecal, Saddam, Osama or bloodspill. Bloodspill wuld be nice because you drop on floor and Ailien will think you are hurt and bleeding much so he come close and you kill with new vibrating stick also!!!! *edit* Also I want cornmander gimme a big BFG2000 goon like in Doom so I can kill all Eilien!!!! It cost 100 and with battary and I have 4 battary so I can kill more Eilien!!!! */edit* <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo--> <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo--> <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo--> <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo--> <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo-->
I say... after reading this thread, I dont know if i should post in the S&I forum anymore... your stupid, all of you.
Harpoon gun?
Gatling guns?
Force power weapons!?!?!???
Compound/Xbows?
a gun that... "with explosive tipped bullets - <b>fires like an LMG</b>, hurts like a nade launcher. <b>Really slow refire rate</b>, but good all around damage."
A MUTHA F@#%ING GUN THAT USES ONOS (IE: the big huge scary alien) FOR AMMO!??!?!?!?!?!?!?<!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--><!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--><!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--><!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--><!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--><!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--><!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->?
DO YOU PEOPLE REALISE WTH YOUR SAYING!?!?!??
For the two types of people posting in this thread...
A.) Your sarcasm is horrible, like we need another Turrent or hovaring scorpian joke on these forums. YOU ARE NOT FUNNY... Or original for that matter...
B.) Go play the game more before suggesting plz.
How in gods name is this thread not LOCKED!?!? It violated just about every rule on 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-->I say... after reading this thread, I dont know if i should post in the S&I forum anymore... your stupid, all of you.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Dont be so bitter. People are having fun posting what they think would be a good new weapon for NS.
Also, out of all the crap you posted, not one good reason was stated as to WHY this thread should be locked. Its just a bunch of complaining over... nothing. If you dont like the post, dont read it. Is it that difficult to understand?
<!--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-->It violated just about every rule on the FAQ. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
This is your reason given, and its mis-guided at best. The original topic started violated no FAQ rule, it was all in compliance. And the majority of well thought out suggestions in this thread do not violate any FAQ rule.
So... just deal with it; stop taking everything everyone says so literally, and chill out.
a sort of assualt rifle with a scope and mid fire rate cost 15 clip 20 weight lighter than hmg but heavier than lmg
sniper rifle/assualt rifle with large bullets to do good damage at range but also mid fire rate for close in fighting (optional laser sight ontop +3 res) for more accuracy
i thought my post was half way well thought out...but apparently, it was overlooked in the entire 'i want a mega plasma sniper rifle that can fire through walls and be set up as a turret' type guns.
This gun is simply part of the comm chair. It allows the commander control uncooperative marines. Once the comm decided to shoot a marine, that marine loses all vision (ie black screen) and can only see waypoints. At this point, the marine can either choose to follow orders (I guess reaching the waypoint will lift the "fog of war <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->"), F4, or if the commander is abusing this ability, choose eject commander from the radial menu. Eject comm would work the same way as usual. If its a lame comm, others would notice too.
Nothing? I don't even get a rude remark about my weapon, or anything at all? I thought it was pretty good for something that hasn't been metioned yet, and that was days ago.
Call me an idiot or something, just give me some feedback on it. Kinda feels like I wasted my time... well I did anyway, but at least I was trying to be serious about it. It was on page 12
What about differing types of ammunition for the LMG or even the pistol? I mean we already have such things in real life (AP rounds, incinedary, frangible, SLAP, subsonic, etc).
My suggestion is this: the Com can drop differing types of ammunition for say the LMG or pistol depending upon the situation. The player then picks up the specialized ammo and can exchange thier current clip of ammo for the specialized ammo, depending upon the situation (a seperate key can be used to switch from the standard and the specialized ammo).
My main suggestions would be:
-SLAP (or just AP): Saboted Light Armor Piercing (or just Armor Piercing). Basically it negates the biological armor of the Kharaa have on them and attacks thier Hit Points directly. The downside being is that they have a reduced damage because the reduced amount of kinetic energy transferred into the soft tissue as opposed to standard ammo (AKA, Onos killing rounds).
-Explosive Rounds: Basically your anti-vent solution. It fires with a small spash damage radius (say half a foot radius), mostly to discourage vent lurkers and such, with a bonus against structures. The disadvatage being that armor absorbs more of the damage caused by the explosion rather then hitting HP directly (of course no where near as powerful as it's GL counter part).
-Duplex ammunition: Two slugs are fired per cartridge, each individual slug doing about 75% the damage of the normal LMG bullet (see image if you didn't understand what I just said). Some accuracy is lost however. <img src='http://matrix.dumpshock.com/raygun/ammo/img/duplex.jpg' border='0' alt='user posted image'> *Taken from <a href='http://matrix.dumpshock.com/raygun/index.html' target='_blank'>http://matrix.dumpshock.com/raygun/index.html</a>
-Sub Sonic: AKA silenced rounds, for when you absolutely need to be sneaky. Some damage is lost, however there is an accuracy increase (kinda wondering about this one... Not too sure if it should actually be in this game).
Required: Researched at Advanced Armory. All ammunitions require 20 res each to research. 4 res each per individual clip of ammo. All ammo can be placed where normal ammo can be placed.
Of course.... Coding that stuff would take come ingenuity.
That's my biggest idea. Of course, I'm all for the flare gun or hand grenades would be cool.
<!--QuoteBegin--{WZD}+Oct 27 2003, 09:18 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> ({WZD} @ Oct 27 2003, 09:18 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Nothing? I don't even get a rude remark about my weapon, or anything at all? I thought it was pretty good for something that hasn't been metioned yet, and that was days ago.
Call me an idiot or something, just give me some feedback on it. Kinda feels like I wasted my time... well I did anyway, but at least I was trying to be serious about it. It was on page 12 <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Unique... thats for sure. Gotta give you points for that.
It would need major testing I would think... as it could be over-powered... I dont know <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
Ok what about my compound bow? Huh? No ones said anything about that yet <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> And I know you all love the idea... maybe your jealousy over not thinking of it first is preventing you from praising my wonderful idea? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Damage - 4 damage per shot, piercing (half to structures) Rate of Fire - Twice the speed of the LMG Weight - Shotgun Clip Capacity - 100 shots per clip, 2 spare clips Other Traits - Hitscan damage (if something's in the crosshair when you fire, it gets hit) Description - The LRAC was designed with the TSA's need to have a more practical distance assault weapon in mind. Though of no real use in a close range fire fight, the LRAC can be used to harass alien ranged units thanks to the ultrahigh accuracy and rate of fire it boasts. The gun itself fires tiny metal slugs in rapid succession using a rotating barrel. Though each slug does relatively little damage, sustained fire can severely injure an alien. Tech Requirements - Advanced Armory
<!--QuoteBegin--Syringed+Oct 25 2003, 12:27 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Syringed @ Oct 25 2003, 12:27 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--a civilian+Oct 24 2003, 06:16 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (a civilian @ Oct 24 2003, 06:16 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--PseudoKnight+Oct 24 2003, 04:40 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (PseudoKnight @ Oct 24 2003, 04:40 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><b>Push / Repel</b> Knocks back kharaa a certain distance to prevent melee attacks. Best used in group attacks, no doubt. Pushes light kharaa far, Fades medium, Onos short. I imagine it as a 1-sec burst that repels kharaa that are within about 10 ft of the marine followed by a cool-down phase of a few seconds (needs balancing). This could be based on the siege turret's sonic technology if you wanted a backstory.
I still personally would like to see the flamethrower, but I came up with this idea in an effort to find useful tools for marines rather than a lethal weapon, a category which is sucked dry in this thread. Since the kharaa's lethality is usually in melee combat, this seemed like a logical solution from a TSA perspective. (ie. keep them away from you)<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> That would make a useful, unique weapon. I think it's a good idea.
I remember suggesting giving the shotgun a push effect back in July. But that was back in 1.04 when the shotgun was very weak, and now that it has been improved, giving it such an effect would be unwise. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> The sad thing is, I just suggested this exact same weapon before Pseudoknight did in this exact same thread and people are already praising him for using my idea in the exact same thread. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> I apologize. I only read to page 9. I'm not trying to get kudos here. I just think this is a good idea whoever thought of it.
<!--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-->Portable turret, a Boxshaped box with a carrying handle and backstrap for easy handling.
How you use it simply select it and place it against any surface, the bottom nanowelds to the surface giving a secure grip, motion tracker flips out, barrel extends it automaticlly starts to scan for Khaara lifeforms and engages automaticlly these hostile creatures.
1. damage - Shotgun damage 2. rate of fire - 1 shoot per 2 seconds 3. weight - around GL movment speed 4. clip capacity 10 shells preloaded a total of 30 shells, reloads after 10 shoots fired 5. other traits - its shoots a wide cone of pellets 6. description - A portable close range deffense system 7. tech requirements 8 Cost 20<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->A modified version of this would be cool. I would suggest letting it be a similar but smaller (less hp) version of the current turrets. A limit on bullets is also a thought.
<!--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-->Ping Grenades - My favorite idea, although not mine. The nade itself creates a scanner sweep of the room, just like the obs. Reveals everything to the commander and marines, including cloaked aliens. +Damage: None +Weight: Slightly lighter than HE<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->I would favor a 20-sec scanning "grenade" with a slightly higher cost. Good idea.
I think weapons are covered already. I think the TSA needs more tools.
The human tank, A superHMG or a gatlin gun. It fires at an incredibly rate and carries an immense amount of ammunition. It makes an immense amount of damage when hitting something.
It is very very heavy so a marine that carries it loses the ability to carry any other weapon, when the SHMG is equipped no other weapon is available until the marine dies. the marine can no longer jump or use JP. The marine can no longer negotiate anything but hte slightest rise in elevation. Not walk up ladders or steep ramps. The marine will walk very slow, 1/3 of normal walking speed.
Two modes of operation, when walking the marine walks very slowly 1/3 of normal speed or less and it takes 5 seconds or so to turn 180 degrees. Second mode of operation is when the marine is completely stationaly and in this mode the marine can move the sightings of the gun around a bit (but slightly faster than when walking). Say from the centre of the screen to halfway to each edge. To move the sighting from the centre to the edge should take 2-3 seconds. Only in this stationalry mode can the marine move the sighting up/down, in mobile mode it always points straight ahead.
This marine would be a mobile tank but very vunerable. Due to his very slow movement speed he would require a team of lighter support mates to protect him from more mobile aliens since if he would face a skulk alone he would be taken down 10 times out of ten.
The marine equiping this superHMG can not use any teleportation and has to walk (very slow) anywhere he needs to go, protected by 2-3 normal marines. Since this marine would be very powerful but at the same time very vunerable to even single skulks he would always need protection which would enhance teamwork. protect the tank. it is expensive.
Strengths: Anything level and straight in front of thesuperHMG is 100% guaranteed to be killed
Weakness: Anything not level or not straight in front of the superHMG is 100% guaranteed to kill the superHMG. A superHMG that is not very well protected by supportmates is 100% guaranteed to be imetiately killed by any nearby alien Slow, very slow and expensive
i played on server yesterday, they had a mod called superpistols/parasites, if u fire your pistol/parasite it looks like a siege is shooting and it does huge damage, that was cool, but gets boring after a while <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo-->
Siege pistols are what most people call a "server clearer".
I would love to see a RPG
Same power as the nade launcher nades but not will move in a nice stright line to the target.
Of course you need a counter
So I would make it so when you are a fade and have adren, you can shoot a cluster shot, 3 acid rockets at once, which would drain your stamina half way. That way what ever it hit would take 3 AR dmg at once.
RPG would be very nice for clearing vents or sniping that lerk down the hall who is sporing you.
While i feel there's no place for a flamethrower in ns (it's hard enough to track marines flopping all over the place like a damn fish), i believe the grenade is a good idea. Let marines spawn with one or two after a certain tech has been reached, say an arms lab, weapons 3, whatever. To be more inventive with this idea, the grenade might deplete aliens stamina pool or stun them for a sec.
A shield with similar properties of an electrified tf. Hold down fire and it will zap things in range. This would actually make a niftier body wear (proto lab = heavy armor, jetpack, electrode suit) and add a whole new variety of teching.
Although it might be a fun topic, marines don't need a new weapon. They never have needed one, and i've similarly never thought 'marines should have this or that' while playing. But on the other hand there is a lot that should be changed.
Well, I din't read all posts here, just a couple, co I don't know, if any of theese were sugjested earlier. (They are not really weapons, just like Upgrades.)
<b>a) Anti-Parasite Kit.</b> 1) It sould be dropable as a MedPack by the Com. 2) Shouldn't as cheap as MedPack or Ammo (would make it too easy). May be 7?
<b>b) Primal-Scream-type Upgrade for Aliens.</b> 1) Replaces Pheromones (Since, I think, there are not may players, who use it. I think most use Scent of Fear.) 2) Inceases melee-damage
<span style='color:yellow'>There was something more... Just can't remember right now. sorry <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> </span>
<i>As from the previos Ideas I liked:</i> <b>Armor-Pricing (Anti-Onos) Gun.</b> <b>Slowing-Gun.</b> <b>Handgranades</b> <b>Sniper-rifle</b> <--- Yes, I know, that it was written <u>No</u>. I just liked it. <b>Commander-Placeble Mines</b>
If someone wants to summarize this thread and e-mail it to me, I'll take it into consideration (ie, if there's one suggestion or concept that dominates).
Ammo Clip: 75 "rounds" Max Ammo: 300 "rounds" Ammo Comsumption:5 "rounds" per second Effects: Set's buildings, enemies on fire. Lights em up in dark areas. Initial Hit damage plus Damage over Time. Initial Damage: 10 damage Damage over Time: 5 damage per second Weight: Between HMG & GL Weight. Damage Rate: 2x Dmg to Skulks, Lerks. 1.5x Dmg to Fades. 1.0x to Onos. 1.2x dmg to RT's, Chambers. 1.5x dmg to Hives.
heres an idea, the MedPack GUN!!!!!!!!!!!!! bad accy, holds 3 specal medpacks (SMP's) like a gl, the smp's are specal cause they have a somewhat sharp cone on one end, so the hurt ailens, but the sharpness has no affect on a rine, so the marines get 50H if shot, and the ailens lose 75H if shot, this would occupy slot 2 (or 4) and have 12 extra smp's, would require a aurmory and would coste 15R
Nanite Enhanced Bear trap (yes, I know it's bad. Can't think of another name right now).
One is given to a marine and it occupies the second slot. He sets it up and if a small alien (skulk, gorge or lerk) walks over it they get caught. It gradually reduces their health due to the bleeding (faster than it can regen). Not sure about this bit: Another alien can come along and bite it off and free their trapped ally. Can be set off with parasite. Doesn't affect aliens with carapace since their armour is too thick. Lvl3 weapon upgrade allows it too pierce carapace since it becomes more pointy <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.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-->If someone wants to summarize this thread and e-mail it to me, I'll take it into consideration (ie, if there's one suggestion or concept that dominates). <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
ok i vote for hand granades (but devs already know about that so...) the portable turret idea would be useful for small teams of marines.
Comments
15 bullets a second? Shazbot, coming in at 900 RPM, thats one hella slow gatling gun. More realisticly, gatling guns have RPMs in the 6,000 to 8,000 range. So 100 to about 130 bullets per second. Now thats what Im talkin bout....
Back on topic...
Hows about a compound bow, complete with heavy steel arrows? I know you guys think thats cool....
1. Damage: 150 is a nice value for point blank range. As arrow velocity would decrease over distance, its damage would be reduced the farther it flew, down to a minimum damage of 90. This process of damage degradetion would take place over a span of 3 to 12 meters (that seems really short, but in NS, thats the length of a good sized hallway.)
2. Rate of fire: Maybe about the speed of the old shotgun... so one per second.
3. Weight: Pistol weight (IE very light)
4. Clip capacity: 1 arrow ready to go, 50 in stock.
5. Other traits:
5A: Stuns target for .3 seconds. I think you would be fairly stuned to have an arrow go through you.
5B: Ignores armor for skulks, gorges, and lerks. Bypasses 80% of fades armor. Bypasses 60% of onos armor (IE, if a fade is plunked by an arrow for 100 damage, and its armor normally mitigated, say, 50% of the damage, when shot the arrows damage would only be reduced by 10%, as opposed to 50% (20% of 50 is 10)).
5C: Also, the arrows would take time to hit their targets. I would think 20m/s would be a good speed value, although that might be to slow (or fast).
5D: They would arc slightly as well, requiring the user to actually have some skill to use it.
5E: Extremely low noise when fired.
5F: Blast damage to structures. Think about it a bit and it will make sense... 18" steel bar impaling an organic lifeform... bloody, gapping wound... nevermind.
6. Description: After much pondering by the TSA science team, they have finally come up with an effective, light weight, cool looking yet non-"flashy" weapon that is neither an energy weapon, rocket launcher, direct melee weapon, nor some rehashed piece of crap from World War 1 **coughFLAMETHROWERcough**. Dubbed "<i>insert cool name here</i>", this combat compound bow is built from ultra light weight yet highly durable polymers that can easily withstand tests of over 500 pounds. Complete with heavy steel arrows, this weapon was specificly designed to be able to pierce even the toughest Kharaa hides with ease, while still allowing the marine using it to stay relatively silent, un-detected, and un-burdened by otherwise heavy weaponry.
7. Tech Requirements: Armory.
8. Cost: 7 res.
9. Other notes: Perfect for the marine who loves to go un-noticed after snuffing the life out of that gorge who was protected by 3 of his buddy skulks, or for once and for all getting those pesky redeeming onos out of your hair. Couple arrows to the ribs and GG onos! This would be a weapon of choice for early to mid game marines who have a good sense of aim firing falling projectiles.
The res *might* be a little low, but considering that a shotgun costs just 10, and this being slightly less powerful on the whole, 7 res seems to fit nicely into this unique weapon.
Some people might call this weapon over-powering, due to its high damage values... but look at the weapon on the whole. Like all the other weapons in NS, this has its strong points (heavy damage, armor negation), and its weak points (slow refire, crazy skill curve).
This actually started out as a joke when I began my post... but now that I think about it more, this would be a rather awesome, balanced weapon to add to the NS marines arsenal. It would kinda be like the Grenade launcher... dont go out alone with it, because youll probably die. See, it even promotes team work!!! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
When the marine presses fire, it sort of goes in to an infrared view. Once it's in that view, you have 15 seconds to target before it deactivates.
To target something, you have to keep the crosshair trained on the target for about 3 seconds. Once it locks on, you can have very slight deviations.
Once you're ready to fire, you press fire again. The harpoon fires and tracks the Onos up until it's out of sight, if you keep the crosshair near it. If the harpoon hits, a slight explosion goes off and the harpoon digs inside the Onos, making a small hole. It grabs hold of the marine and yanks it out. Basically, it does about half to 3/4 damage to the Onos, depending on the distance from the fire, and about 10 damage to the marine when it yanks him out.
To cancel firing, you can just hold fire down for a few seconds.
This would cost about 12 res. It would be fairly cheap, but not too cheap. You could carry 2 spare harpoons at one time, and it takes about 15 seconds to load each harpoon.
Here's a drawing of the harpoon: <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Must... not... laugh...
Pft- Hahaha!!!
What are you going to call it? The Onos Anus Enema Forceps? AHhahahahaaha!
The Force Grip gun--
You target a kharaa for a few moments, and then you grip it ala Star Wars force grip, and as it struggles vainly in the air you shouts taunts at it. then it explodes into a million pieces which are highly corrosive towards kharaa and will do 300 damage for each piece that hits a kharaa. If you use this on a hive the entire space station explodes, and neither team wins.
The Chamber Gun--
You walk around trying to find chambers, and when you do you stick them in your gun for ammo. You can also fit kharaa into your gun. If your gun is completely empty, you can even fit an Onos into it.
Commander's Choice--
The commander has dual gatling guns potruding from the comm chair and it fires at 80 bullets per second that each ignore kharaa armor.
Mega electrification--
The commander cuts into the ship's main engines and electrifies the entire ship, making it so that kharaa cannot touch the floor, ceiling, or roof.
Well damn... when the ceiling AND the roof are covered... theres just no other place to go!
You get about 5 nades for 10 res, same as mines. But first, you have to upgrade the armory for nades, a very quick, very cheap ( 10 res ), research. For that, you get a few types of nades:
HE Nades - Think CS style nades. I'd say enough firepower to drop a few skulks and about the range of the nade launcher nades.
+Damage: 150 per nade
+Weight: Equivalent of mine weight.
Ping Grenades - My favorite idea, although not mine. The nade itself creates a scanner sweep of the room, just like the obs. Reveals everything to the commander and marines, including cloaked aliens.
+Damage: None
+Weight: Slightly lighter than HE
and, going with the electrical motif:
Electric Nades - Throw them, they explode and create an electrical current that runs in a fairly sized diameter, damaging anything on that surface.
+Damage: 20 per second
+Length: 10 seconds
Either that or add a gun with explosive tipped bullets - fires like an LMG, hurts like a nade launcher. Really slow refire rate, but good all around damage.
Edit: Really sleepy when I wrote this, will scan for errors tomorrow.
I wouldd saggist a pawurful Vibrating Stick to push in Ono once it is close so he not eat me and I can live.
I saggist it cost 30 res because it pawurful very and can be used again if ono die because so expinseve and I wand also see some kinda greneid with button and switcheez that you can chooz betwiin toxic, nucliar, biologecal, Saddam, Osama or bloodspill. Bloodspill wuld be nice because you drop on floor and Ailien will think you are hurt and bleeding much so he come close and you kill with new vibrating stick also!!!!
*edit*
Also I want cornmander gimme a big BFG2000 goon like in Doom so I can kill all Eilien!!!!
It cost 100 and with battary and I have 4 battary so I can kill more Eilien!!!!
*/edit*
<!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo--> <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo--> <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo--> <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo--> <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo-->
Harpoon gun?
Gatling guns?
Force power weapons!?!?!???
Compound/Xbows?
a gun that... "with explosive tipped bullets - <b>fires like an LMG</b>, hurts like a nade launcher. <b>Really slow refire rate</b>, but good all around damage."
A MUTHA F@#%ING GUN THAT USES ONOS (IE: the big huge scary alien) FOR AMMO!??!?!?!?!?!?!?<!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--><!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--><!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--><!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--><!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--><!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--><!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->?
DO YOU PEOPLE REALISE WTH YOUR SAYING!?!?!??
For the two types of people posting in this thread...
A.) Your sarcasm is horrible, like we need another Turrent or hovaring scorpian joke on these forums. YOU ARE NOT FUNNY... Or original for that matter...
B.) Go play the game more before suggesting plz.
How in gods name is this thread not LOCKED!?!? It violated just about every rule on the FAQ.
Dont be so bitter. People are having fun posting what they think would be a good new weapon for NS.
Also, out of all the crap you posted, not one good reason was stated as to WHY this thread should be locked. Its just a bunch of complaining over... nothing. If you dont like the post, dont read it. Is it that difficult to understand?
<!--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-->It violated just about every rule on the FAQ. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
This is your reason given, and its mis-guided at best. The original topic started violated no FAQ rule, it was all in compliance. And the majority of well thought out suggestions in this thread do not violate any FAQ rule.
So... just deal with it; stop taking everything everyone says so literally, and chill out.
cost 15
clip 20
weight lighter than hmg but heavier than lmg
sniper rifle/assualt rifle with large bullets to do good damage at range but also mid fire rate for close in fighting (optional laser sight ontop +3 res) for more accuracy
This gun is simply part of the comm chair. It allows the commander control uncooperative marines. Once the comm decided to shoot a marine, that marine loses all vision (ie black screen) and can only see waypoints. At this point, the marine can either choose to follow orders (I guess reaching the waypoint will lift the "fog of war <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->"), F4, or if the commander is abusing this ability, choose eject commander from the radial menu. Eject comm would work the same way as usual. If its a lame comm, others would notice too.
Call me an idiot or something, just give me some feedback on it. Kinda feels like I wasted my time... well I did anyway, but at least I was trying to be serious about it.
It was on page 12
My suggestion is this: the Com can drop differing types of ammunition for say the LMG or pistol depending upon the situation. The player then picks up the specialized ammo and can exchange thier current clip of ammo for the specialized ammo, depending upon the situation (a seperate key can be used to switch from the standard and the specialized ammo).
My main suggestions would be:
-SLAP (or just AP): Saboted Light Armor Piercing (or just Armor Piercing). Basically it negates the biological armor of the Kharaa have on them and attacks thier Hit Points directly. The downside being is that they have a reduced damage because the reduced amount of kinetic energy transferred into the soft tissue as opposed to standard ammo (AKA, Onos killing rounds).
-Explosive Rounds: Basically your anti-vent solution. It fires with a small spash damage radius (say half a foot radius), mostly to discourage vent lurkers and such, with a bonus against structures. The disadvatage being that armor absorbs more of the damage caused by the explosion rather then hitting HP directly (of course no where near as powerful as it's GL counter part).
-Duplex ammunition: Two slugs are fired per cartridge, each individual slug doing about 75% the damage of the normal LMG bullet (see image if you didn't understand what I just said). Some accuracy is lost however.
<img src='http://matrix.dumpshock.com/raygun/ammo/img/duplex.jpg' border='0' alt='user posted image'>
*Taken from <a href='http://matrix.dumpshock.com/raygun/index.html' target='_blank'>http://matrix.dumpshock.com/raygun/index.html</a>
-Sub Sonic: AKA silenced rounds, for when you absolutely need to be sneaky. Some damage is lost, however there is an accuracy increase (kinda wondering about this one... Not too sure if it should actually be in this game).
Required: Researched at Advanced Armory. All ammunitions require 20 res each to research. 4 res each per individual clip of ammo. All ammo can be placed where normal ammo can be placed.
Of course.... Coding that stuff would take come ingenuity.
That's my biggest idea. Of course, I'm all for the flare gun or hand grenades would be cool.
Call me an idiot or something, just give me some feedback on it. Kinda feels like I wasted my time... well I did anyway, but at least I was trying to be serious about it.
It was on page 12 <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Unique... thats for sure. Gotta give you points for that.
It would need major testing I would think... as it could be over-powered... I dont know <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
Ok what about my compound bow? Huh? No ones said anything about that yet <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> And I know you all love the idea... maybe your jealousy over not thinking of it first is preventing you from praising my wonderful idea? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Damage - 4 damage per shot, piercing (half to structures)
Rate of Fire - Twice the speed of the LMG
Weight - Shotgun
Clip Capacity - 100 shots per clip, 2 spare clips
Other Traits - Hitscan damage (if something's in the crosshair when you fire, it gets hit)
Description - The LRAC was designed with the TSA's need to have a more practical distance assault weapon in mind. Though of no real use in a close range fire fight, the LRAC can be used to harass alien ranged units thanks to the ultrahigh accuracy and rate of fire it boasts. The gun itself fires tiny metal slugs in rapid succession using a rotating barrel. Though each slug does relatively little damage, sustained fire can severely injure an alien.
Tech Requirements - Advanced Armory
it sounds silly but it whould be kinda cool.
Knocks back kharaa a certain distance to prevent melee attacks. Best used in group attacks, no doubt. Pushes light kharaa far, Fades medium, Onos short. I imagine it as a 1-sec burst that repels kharaa that are within about 10 ft of the marine followed by a cool-down phase of a few seconds (needs balancing). This could be based on the siege turret's sonic technology if you wanted a backstory.
I still personally would like to see the flamethrower, but I came up with this idea in an effort to find useful tools for marines rather than a lethal weapon, a category which is sucked dry in this thread. Since the kharaa's lethality is usually in melee combat, this seemed like a logical solution from a TSA perspective. (ie. keep them away from you)<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
That would make a useful, unique weapon. I think it's a good idea.
I remember suggesting giving the shotgun a push effect back in July. But that was back in 1.04 when the shotgun was very weak, and now that it has been improved, giving it such an effect would be unwise. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
The sad thing is, I just suggested this exact same weapon before Pseudoknight did in this exact same thread and people are already praising him for using my idea in the exact same thread. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I apologize. I only read to page 9. I'm not trying to get kudos here. I just think this is a good idea whoever thought of it.
<!--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-->Portable turret, a Boxshaped box with a carrying handle and backstrap for easy handling.
How you use it simply select it and place it against any surface, the bottom nanowelds to the surface giving a secure grip, motion tracker flips out, barrel extends it automaticlly starts to scan for Khaara lifeforms and engages automaticlly these hostile creatures.
1. damage - Shotgun damage
2. rate of fire - 1 shoot per 2 seconds
3. weight - around GL movment speed
4. clip capacity 10 shells preloaded a total of 30 shells, reloads after 10 shoots fired
5. other traits - its shoots a wide cone of pellets
6. description - A portable close range deffense system
7. tech requirements
8 Cost 20<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->A modified version of this would be cool. I would suggest letting it be a similar but smaller (less hp) version of the current turrets. A limit on bullets is also a thought.
<!--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-->Ping Grenades - My favorite idea, although not mine. The nade itself creates a scanner sweep of the room, just like the obs. Reveals everything to the commander and marines, including cloaked aliens.
+Damage: None
+Weight: Slightly lighter than HE<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->I would favor a 20-sec scanning "grenade" with a slightly higher cost. Good idea.
I think weapons are covered already. I think the TSA needs more tools.
It fires at an incredibly rate and carries an immense amount of ammunition.
It makes an immense amount of damage when hitting something.
It is very very heavy so a marine that carries it
loses the ability to carry any other weapon, when the SHMG is equipped no other weapon is available until the marine dies.
the marine can no longer jump or use JP.
The marine can no longer negotiate anything but hte slightest rise in elevation. Not walk up ladders or steep ramps.
The marine will walk very slow, 1/3 of normal walking speed.
Two modes of operation, when walking the marine walks very slowly 1/3 of normal speed or less and it takes 5 seconds or so to turn 180 degrees.
Second mode of operation is when the marine is completely stationaly and in this mode the marine can move the sightings of the gun around a bit (but slightly faster than when walking). Say from the centre of the screen to halfway to each edge. To move the sighting from the centre to the edge should take 2-3 seconds.
Only in this stationalry mode can the marine move the sighting up/down, in mobile mode it always points straight ahead.
This marine would be a mobile tank but very vunerable. Due to his very slow movement speed he would require a team of lighter support mates to protect him from more mobile aliens since if he would face a skulk alone he would be taken down 10 times out of ten.
The marine equiping this superHMG can not use any teleportation and has to walk (very slow) anywhere he needs to go, protected by 2-3 normal marines.
Since this marine would be very powerful but at the same time very vunerable to even single skulks he would always need protection which would enhance teamwork. protect the tank. it is expensive.
Strengths:
Anything level and straight in front of thesuperHMG is 100% guaranteed to be killed
Weakness:
Anything not level or not straight in front of the superHMG is 100% guaranteed to kill the superHMG.
A superHMG that is not very well protected by supportmates is 100% guaranteed to be imetiately killed by
any nearby alien
Slow, very slow
and expensive
I would love to see a
RPG
Same power as the nade launcher nades but not will move in a nice stright line to the target.
Of course you need a counter
So I would make it so when you are a fade and have adren, you can shoot a cluster shot, 3 acid rockets at once, which would drain your stamina half way. That way what ever it hit would take 3 AR dmg at once.
RPG would be very nice for clearing vents or sniping that lerk down the hall who is sporing you.
2 RNDs in the chamber, 20 spare.
A shield with similar properties of an electrified tf. Hold down fire and it will zap things in range. This would actually make a niftier body wear (proto lab = heavy armor, jetpack, electrode suit) and add a whole new variety of teching.
Although it might be a fun topic, marines don't need a new weapon. They never have needed one, and i've similarly never thought 'marines should have this or that' while playing. But on the other hand there is a lot that should be changed.
<b>a) Anti-Parasite Kit.</b>
1) It sould be dropable as a MedPack by the Com.
2) Shouldn't as cheap as MedPack or Ammo (would make it too easy). May be 7?
<b>b) Primal-Scream-type Upgrade for Aliens.</b>
1) Replaces Pheromones (Since, I think, there are not may players, who use it. I think most use Scent of Fear.)
2) Inceases melee-damage
<span style='color:yellow'>There was something more... Just can't remember right now. sorry <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> </span>
<i>As from the previos Ideas I liked:</i>
<b>Armor-Pricing (Anti-Onos) Gun.</b>
<b>Slowing-Gun.</b>
<b>Handgranades</b>
<b>Sniper-rifle</b> <--- Yes, I know, that it was written <u>No</u>. I just liked it.
<b>Commander-Placeble Mines</b>
(I know a FT has already been suggested)
Ammo Clip: 75 "rounds"
Max Ammo: 300 "rounds"
Ammo Comsumption:5 "rounds" per second
Effects: Set's buildings, enemies on fire. Lights em up in dark areas. Initial Hit damage plus Damage over Time.
Initial Damage: 10 damage
Damage over Time: 5 damage per second
Weight: Between HMG & GL Weight.
Damage Rate: 2x Dmg to Skulks, Lerks. 1.5x Dmg to Fades. 1.0x to Onos. 1.2x dmg to RT's, Chambers. 1.5x dmg to Hives.
bad accy, holds 3 specal medpacks (SMP's) like a gl, the smp's are specal cause they have a somewhat sharp cone on one end, so the hurt ailens, but the sharpness has no affect on a rine, so the marines get 50H if shot, and the ailens lose 75H if shot, this would occupy slot 2 (or 4) and have 12 extra smp's, would require a aurmory and would coste 15R
One is given to a marine and it occupies the second slot. He sets it up and if a small alien (skulk, gorge or lerk) walks over it they get caught. It gradually reduces their health due to the bleeding (faster than it can regen). Not sure about this bit: Another alien can come along and bite it off and free their trapped ally. Can be set off with parasite. Doesn't affect aliens with carapace since their armour is too thick. Lvl3 weapon upgrade allows it too pierce carapace since it becomes more pointy <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
ok i vote for hand granades (but devs already know about that so...) the portable turret idea would be useful for small teams of marines.