We need a chainsaw!

CowMeatCowMeat Join Date: 2013-03-02 Member: 183557Members
Pros: good versus structures and fades who run straight at you. It's a frickin' chainsaw!
Cons: crap range, not so helpful versus skulks (fast), lerks (fast + ranged), or Onos (longer range on gore).

This would allow players who can't aim a way of fighting. Make it expensive 25 personal resources, so it doesn't outshine other weapons.

Comments

  • AkimotoAkimoto Norway Join Date: 2013-03-03 Member: 183642Members
    Your cons make no sense. Skulks' and Onos' range would be equal to a chainsaws'.
  • kingkrabbe.#bofkingkrabbe.#bof Join Date: 2012-10-21 Member: 162892Members
    I just want to add this:
    Basically, chainsaws are good. Good here having the meaning of "totally unstoppable weapons of mass destruction." Nothing can stand before their roaring, multi-toothed might; only death awaits any who challenge a chainsaw-wielding maniac.

    A favorite tool of horror villains and zombie hunters alike, where they're typically swung like swords. While cool, there are good reasons the chainsaw is not exactly the first choice among melee weapons in the real world; chainsaws are heavy and hard to swing with any degree of finesse, have poor reach compared to their weight, require fuel or an external power source, make a lot of noise, and will tear through the person wielding them just as cheerfully as the intended victim. Either way, expect Gorn. Lots and lots of Gorn. Ohhhh yes!

    Chainsaws are also prone to a phenomenon called "kickback" where one tooth of the blade contacts something without cutting it and the resulting shock throws the blade backwards violently, often right at the unfortunate operator's head; obviously, this is all the more likely to happen when they're being used as a weapon.* The chain also runs the danger of snapping and whipping the user in the process. Fictional chainsaws also have the ability to start instantly, with one pull of the starter handle, unlike in Real Life where they require several pulls and most models will need to warm up for at least 30 seconds or they'll immediately die when you try to cut something. Most Real Life chainsaws also dull in seconds if they touch anything harder than woodnote . Finally, running out of fuel or suffering a broken chain or clutch will leave the erstwhile chainsaw maniac holding a big, unwieldy and rather useless club.

    tvtropes.org/pmwiki/pmwiki.php/Main/ChainsawGood

    Just buff the axe a little.
  • ezayezay Join Date: 2013-03-11 Member: 183899Members
    Nah. Chainsaw is basically "give the marines some close range power". Which I'm all for, but that's the flamethrower's role. My opinion: buff the flamethrower. It should be a weapon aliens fear alot.

    At the moment, flamethrower is situational at best. Jetpacking flamethrowers into the alien nest is about it. It should have a longer range, and make loads of damage on creatures (easily twice what it does atm). On the opposite, its damage against structure should be very low, as in if multiple marines tries to set fire to one alien building, well, it's still burning the same way, so multiple marines on a structure would do the same damage as one.
  • KamamuraKamamura Join Date: 2013-03-06 Member: 183736Members, Reinforced - Gold
    I am against the proposal, since it does not fit the theme at all. Marines are soldiers of a corporate military organization, therefore they should receive military equipment. Military equipment is portable and highly efficient in what it does, and designed specifically for battlefield use. Chainsaw does not qualify here - it's bulky, unwieldy and unsafe for its user. It's okay in survival horrors and such, but it's ridiculous to imagine an organized military force mass-equipping their soldiers with chainsaws.

    Besides, the marines already have a close combat weapon - the axe, and the welder.
  • ezayezay Join Date: 2013-03-11 Member: 183899Members
    Kamamura wrote: »
    Besides, the marines already have a close combat weapon - the axe, and the welder.

    Yes, except they don't work. Skulk bites has a 2 meters range a the very least, hitting you when you are far away. The axe has a 10 cm range. Hell, even on a cyst, you need to crouch to be able to hit with the axe. That pretty shows the range of that weapon.
  • KamamuraKamamura Join Date: 2013-03-06 Member: 183736Members, Reinforced - Gold
    Don't forget that the game is balanced around "marines excel at range, aliens in close combat". There are of course exceptions, but if you give marines too much close range power, you will eliminate skulk from the game. Attacks like exo fist are fine, because they are slow to aim and have low cadence.

    Besides, melee vs melee is not interesting unless you have some advanced form of implementaion, like Mount and blade's system of blocking and directional attacks.
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