Discussion of Marine Weapons in NS2

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  • ChaosNLChaosNL Join Date: 2011-07-31 Member: 113237Members, Reinforced - Shadow
    <img src="http://i39.tinypic.com/351he87.jpg" border="0" class="linked-image" />
    seems quite futuristic right?
    small & deadly,,, totally need exo for the kickback tho
  • Omega_K2Omega_K2 Join Date: 2011-12-25 Member: 139013Members, Reinforced - Shadow
    I have a bunch of ideas here, but they might not be that feasable ingame.

    Well classic futuristic weapons could be lasers, plasma cannons and stuff like that. Something like laser/plasma rifles

    Some interesting choices, even though they exist today could be different ammunition that gives some sort of advantage/disadvantage. They could be purchased at the armory for a small amount of PRES and need to be purchased again once you are out of ammo.
    Some examples (even though most of them exist today):

    Normal Ammo - just like it is now
    Incindenary Ammo - has a chance to ignite enemies at the cost of lower damage
    Hollow-Point Ammo - extra health dmg, less dmg vs armor
    Uranium Depleted Ammo - extra armor dmg, less dmg vs buildings
    Nanite Ammo - NO dmg, but messes with alien energy regneration/use
    Plasma Ammo - Rips aliens apart and slows their metabolism -> slows regeneration & frenzy skills for a while (less effect on infestation)

    Another idea is to have some futuristic single-use weapons/tools:

    Mobile Plasma Cannon - 1 Shot, massive damage to buildings etc, but has to be setup oon the floor and needs a few seconds to fire (and the marine has to "operate it", if he dies, it's a waste); basicially the marine version of the ARC at the expense of PRES (20 maybe)
    Nanite Trap - Basically a device that is put on the floor, but creates temporary "marine" infestation, probably with a greyish silverly look which hurts/slows aliens, or stops their energy regneration (probably 10 PRes), only functions for a while and if the device dies, the ninite area disappears quickly
    Mobile Obs - just like the normal obs without emergency recall, except that it can placed by a marine and has very low health (1 skulk bite = destroyed) (10 PRES)
    Mobile Shield Generator - Protects nearby units or buildings with a nano shield once attacked (only 1 at a time), but the device itself is defenseless and can't be nanoshielded, 10-20 PRES or so
    Stealth Device - Makes marine invisible for a while and undecteced by infesation, however, if marine builds/attacks the stealth mode instantly disappears, 20 PRES (when talking about invisible, they should still bump into things which could dissort the invisibility field and maybe on infesation the field isn't "as strong", resulting in ocasional buzzes or somthing like that, maybe )
    Gravity disortion field - Makes aliens heavier, making them slower, hits Lerks/Skulks the hardest - lerks cant fly, skulks are unable to climb on walls (probably something like 30PRES), just a very small area of coverage
    Tripwire Mine - Alternative to the normal mine - difference is that it's not walk over, but walking though a laser that alines could trigger (3 for 15 pres, Pro is that you can put it in places where mines would not work as well, con is that is generally easier to avoid as you can just jump over the tripwire, or trigger it from a far side taking little damage)
    Remote Demopacks - Alternative to the normal marine - 3 Democharges that are triggered by the player (good to lay traps for example)
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