Hites' List O' Suggestions
Hites
Join Date: 2004-08-20 Member: 30745Members
<div class="IPBDescription">Read the title. Yeah, that thing right up there. Atta boy!</div>Alright. Let's just use NS1 as a good base, a jumping point if you will. Now... let's improve:
Rine Buildings:
- No more electrify.
- Turrets can be upsetted by Alien Onos Gore.
- Upsetted turrets still funtion, but can be reoriented and even moved by HA's.
Alien Buildings:
- RT releases spore when Rines are within close/melee range.
Rine Units:
- No more universal damage upgrades.
- Add SLAP round upgrade (increased damage (150%-ish)) for LMG, HMG, and "Cannon".
- Add HE round upgrade (increased damage (150%-ish) and increased blast radius (150%-ish)) for GL and "Rocket Launcher".
- Add accuracy upgrade (nothing super significant) to LMG that also includes scope with limited zoom (2x-ish).
- Add "Cannon" to HA-limited inventory.
- "Cannon" is a shoulder-mounted high-caliber bolt-action rifle. Extremely accurate, slow reload, and long range. Same damage as GL, but no blast radius.
- Add "Rocket Launcher" to HA-limited inventory.
- "Rocket Launcher" is a shoulder-mounted single-shot dumb-fire RPG launcher. Extremely accurate, slow reload, and long range. Same damage and blast radius as GL.
Alien Units:
- Make sure that Lerks have the spike attack.
- Devour heals Onos.
- Onos Gore upsets Rine turrets.
- Onos Gore physically moves LA Rines upward and away for potential additional collision and landing damage.
- Lerk-lift for Gorges. Lerk speed reduced when lifting. Gorge controls movement when grounded. Gorge has limited forward vision when lifted, and Lerk has limited forward vision when grounded.
- Buildings built by a Gorge take the Gorges evolutions with it (ie. cloak, carapace, regeneration, focus (for OT), etc.). This could help create some very interesting superbuildings (ie. carapaced & silenced focus OT).
- Fades are cloaked when blinking (much more accurate to the blinks description).
Rine Buildings:
- No more electrify.
- Turrets can be upsetted by Alien Onos Gore.
- Upsetted turrets still funtion, but can be reoriented and even moved by HA's.
Alien Buildings:
- RT releases spore when Rines are within close/melee range.
Rine Units:
- No more universal damage upgrades.
- Add SLAP round upgrade (increased damage (150%-ish)) for LMG, HMG, and "Cannon".
- Add HE round upgrade (increased damage (150%-ish) and increased blast radius (150%-ish)) for GL and "Rocket Launcher".
- Add accuracy upgrade (nothing super significant) to LMG that also includes scope with limited zoom (2x-ish).
- Add "Cannon" to HA-limited inventory.
- "Cannon" is a shoulder-mounted high-caliber bolt-action rifle. Extremely accurate, slow reload, and long range. Same damage as GL, but no blast radius.
- Add "Rocket Launcher" to HA-limited inventory.
- "Rocket Launcher" is a shoulder-mounted single-shot dumb-fire RPG launcher. Extremely accurate, slow reload, and long range. Same damage and blast radius as GL.
Alien Units:
- Make sure that Lerks have the spike attack.
- Devour heals Onos.
- Onos Gore upsets Rine turrets.
- Onos Gore physically moves LA Rines upward and away for potential additional collision and landing damage.
- Lerk-lift for Gorges. Lerk speed reduced when lifting. Gorge controls movement when grounded. Gorge has limited forward vision when lifted, and Lerk has limited forward vision when grounded.
- Buildings built by a Gorge take the Gorges evolutions with it (ie. cloak, carapace, regeneration, focus (for OT), etc.). This could help create some very interesting superbuildings (ie. carapaced & silenced focus OT).
- Fades are cloaked when blinking (much more accurate to the blinks description).
Comments
Not saying that most of them are bad suggestions, they just need to be rethought,
Also taking out rine weapon damage upgrades and adding incendary. Aren't the marines powerful enough without lighting a skulk on fire.
But yea things like the Accuracy upgrade would be useful as the steam engine seems to make aiming a bit swade sometimes, and not as solid as the HL1 engine.
(Gorges FTW <img src="style_emoticons/<#EMO_DIR#>/pudgy.gif" style="vertical-align:middle" emoid="::gorge::" border="0" alt="pudgy.gif" /> )
Rine Buildings:
- There was nothing wrong with electrify, but i think what'd be cooler is if you could upgrade a little turret onto the top of a resource node. For say, 15 res.
- Deployable turrets, would ruin the game. The only possible balance is if you had to build them or something... in which case, just build a tf.
Alien Buildings:
- All buildings DO self heal already.
- Offence chambers are fine
BUT, what could be cool is if each chamber had an effect on nearby marines;
For example - Sensory chambers ######ed with the marines head, and made you see and hear things, like a skulk zip by (wouldnt matter if they went in and out of walls). Just like those grenades on TFC, but not as full on.
Rine Units:
- Marine Damage Upgrades are a good idea. I dont see how armor upgrades are any less of a bad idea, with your argument. Its a classic RTS element, that adds more tactics and depth to resource management and gameplay.
- Add incendiary ammo upgrade is okay..... like the 150% damage element... BUT, randomness in a game like this isnt cool. I dont want to be killed based on luck. AND theres NOTHING more annoying than being on fire in games. <b>VOTE NO FOR FLAMETHROWER</b>
- LMG's are meant to be crap. Use a HMG if you dont like it.
- HA's are Heavy Armor. Not MECHANISED BATTLE UNIT. It doesnt need shoulder mounts.
- Deployable Turrets are a bad idea, as told above.
Alien Units:
- Lerk Spines are a bad idea. All battle aliens should be melee. Lerks can be VERY pro if you know what youre doing.
- If by "devour adds health" you meant, permanently. Awful. Imagine an onos with 3000hp.
- Lerk Lift COULD be okay for gorges, but my idea is:
Movement Speed greatly reduced.
If its on the ground, the gorge has control of all movement.
If its in the air, lerk has control, and its SLOW and takes a lot of Energy to fly.
When in air, gorge can only look in a small field of view, in the forward direction.
- All units already self heal.
- Buildings with upgrades is a bit silly...
Perhaps add "customisations" that gorges can put on buildings.
For example, for 5 resource, a gorge can make a building grow "thorns" which hurts marines if they try to knife it.
Thanks, good ideas, but need some balance.
Hope you like my suggestions.
Itd also mean you could use a resource node to cover a phase gate, without having to blow 20 res on a tf and turret, which is silly and weak.
Not to mention the sexy factor
Not saying that most of them are bad suggestions, they just need to be rethought,
Also taking out rine weapon damage upgrades and adding incendary. Aren't the marines powerful enough without lighting a skulk on fire.
But yea things like the Accuracy upgrade would be useful as the steam engine seems to make aiming a bit swade sometimes, and not as solid as the HL1 engine.
(Gorges FTW <img src="style_emoticons/<#EMO_DIR#>/pudgy.gif" style="vertical-align:middle" emoid="::gorge::" border="0" alt="pudgy.gif" /> )<!--QuoteEnd--></div><!--QuoteEEnd-->
Personally, I find both sides to be pretty balanced as is. And the incendiary fire effect isn't primarily meant to be a damage-inducer, but more of something to add entertainment. 1hp lost every second for only 10secs; something like that. It adds the same humor people get out of a knife-kill against an Onos. Also, the incendiary and accuracy upgrades are an alternative to some of the heavier weapons, but don't expect the LMG to become a hive-killer. It would primarily enable the Rines to better take out lighter Aliens, but you'd basically be screwed against an Onos.
Rine Buildings:
- There was nothing wrong with electrify, but i think what'd be cooler is if you could upgrade a little turret onto the top of a resource node. For say, 15 res.
- Deployable turrets, would ruin the game. The only possible balance is if you had to build them or something... in which case, just build a tf.
Alien Buildings:
- All buildings DO self heal already.
- Offence chambers are fine
BUT, what could be cool is if each chamber had an effect on nearby marines;
For example - Sensory chambers ######ed with the marines head, and made you see and hear things, like a skulk zip by (wouldnt matter if they went in and out of walls). Just like those grenades on TFC, but not as full on.
Rine Units:
- Marine Damage Upgrades are a good idea. I dont see how armor upgrades are any less of a bad idea, with your argument. Its a classic RTS element, that adds more tactics and depth to resource management and gameplay.
- Add incendiary ammo upgrade is okay..... like the 150% damage element... BUT, randomness in a game like this isnt cool. I dont want to be killed based on luck. AND theres NOTHING more annoying than being on fire in games. <b>VOTE NO FOR FLAMETHROWER</b>
- LMG's are meant to be crap. Use a HMG if you dont like it.
- HA's are Heavy Armor. Not MECHANISED BATTLE UNIT. It doesnt need shoulder mounts.
- Deployable Turrets are a bad idea, as told above.
Alien Units:
- Lerk Spines are a bad idea. All battle aliens should be melee. Lerks can be VERY pro if you know what youre doing.
- If by "devour adds health" you meant, permanently. Awful. Imagine an onos with 3000hp.
- Lerk Lift COULD be okay for gorges, but my idea is:
Movement Speed greatly reduced.
If its on the ground, the gorge has control of all movement.
If its in the air, lerk has control, and its SLOW and takes a lot of Energy to fly.
When in air, gorge can only look in a small field of view, in the forward direction.
- All units already self heal.
- Buildings with upgrades is a bit silly...
Perhaps add "customisations" that gorges can put on buildings.
For example, for 5 resource, a gorge can make a building grow "thorns" which hurts marines if they try to knife it.<!--QuoteEnd--></div><!--QuoteEEnd-->
I just find the electrify to be something unfathomable in the real world. An electrical carapace on a piece of machinery just seems illogical and impossible to me without massive modifications (btw, I'm majoring in Technology, so that might just be my own qualm. lol).
Regarding the deployable turrets, they wouldn't be immediately deployed but would instead have to be setup at roughly half the time of a TF turrets build time. Also, you have to realize that when a HA deploys one of these, he only has a pistol and knife to defend himself until he picks up the DT or a new weapon. The DT base would be in a separate weapon category (4, maybe?) where there would be a setup time, and then the base would have to be equipped with whatever weapon you desired by use of the "use" button. Also, you have to realize that with the source engine, an Onos could plow over a lonely turret with a couple hit. Yes, I think that the turrets should be able to be knocked over just like in HL2. Maybe just the DT's, though. Idk.
I'm still standing by the close range spore attack by the OC's. I know of some NS servers that already have this incorporated with great success.
A damage upgrade for the HMG and "Cannon" could be possible in the form of SLAP rounds, but idk yet about the explosive weapons. Armor upgrades, however, I can completely stand behind. Tougher composites and additional layers are entirely believable.
I just covered the incendiary flame issue in my previous post. I totally agree on the flamethrower. A flamethrower in space? That's borderline retarded.
LMG's will still be crap. Incendiary ammo and a scope won't make them the hand of god. lol
The shoulder mounted weapons wouldn't enable them to dual-wield; it'd just be how the weapon is carried. HA armor that's burdened by a DT would be an even easier target to be devoured. Balance. <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />
I still stand behind the Lerk spikes. Might as well get rid of acid rockets if the Aliens are to be purely melee (sarcasm).
I agree 100% with every one of your suggestions on the Lerk-lift. I couldn't have went into any better detail myself.
I suggested the evolved Alien buildings, because the Gorge is sort of the "mother" to the building, so it should take on some of its genetic traits.
Btw, I've edited my list. <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />
Actually, I've figured out a way to get rid of electrify, keep the heavy weapon turrets, and also incorporate Stars increasingly interesting self-defense turret building idea.
First, no more electrify. Second, everything about the heavy weapon turrets is the same except where they can be deployed, they can't be knocked over, and that they can't aim more than 45degrees down or up from the horizon due to their weapons length (or some other reason). Thirdly, heavy weapon turrets no longer have bases to be deployed but instead have adapters to bed deployed atop of either TF's or RT's (buildings that were previously able to be electrified in NS1).
This would be much better in all aspects, imo. The limited degree of aim would enable a sneaky or crazy enough skulk to be able to rush and attack the TF or RT base or plant himself directly on top to attack. Also, might as well give the heavy weapon turret infinite ammo to keep things simple. The turret will only fire in bursts with the clipped heavy weapons though (4 rounds for the GL, 125 for the HMG (if a target is killed with only 50 rounds of an HMG, next burst will be only 75 rounds, not 125, until auto-reloading). The heavy weapon turret could also be destroyed without destroying the TF or RT it is on.
I've edited in a bunch of this, so refer to the OP. Btw, thanks Stars for all of the insight!
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->I do agree, but i dont think an electrical carapace was ever the idea, it just looked like that to... show it. I thought it was moreso.... Just like a built in tazer. Itd be cool if aliens couldnt see which res nodes were elec'd <!--colorc--></span><!--/colorc-->
Regarding the deployable turrets, they wouldn't be immediately deployed but would instead have to be setup at roughly half the time of a TF turrets build time. Also, you have to realize that when a HA deploys one of these, he only has a pistol and knife to defend himself until he picks up the DT or a new weapon. The DT base would be in a separate weapon category (4, maybe?) where there would be a setup time, and then the base would have to be equipped with whatever weapon you desired by use of the "use" button. Also, you have to realize that with the source engine, an Onos could plow over a lonely turret with a couple hit. Yes, I think that the turrets should be able to be knocked over just like in HL2. Maybe just the DT's, though. Idk.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->I just dont think ill ever like deployable turrets<!--colorc--></span><!--/colorc-->
I'm still standing by the close range spore attack by the OC's. I know of some NS servers that already have this incorporated with great success.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->The thing is, OC's are already better at short range, as they actually hit. so adding spores would make it even better at short range. and long range would still suck.<!--colorc--></span><!--/colorc-->
A damage upgrade for the HMG and "Cannon" could be possible in the form of SLAP rounds, but idk yet about the explosive weapons. Armor upgrades, however, I can completely stand behind. Tougher composites and additional layers are entirely believable.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->I dont like the idea of an explosive weapon. Other than a grenade launcher.<!--colorc--></span><!--/colorc-->
I just covered the incendiary flame issue in my previous post. I totally agree on the flamethrower. A flamethrower in space? That's borderline retarded.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->still disagree, i hate burn damage<!--colorc--></span><!--/colorc-->
LMG's will still be crap. Incendiary ammo and a scope won't make them the hand of god. lol
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->lmgs SHOULD be crap<!--colorc--></span><!--/colorc-->
The shoulder mounted weapons wouldn't enable them to dual-wield; it'd just be how the weapon is carried. HA armor that's burdened by a DT would be an even easier target to be devoured. Balance. <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->as i siad, heavy ARMOR. nothing else.<!--colorc--></span><!--/colorc-->
I still stand behind the Lerk spikes. Might as well get rid of acid rockets if the Aliens are to be purely melee (sarcasm).
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->All should be melee, i hate acid rockets, should be gone. not to mention if aliens ever got 3 hives, they basically have already won<!--colorc--></span><!--/colorc-->
I agree 100% with every one of your suggestions on the Lerk-lift. I couldn't have went into any better detail myself.
<!--coloro:#2E8B57--><span style="color:#2E8B57"><!--/coloro-->Yay <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /><!--colorc--></span><!--/colorc-->
I suggested the evolved Alien buildings, because the Gorge is sort of the "mother" to the building, so it should take on some of its genetic traits.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->I always thought of it more as ... growing a plant, than having a baby.<!--colorc--></span><!--/colorc-->
Regarding electrify, I just can't seem to think of a realistic way of it working. If you were to electrify a piece of machinery like that then you would fry the internal electrical components.
The thing about the rocket launcher is that it would able to deal as much damage as the GL per shot, but it wouldn't be able to dish it out as quickly due to its single-shot function and slow reload. The trade off for the rocket launcher is that it has greater range and faster projectiles. However, the GL can fire around corners and over walls. Personally, I see the RL as a weapon that would be great against lighter, quicker targets (skulk, lerk), but the GL is better for getting in close and dishing out some serious damage against the heavier targets (onos, buildings). There is distinctive advantages and disadvantages to each weapon.
I've currently removed the new turret idea and am trying to think of an alternative.
Once again, if the Aliens are purely melee, then you're going to have to get rid of sporing for the Lerks. It's just a bad idea, imo. If the Rines were in control of a long corridor, then they would completely own the map. More options to attacking and defending makes for a more interesting game.
I've edited in some changes to my OP.
Rine Buildings:
- No more electrify.</i>
You said you want a turrets on rts instead of electrify which I disagree with. You make the rts more vulnerable to skulks who can run around it biting and even less effective against higher lifeforms. Also the annoyance factor of getting shot at from every rt you pass by would be even more annoying than electrification. There are probably better things than electrification, but this is not it.
<i>- Turrets can be upsetted by Alien Onos Gore.
- Upsetted turrets still funtion, but can be reoriented and even moved by HA's.</i>
Sounds cool, there was a thread about Onii and physics a while back. I don't remember if turrets were specifically mentioned but good suggestion.
<i>Alien Buildings:
- RT releases spore when Rines are within close/melee range.</i>
This is too similar to electrify. Most people, myself included, like the asymmetry of the two teams. The defense of alien RTs are the fast moving aliens, and if you have 30 res you can drop three OCs to protect your rt which is a better defense that elecrification if properly placed.
If both your suggestions had been implemented we essentially would have marines doing what the aliens were and aliens doing what the marines were to the detriment of the marines in both cases.
<i>Rine Units:
- No more universal damage upgrades.
- Add SLAP round upgrade (increased damage (150%-ish)) for LMG, HMG, and "Cannon".
- Add HE round upgrade (increased damage (150%-ish) and increased blast radius (150%-ish)) for GL and "Rocket Launcher".
- Add accuracy upgrade (nothing super significant) to LMG that also includes scope with limited zoom (2x-ish).</i>
I like more tech, so this seems like a good idea on the surface with a tweak to numbers of course.
<i>- Add "Cannon" to HA-limited inventory.
- "Cannon" is a shoulder-mounted high-caliber bolt-action rifle. Extremely accurate, slow reload, and long range. Same damage as GL, but no blast radius.
- Add "Rocket Launcher" to HA-limited inventory.
- "Rocket Launcher" is a shoulder-mounted single-shot dumb-fire RPG launcher. Extremely accurate, slow reload, and long range. Same damage and blast radius as GL.</i>
The cannon seems functionally like a sniper rifle/railgun. It doesn't really provide "support" since there aren't many wide open areas where you'd want a sniper. It should be noted there aren't currently any droppable non-support weapons in NS and I think this is deliberate.
As for the rocket launcher, I think the GL serves to fulfill any role the RL would fit into.
<i>
Alien Units:
- Make sure that Lerks have the spike attack.</i>
Sure, why not.
<i>- Devour heals Onos.</i>
All ready does.
<i>- Onos Gore upsets Rine turrets.</i>
All ready discussed.
<i>- Onos Gore physically moves LA Rines upward and away for potential additional collision and landing damage.</i>
This was done in... 2.0 maybe?(and still happens randomly) It ended up being detrimental to the onos because you couldn't kill marines, just throw them around while they were shooting you. I like the idea, but at least during the last iteration it didn't work as well as you would think. Maybe if it stunned them as well or does more fall damage it could be put in. It would fit in with all the other onos physics stuff.
<i>
- Lerk-lift for Gorges. Lerk speed reduced when lifting. Gorge controls movement when grounded. Gorge has limited forward vision when lifted, and Lerk has limited forward vision when grounded.</i>
I like the idea of lift for gorges, but I think that the lerk should have to get adrenaline(or maybe carapace) to use it like some servers require now. It fits the idea of the lerk as a support role very well, and a support role helping another support role is a home run IMO.
<i>- Buildings built by a Gorge take the Gorges evolutions with it (ie. cloak, carapace, regeneration, focus (for OT), etc.). This could help create some very interesting superbuildings (ie. carapaced & silenced focus OT).</i>
Interesting idea, would the upgrades change each time you did? Only when you're a gorge? Once upgraded, forever upgraded? Worth discussion.
<i>- Fades are cloaked when blinking (much more accurate to the blinks description).</i>
This is more of a personal preference. I like the idea of a blurred effect while blinking. To each his/her own.
<b>Marines:</b> <img src="style_emoticons/<#EMO_DIR#>/asrifle.gif" style="vertical-align:middle" emoid="::asrifle::" border="0" alt="asrifle.gif" />
<b>Buildings:</b>
<b>Sentry Turret </b>
Weapon upgrade, maybe a proper minigun. Stock have a limited FOV (Field of View for you newbs)
(Upgrade)(15 Res per turret or 40 for all) HE rounds, adds splash and 75% damage. AP is useless and would overpenetrate, HE rounds will also stop turret spamming if FF is on (Splash damage).
(Upgrade)(5-10 Res) Gyro-mechanics, turrets swivel faster and have a better FOV.
(Upgrade)(5-10 Res) Laser-guidance (Accuracy, conflicts with HE rounds).
<b>Siege Turret</b> <img src="style_emoticons/<#EMO_DIR#>/siege.gif" style="vertical-align:middle" emoid="::siege::" border="0" alt="siege.gif" />
(Upgrade/Weapon mode)(30 Res per turret) Mortar Rifle+Optics,
same damage as sonic but auto fires at anything in sight.
(Upgrade)(25 Res) Harmonic Resonance, upgrades sonic damage by 100% (Sonic only).
(Upgrade)(20 Res) Infra-Red, auto detects buildings in range. (Sonic only)
<b>Turret Factory</b>
If turrets are removed from NS2, this is my backup idea.
The TF becomes either 2 self-powered sentries or a single self-powered siege turret.
(Upgrade)(25 Res) Upgrades the TF into a dual sentry defence.
(Upgrade)(20 Res) Upgrades the TF into a single Siege Offence/Defence.
(Upgrade)(20 Res) Building titanium armour (increase health 50%).
All turret-related research is done here, except the individual upgrades.
<b>Resource Node</b>
(Upgrade)(15 Res) Intergrates a sentry to the top of the tower.
(Upgrade)(20 Res) Building titanium armour (increase health 50%).
<b>Armoury</b>
Now supplies marines with grenades and mines as well as ammo and health.
Contains all research from NS1
(Upgrade)(30 Res) Advanced armoury, allows creation of advanced weapons nearby.
(Upgrade)(30 Res) Robotic arm, welds infantry as they rearm.
(Upgrade)(20 Res) Building titanium armour (increase health 50%).
<b>Observatory</b>
Contains all NS1 Research
(Upgrade)(25 Res) Advanced doppler tech, Increses observatory's radar range by 100%.
(Upgrade)(20 Res) Building titanium armour (increase health 50%)
<b>Command Chair</b>
(Upgrade)(20 Res) Building titanium armour (increase health 50%)
<b>Prototype Lab</b>
Contains all NS1 Research
Contains all upgrades for weaponry
(Upgrade)(20 Res) Building titanium armour (increase health 50%)
<b>Infantry Portal</b>
(Upgrade)(20 Res) Building titanium armour (increase health 50%)
<b>Phase Gate</b>
(Upgrade)(20 Res) Phase storage, now nearby dropped weapons will be stored in phase energy to rearm marines in route with better arms.
(Upgrade)(20 Res) Building titanium armour (increase health 50%)
Have i forotten anything?
<b>Units</b>
<b>Light armour</b>
Basic weapon and armour upgrades.
<b>Heavy armour</b>
Heavily armoured and able o pack a bigger and better arsenal.
<b>Stealth armour</b>
Due to recent research into the species "Kharra" the Terran command was able to find a weakness in most of their "classes/races" thus resulting in the Stealth armour. The armour is essentially an exoskeleton with tiny cameras on it that record and project everything in 3d space around it. The first tests of this were not successful, as the Kharra could still smell the fear in most marines. So command fielded some newer tech into the suits.
Generates sound field that deafens sensitive ears.
Has a now completely sealed exterior.
<b>Weapons</b>
<b>Pistol</b>
High damage, low clip capacity, short-medium range.
(Upgrade)(10 Res) Clip capacity (up to 15-20).
(Upgrade)(5 Res) Laser sights (Accuracy).
(Upgrade)(10 Res) JHP (Jacketed Hollow-Point) round for maximum surface damage. (45% damage).
<b>Assault Rifle</b>
High damage, 25 round capacity, long range.
(Upgrade)(5 Res) Optics, 2x zoom installed.
(See bottom of my post for a quick concept i made)
<b>Heavy Machine Gun</b>
Medium damage High capacity box, medium range.
(Upgrade)(15 Res) High-capacity box (75% ammo).
<b>Shotgun</b>
Extreme damage (short range) medium cartridge capacity.
(Upgrade)(10 Res) Flechette cartridges (50% damage, 25% spray).
<b>Grenade Launcher</b>
Medium range, 6 projectile capacitty.
(Upgrade)(20 Res) Composition E explosive (75% damage, 75% splash).
<b>Rocket Launcher</b>
Long Range, single HE shaped charge explosive.
(Upgrade)(20 Res) Composition E explosive (75% damage, 75% splash).
(Upgrade)(20 Res) General Armaments 11075E Engine (50% Range, 50% speed boost).
<b>Mines</b>
(Upgrade)(5) IFF sensor. The latest updates in technology require the IFF be excluded from stock mines as funds are being squeezed into "Kharra Research".
<b>Mk 65 HEDP Fragmentation grenade</b>
High Explosive Dual-Purpose Anti-materiel, anti-personnel Grenade.
(Upgrade)(20 Res) Composition E explosive (75% damage, 75% splash).
<b>Assault Rifle Concept:</b>
<img src="http://i118.photobucket.com/albums/o106/Da_Raven1/AR_CONCEPT1.png" border="0" class="linked-image" />
i know it looks ###### but i didnt have a lot of time.
THATS ALL I CAN THINK OF AT THE MOMENT!!