Mounted gun

PoogosPoogos Join Date: 2012-12-02 Member: 173922Members
<div class="IPBDescription">Why not zoïdberg ?.</div>First, sorry if my English is not good, I use an online translation service for the major part of my words.

So ,Hi all !
Why not integrated mounted weapons like this :

<img src="http://img.photobucket.com/albums/v223/eltee49/Minigun/P5200006.jpg" border="0" class="linked-image" />

we could easily have a balanced gameplay ,and could scratch some problems like the incessant lerk gas bombing ,difficult to marine for protect themselves without sentry gun ( Or destroyed batteries .. ).
Upgrade the range skill ( Melee is not an option when you are marine .. )

<b>Some points for gameplay :</b>

-Only one per room
-Cost 15 ressources ( which will prevent the rush of mounted gun .. )
-need a armory level 2 ( with technology to unlock also perhaps? )
-can be rotated 90° or 135°
(Skull ,go eat them bottom ! :3 )
-Need à operator for use the weapon
( if the operator are not cover ,the turret can be destroy ' easily ')
-Weapon can shoot twice as long ( a minigun ,like the exo ) with a cooling time not change

If we look a little bit ,we have an asset that lacks navy without destroying the gameplay.

and why not allow the commander to modify one of these mounted weapon to make it automatic?
High cost (20-30 ?) and only one per map ?
<img src="http://www.beastsofwar.com/wp-content/uploads/2012/01/Gun-Mount-Shielded.jpg" border="0" class="linked-image" />
... I dream a little bit ^^

So ,what do you think of that's ?

Comments

  • TripleZeroTripleZero Join Date: 2012-11-06 Member: 167764Members, Reinforced - Shadow
    edited December 2012
    sounds kinda cool actually as a way to defend against an onos attack when the exos are all away/not even there in the first place.

    It should be quite expensive tho and require 2. comm station.
  • alsteralster Join Date: 2003-08-06 Member: 19124Members
    Ready for this? Another of my brilliance.

    Allow the commander in the com chair to open up with a mounted machine gun!

    This is balanced by it being a com chair upgrade and making the com exposed.
  • RobustPenguinRobustPenguin Join Date: 2012-08-17 Member: 155719Members
    Aliens already have hard enough of a time finishing marines off, unless this is going to be a high tech piece of gear it has no place.
  • ComboBreakerComboBreaker Join Date: 2012-11-22 Member: 172856Members
    edited December 2012
    Make it a variation of ARC tank(upgrade of vanilla arc) - gun is controlled by a marine,needs to be immobile and deployed to fire,the "moving bits" are controlled by commander.Requires 2nd base , can aim at 180 can be manually reaimed by marine to face different direction with penalty of no firing for 1-2 seconds(think original Team Fortress sentry), can overheat,marine is vulnerable when inside.
  • l3lessedl3lessed Join Date: 2010-06-07 Member: 71977Members
    How about we give the aliens some late game love first, before you allow rines to turtle even more. Aliens are the ones with the weak late game right now that makes it very hard to finish marines off, and something like this, as cool as it sounds, would only make it harder. So, I'm against it until aliens get a little late game loving.
  • SeahuntsSeahunts Join Date: 2012-05-13 Member: 151973Members
    ^ this.

    It is a cool idea, but will encourage further turtling which I think needs to be discouraged.
    Maybe it could be made so it can't be in a room with a com chair ?
  • WhiteWeaselWhiteWeasel Join Date: 2012-11-25 Member: 173197Members
    Marines turtle a lot as it is, this would make it worse until aliens get strong in the late game.
  • reasareasa Join Date: 2002-11-10 Member: 8010Members, Constellation
    edited December 2012
    <!--quoteo(post=2038930:date=Dec 2 2012, 05:08 PM:name=l3lessed)--><div class='quotetop'>QUOTE (l3lessed @ Dec 2 2012, 05:08 PM) <a href="index.php?act=findpost&pid=2038930"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->How about we give the aliens some late game love first, before you allow rines to turtle even more. Aliens are the ones with the weak late game right now that makes it very hard to finish marines off, and something like this, as cool as it sounds, would only make it harder. So, I'm against it until aliens get a little late game loving.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I very much disagree, Aliens are pretty much good to go. All they need really is the fade to get a slight buff.

    Any decent Alien team can take out a marine "turtle" pretty fast. Get a couple Onos, 2 gorges, a lerk, and some skulks and push. Hell it looks like Gorges are getting the babblers ablity soon to, which will only make the aliens even stronger/cause mass confusion among marines.

    Do this and have the com set up some crags and whips nearby for healing. Marine "turtle" goes down fast.

    If you think what marines do now is turtleing you should have seen what they used to be able to do with turrent farms in NS1
  • l3lessedl3lessed Join Date: 2010-06-07 Member: 71977Members
    edited December 2012
    I remember the old NS1 turtling. I don't think aliens are awful late game by any means, but they clearly have a disadvantage late game, especially if they get locked down to two hives. I'm not saying they need any massive buff, but some tweaks to alien mechanics and stats would go a long way to making the late game a more equitable playing field for both teams. Just compare a two CC rine team to a two hive alien teams. Rines have access to every single tech, while aliens are majorly gimped without tier three abilities and the last upgrade chambers; and this is only made worse by the return of three tech point maps from old NS1. Still unsure why they didn't update them to include two more tech points, but I guess all the hardcore ns1 players would of threw a fit.
  • maD maXmaD maX Join Date: 2010-01-28 Member: 70347Members
    edited December 2012
    <!--quoteo(post=2039054:date=Dec 3 2012, 04:33 AM:name=l3lessed)--><div class='quotetop'>QUOTE (l3lessed @ Dec 3 2012, 04:33 AM) <a href="index.php?act=findpost&pid=2039054"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I remember the old NS1 turtling. I don't think aliens are awful late game by any means, but they clearly have a disadvantage late game, especially if they get locked down to two hives. I'm not saying they need any massive buff, but some tweaks to alien mechanics and stats would go a long way to making the late game a more equitable playing field for both teams. Just compare a two CC rine team to a two hive alien teams. Rines have access to every single tech, while aliens are majorly gimped without tier three abilities and the last upgrade chambers; and this is only made worse by the return of three tech point maps from old NS1. Still unsure why they didn't update them to include two more tech points, but I guess all the hardcore ns1 players would of threw a fit.<!--QuoteEnd--></div><!--QuoteEEnd-->


    Old ns1 player here, your "three tech point map" is really 4 tech points so its only down 1 not 2. Other then that it changes up the game and variety.... Aliens are viable on 2 hives and a bi OP on three which is probably why we don't see 6 tech point maps (yet?)




    As far as the the turret, just wait till a jp rine gets one In the rafters on warehouse.
  • ComboBreakerComboBreaker Join Date: 2012-11-22 Member: 172856Members
    Well...Tie a turret-arc to a second techpoint and we're good to go.
  • kespeckespec Join Date: 2012-11-18 Member: 172279Members
    edited December 2012
    could be a nice siege weapon but exos act the sameway with a mounted machine gun with their low mobility and stuff
  • PoogosPoogos Join Date: 2012-12-02 Member: 173922Members
    but no need prototype lab ! ;)

    :)
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