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General Suggestions (primary weapons and base assets)
  • Volt_Cruelerz
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Well, I've got a few ideas, so I figured I'd share them...

Here is the form I will be using:

<Class that uses the weapon>

<Weapon Name>
Description: general description of the weapon here
Purpose: how it will improve gameplay
Appearance: how it will look
Effect: what it actually does
Damage: on a scale of 1-200.  100 instant kills an outrider.  If explosive, will be expressed as a function of D=.  "d" means the distance from the point of origin.
Reload time: seconds between shots
Range: how far it will go
AoE: area of effect.  Only applicable in certain cases.
Speed: how fast the round travels.  In m/s and is described as a function where x is the speed of the player.
Alternates: what other weapons will be used in combination with the suggested


Outrider Weapons:

Bulldozer
Description: Basically, a "Part the waters!" sort of device
Purpose: To push enemies aside when coming in for a high-speed capping run
Appearance: It will look like some sort of cannon that fires a round that yields a conical shock wave behind it.  This shock wave will push enemies caught in it away.  To be hit by this will cause the target to fly backwards very quickly.
Effect: Creates a shockwave trailing the relatively slow moving round that will inherit much of the user's speed.  Proximity to the path of the round will cause a knock-back effect perpendicular to the direction of the path of the round at a speed of one-fifth the velocity of the round.  Impact will cause the target to receive a knockback of half the velocity of the round.
Damage: 30
Reload Time: .5
Range: 100m
AoE: 1m
Speed: V=x+30
Alternates: RL, CG

Shotgun
Description: Classic spread weapon
Purpose: Short range devastation
Appearance: Fires spread of multiple yellow slugs with an angle of variance of 3 degrees.
Effect: Fires 12 slugs each dealing the same damage.  More slugs=more damage.
Damage (per slug): 5
Reload Time: .5
Range: 30m
Speed: V=x+50
Alternates: CGII

Reactor
Description: A portable fusion reactor
Purpose: Portable energy replenishment and nuclear explosions.  Great for capping or distraction of enemy defenders.
Appearance: Large yellow cylinder with the nuclear symbol on it.  Nuclear explosion is a huge explosion.
Effect: Drains health to replenish energy at a rate of 1:2 health to energy.  The reactor has an overheat bar.  Should this be exceeded, the unit will blow up, killing the user and damaging all units in range.
Damage: D=200/(10d+1)
Reload Time: .1
Range: N/A
AoE: 20m
Speed: 0
Alternates: CGII, RL

Particle Accelerator
Description: Creates a round that increases its damage based on the distance from the user.  Also has three zoom levels.
Purpose: For long range sniping only.  It also means that the user is vulnerable at shorter ranges as it loses much of its power at such short ranges.
Appearance: A long barreled gun with slits in the sides that glow blue when the gun is fired.  The round itself is black with a red aura around it.
Effect: Damages the target with increasing power over long ranges.
Damage: D=d/15+10
Reload Time: 2 seconds
Range: 1500m
Speed: <><>
Alternates: None (or at least I haven't thought of anything good yet)



Raider Weapons:

Burst Rifle
Description: A rifle that fires short bursts of energy at the target in quick succession.
Purpose: To allow an automatic weapon to deal more damage than the norm.
Appearance: A long barreled rifle with three clips feeding into it in a triangular formation.  The rounds themselves glow a faint blue.
Effect: Damages the target with four sequential bursts of energy, each one separated by 20 milliseconds.
Damage: 11
Reload Time: .5
Range: 500m
Speed: V=(x/2)+300
Alternates: GL

Burst Rifle II
Description: A rifle that fires short bursts of energy at the target in quick succession.
Purpose: To allow an automatic weapon to deal more damage than the norm.
Appearance: A long barreled rifle with three clips feeding into it in a triangular formation.  The rounds themselves glow a faint blue.
Effect: Damages the target with six sequential bursts of energy, each one separated by 20 milliseconds.
Damage: 15
Reload Time: .4
Range: 500m
Speed: V=(x/2)+300
Alternates: ODM (next suggestion)

Overdrive Manipulator
Description: Launches the target into OD
Purpose: To disrupt the movements of the target while at slow speeds
Appearance: Fires a red laser that may send the target into OD
Effect: Fires a laser pulse that must hit twice within one second on a target to launch it into OD for two seconds and deals traditional OD damage during that time.  After being hit once, the target will be warned of the impending danger in the HUD.
Damage: 0 (sort-of)
Reload Time: .25
Range: 300m
Speed: V=<><> (its a laser)
Alternates: BRII

Flamethrower
Description: Do I need one?
Purpose: Fun  Grin
Appearance: Your classic FT
Effect: Damages the target based upon how long ago the flame was launched (t) and time spent in it.
Damage (per millisecond spent inside the fireball): D=(200/t)/1000
Reload Time: N/A
Range: 40m
Speed: 10m/s
Alternates: RL/EB (see below)


Evaporation Bomb
Description: Creates a mini-black hole that proceeds to evaporate
Purpose: To create a mine that deals high damage, but with zero KB effect
Appearance: drops small black dots that have a red aura around them
Effect: Creates a black hole that will detonate upon the release of the mouse key, dealing large splash damage.  Does not have any sort of kick-back.  Black hole will auto-detonate if the user is killed or if 10 seconds have elapsed.
Damage: D=80/3d
Reload Time: 4
Range: 0
AoE: 27m (note the explosive radius)
Speed: 0
Alternates: RL, FT


Sentinel Weapons:

Impulse Cannon
Description: acts as a heavy version of the RL
Purpose: for taking out larger targets
Appearance: Heavy looking cannon that fires huge blue slugs at the target which explode on impact.
Effect: fires a rocket that travels quickly and explodes dramatically
Damage: D=100/25d
Reload Time: 3
Range: 500
AoE: 5m
Speed: V=x/2+300
Alternates: GLII, CG

Graviton Rifle
Description: Movement disrupting sniper rifle.  May zoom three times.
Purpose: To disrupt the movements of enemy cappers
Appearance: Large black rifle with red trim.  The muzzle is tipped in black lightning.  Rounds are invisible, but leave behind a glowing white trail.
Effect: causes knock-back of 15m/s and deals damage
Damage: 75
Reload Time: 3.5
Range: 1200m
Speed: V=x+1000
Alternates: LR, CG



Base Assets

Controls:
WASD: Aim turret
Left Click: Primary Action
Right Click: Secondary Action
Space: Leave Turret


Turrets:

A-A Gun
Description: fires a round that explodes into a cloud of flak
Purpose: to stop aerial cappers
Appearance: a large white turret with a long barrel that can be stood on a platform behind for aiming
Effect: Fires rounds that may be detonated that leave a cloud of flak behind for five seconds
Damage: D=40/(dt)
Reload Time: .45
Range: 650m
Speed: 100
Number of Turrets per Base: 1-2

Gravity Well Launcher
Description: Fires a round which explodes into a Gravity Trap
Purpose: To stop enemy cappers in their tracks
Appearance: Large Black turret, fires black rounds with red auras
Effect: Fires a round that creates a gravity trap
Damage: 0
Reload Time: 5
Range: 300m
Speed: 100
NTB: 0-1

Heavy Plasma Cannon
Description: Cannon capable of immense damage
Purpose: Deal Heavy Damage to a single target.  Instagibs OR's with a direct hit.  Will stop enemy cappers with direct hits, or will severely injure them within the blast radius.
Appearance: Large heavy turret on its own tower towards the front of the base.  The round is a brilliant blue sphere that has a blue trail following it.  Upon impact, it explodes in a small mushroom cloud.
Effect: Deals heavy damage to all things within range of the impact point
Damage: D=125/25d
AoE: 5.5m
Reload Time: 4
Range: 400m
Speed: 200
NTB: 0-1

Mortar
Description: Heavy cannon capable of long range devastation
Purpose: Long range devastation that is great for targets that are hiding and cannot be hit directly.
Appearance: Long-barreled turret that fires huge shells that leave behind a smoke trail.  The explosion is a fireball.
Effect: Launches a round at high velocity in a parabolic arc.
Damage: D=100/10d
AoE: 11m
Reload Time: 3
Speed: 200



Traps:

Gravity Trap
Description: Trap Caused by GWL
Purpose: Slow down enemy cappers
Appearance: Red glowing area
Effect: Slows all enemies that pass through it by 30m/s
Damage: 0
Duration: 4
Disarm: None

Auto-Mine
Description: Mine that will detonate automatically if enemy units come within range.
Purpose: To provide defense when there cannot be a player nearby.
Appearance: Glowing a faint red if enemy.  If friendly, it is simply a black disc.
Effect: Damages target.  Will auto-detonate if within 5 m of the flag stand, player has already place five mines, or if the placer dies.
Damage: D=15/15d
Duration: 600
Disarm: Three CG shots

Det Pack
Description: Manual mine that deals more damage, but must be activated.
Purpose: Defending choke-points when the player can be nearby, and fighting someone else.
Appearance: Seen as a black dot with a bright green/red depending on whether the mine is friendly/enemy respectively.
Effect: May be detonated.  Causes damage to all surrounding units.  May not be placed more than once.
Damage: D=40/30d
Duration: 100
Disarm: One RL shot



Grenades

EMP
Description: Knock out the energy of the target, offhand grenade
Purpose: To allow the capper the ability to slow his pursuers
Appearance: A small blue grenade that explodes and shoots bolts of lightning out around it
Effect: Drains the energy of the target with the equation En=(Eo/2)+1
Damage: 20
Reload Time: 2.5
Range: 150m
Speed: V=x+275
Alternates: N/A




Well, just figured I'd throw these out there.  Tell me what you think.
« Last Edit: 11.05.09 | 02:15 PM by Volt_Cruelerz »
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Re: Weapon Suggestions for Current Classes
« Reply #1 on: 10.30.09 | 06:48 PM »
Four words USE THE SEARCH BUTTON!!!!!!!!!!!!!!!
Four words: Huge text is bad.



« Last Edit: 10.30.09 | 07:46 PM by TheRizzle »
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Hadouken! Take that Rougey!
  • Volt_Cruelerz
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Re: Weapon Suggestions for Current Classes
« Reply #2 on: 10.30.09 | 07:35 PM »
You do realize that I have been around before...  I just haven't been on in a few months.  So, to clarify, I do know what the search button does.  However, unless I am mistaken, there is no single collective thread for posting suggestions (which I doubt as I checked the last few pages and found multiple threads of this sort.)

So, the whole size 48 bolded post was not necessary.
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Re: Weapon Suggestions for Current Classes
« Reply #3 on: 10.30.09 | 07:46 PM »
However, unless I am mistaken, there is no single collective thread for posting suggestions (which I doubt as I checked the last few pages and found multiple threads of this sort.)
The first thread in this section. Tongue
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  • Volt_Cruelerz
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Re: Weapon Suggestions for Current Classes
« Reply #4 on: 10.30.09 | 07:55 PM »
I was talking solely about weapons.  Besides, that is more for referencing other threads, and it looks more or less the same as the last time I was on eight months ago...  All it does it speak of other threads in many cases.  That is what I meant.

I also don't have a problem with it because I am not just suggesting general concepts, but rather data.  I could get rid of the EMP, SG, and FT though if its really that much of an issue...
« Last Edit: 10.30.09 | 07:58 PM by Volt_Cruelerz »
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Re: Weapon Suggestions for Current Classes
« Reply #5 on: 10.31.09 | 03:48 AM »
Dont listen to those guys. there just jealous they didnt get this much depth in any of their posts. i think this could revolutionise legions and give it a much more in-depth game play. at the moment people are saying how it is so much easier to cap then defend. well if these were to be introduced it would even everything out even if it would take a lot of tweaking. i especially like the mine idea. i wish i had thought about these
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Re: Weapon Suggestions for Current Classes
« Reply #6 on: 10.31.09 | 03:58 AM »
*glowing eyes*, i love it
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Re: Weapon Suggestions for Current Classes
« Reply #7 on: 10.31.09 | 09:19 AM »
Ok what i've gathered from this post is:

Bulldozer: Lets make capping even easier and completely kill off defence.

EMP: Allow a capper to do whatever he wants now because you can't chase him now lulz

Shotgun: 12 slugs @ 10 Dam = 120 on a direct hit, InstaGib

Breaker Rifle: Advanced Chain Whoring

Breaker Rifle II: Redundant much?

OverDrive Manipulator: Why? Just why?

FlameThrower: No

Evaporation Bomb: GLII

Impulse Cannon: Rocket Launcher, We already got one.

Graviton Rifle: The only one that might be useful if a few things were changed,

Description: Movement disrupting rifle.  May zoom two times.
Purpose: To slow the movements of enemy cappers
Appearance: Rifle, black.  Rounds are visible, and leave behind a glowing white trail.
Effect: causes a capper to exit OD and slow down based on the distance between shooter and target- If the shooter and target are far apart the speed reduction is greater then if they were close.
Damage: 15
Reload Time: 3.5


Also stop putting words like "Mine" "Detonate" "Rocket" in quotations like it's going to blow our minds.
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Re: Weapon Suggestions for Current Classes
« Reply #8 on: 10.31.09 | 12:07 PM »
   Whoa, there's lots of ideas, so I might have to comment on each weapon in different posts.  I'm also kinda rushing, so I'll likely edit the post later (when I get home) to make the suggestions make more sense.

Quote
Bulldozer
   I like the idea, however I'd be concerned that it would be too effective in the hands of an Outrider armour.  Their already high mobility combined with a weapon that pushes around heavier armours might be too effective.
   Also, the knockback of a grenade launcher projectile already serves the OR in clearing the flag area, but has the added versatility of being a decent, medium range weapon.

Quote
EMP
   Perhaps this weapon should be designed more as a equippable hand grenade.  It would activate about 2 seconds after it's tossed, and would decrease the energy of anyone within it's radius.  The effect would last for, say, 8-10 seconds.  It would also be destructible and usable by all armour types.
   A capper could drop it at their feet to stall chasers, however an aware chaser can still avoid the trap.  It could also be used as an item for defending the flag against incoming cappers to boot.
NOTE: Pretty sure this grenade type has already been suggested, so credit goes to the original OP and not myself.

Quote
Shotgun
    First thing I'd change would be to enable all armour types to use this weapon, and lower the damage per slug from 10 to 2 (that way full damage is 24).  To make it a little more effective, I'd give the weapon a slight knockback effect if it's done at a point blank range (within 5m of the target).     
   
Quote
Breaker Rifle
    I'd be worried what kind of damage a stronger version of an already unbalanced weapon would cause.  So, I would suggest these changes be done to the Breaker Rifle.
    I would redesign it as a medium range weapon, that fires short bursts and not the automatic bursts of the original.  It would not have the overheating limitation, but would only fire four bursts before a reload is needed.  The weapon would be available to Raider and Sentinel armour types.
    Hmm, I just realized that I basically described the rifle from Halo2...

Quote
Breaker Rifle II
    No.  I'd like the game to move away from specialist weapons.

Quote
Overdrive Manipulator
    Pretty neat idea, but I think it would cause too much frustration and annoyance to make it a viable idea. 

Quote
Flamethrower
    I think Rougey's post pretty much included everything flamethrower related, so I won't comment on this one.

Quote
Evaporation Bomb
    I'm thinking redesigned more as the 'slime gun' from the Unreal Tournament series.  Since we already have a weapon that causes the splash damage upon activation, perhaps this weapon could shoot the little 'blackholes' on the ground and when the enemy skiis near them, they suffer damage.  Of course, these 'blackholes' would need to be destructible and have a limited lifespan.

Quote
Impulse Cannon
    I wouldn't mind seeing this weapon as more of a 'base assets destroying' weapon.  It would cause minimal damage, but the shot would cause moderate damage to a base assets 'shielding'.

Quote
Graviton Rifle
    My biggest concern about this weapon is that it would bring in a new breed of o-sniper.  A breed of o-sniper that causes damage and knocks you back.
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  • Volt_Cruelerz
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Re: Weapon Suggestions for Current Classes
« Reply #9 on: 10.31.09 | 09:55 PM »
Well, I agree with your points about the FT and EMP, but I don't think the SG should be toned down that much.  I still think that at point blank range, it should instagib an outrider.  Though I do think it should be available for all classes, its just that I suggested it for the OR as I thought it would find the most use for it.

As for the Evaporation Bomb, it is a mine of sorts that could be deployed when an enemy capper is spotted.  By sticking it in the path of the capper, you could severely damage them.  Now, the monstrous damage is offset by the necessity of manual detonation and the fact that it only lasts for 10 seconds before blowing itself up.

As for the Breaker Rifle, I suppose I could go for something like the Elite Rifle from Battlefront II where it fires short bursts, though not nearly as powerful as it was in that game due to its ability to kill anyone in one burst.

Now, I've saved the Bulldozer and the Graviton Rifle for last.  The reason is that these things counter each other.  The BD allows a capper to come in and overcome the mass of a Sentinel should it get a direct hit.  The GR has a large range, yes.  However, it has a relatively minimal knock-back, though enough to throw a capper off course.  The combination of moderate damage and KB yields a weapon designed to intercept enemy cappers.  By sitting in certain spots, such as one of the ruins in Forgotten, you could snipe the capper and cause them to either fly into the structure below the flag and crash or just fly over it.  That would be a very handy tool when used by a good sniper.

So, I doubt that the GR will be used for o-sniping.  Its range isn't that long, nor does it do enough damage.  It would still be limited to defensive purposes.

Something else to be noted about its zoom capability.  I mean that it has three levels just like the LR: standard, z1, and z2.
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  • SeymourGore
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Re: Weapon Suggestions for Current Classes
« Reply #10 on: 10.31.09 | 10:19 PM »
    Yeah, I think it would be more realistic for the shotty to instagib a Outrider at point blank range, I'm just concerned that it would become too overpowered as a HOF (or any defender) could kill a Outrider in one hit.
    25 points seems like a good number to me, that's a good quarter of life taken off of the OR, also the kickback at pointblank range is a powerful modifier as well.
    Another thing about the bulldozer is it kinda acts like the OR going into OD, so why not implement it as a passive item that gives more oomph to the pushback quality of a OR going into OD?  As long as the item is in your inventory, your overdrives will have the bulldozer perk to them, at the expense of a slot being used up in your inventory.  I'm probably too tired to explain it properly, I'll try to describe it better tomorrow if it's confusing.
   
   
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Re: Weapon Suggestions for Current Classes
« Reply #11 on: 10.31.09 | 10:25 PM »
That is a good point.  I had completely forgotten about the KB factor of the shotty...  I'd still say that it needs to knock out 50%+ of the life though...


As for having BD as a passive, I think that it could work.  By picking it up somehow, you would add more power to OD which would work.  Perhaps make it so that it allows OD to deal less damage and then of course, throw enemies backwards.  I still like the idea of it being a projectile though, but I could go either way...

And yeah, I need sleep too...

EDIT: I went through the OP and updated it.  Hope some of the things are more to your liking...
« Last Edit: 11.01.09 | 05:10 AM by Volt_Cruelerz »
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Re: Weapon Suggestions for Current Classes
« Reply #12 on: 11.01.09 | 03:39 PM »
Quote
Flamethrower
Description: Do I need one?
Purpose: Fun 
Appearance: Your classic FT
Effect: Damages the target based upon how long ago the flame was launched (t) and time spent in it.
Damage (per millisecond spent inside the fireball): D=(200/t)/1000
Reload Time: N/A
Range: 40m
Speed: 10m/s
Alternates: RL/EB (see below)

That looks so much better already. thank you.
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Re: Weapon Suggestions for Current Classes
« Reply #13 on: 11.01.09 | 05:31 PM »
As for the other changes?  Such as the Burst Rifle?  That was changed from a machine gun to an assault rifle.

Also added a weapon to the Outrider that increases its damage with range.


On a separate note, I was thinking of adding one that could level the playing field in triduels or give the sentinel something to use should the base be charged by the other team.  I was thinking of something like a missile pod that would fire multiple lockable missiles, but that presents a problem with balance unless there is a top speed to the missiles and they could only turn so fast... 

Perhaps make it so that it can only lock on however many enemies there are in the area.  Each mini-missile would deal light damage (in the range of 20-25), but would still be a lot if used at the right time, spreading it across multiple enemies.  Also, to prevent someone from firing a dozen missiles at one target, say that each target can only be locked with two missiles at a time.  This means that you couldn't just go unload on some guy and instagib an AoD.

So, technical data would be...

Missile Swarm
Description: For dealing with multiple enemies
Purpose: To allow a Sentinel to defend against multiple enemies.
Appearance: A large missile pod that is lugged around under the right arm.  Right shoulder is replaced with a missile pod.
Effect: Damages up to 6 enemies by locking on.  Missiles will track the assigned target, though will stop tracking if the target becomes more than 300m from them.  Missiles will detonate upon collision with any object, including user.  Against smaller numbers of enemies, may lock two missiles onto one target.
Damage: 20/20d
AoE: 1m
Reload Time: 6 seconds
Locking Range: 100m
Missile Range: 1km
Speed: 150m/s
Ammo: 24 (up to four full volleys of missiles)
Alternates: Haven't Decided

Now, this isn't an official suggestion, but rather something to make someone's gears start turning...


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Re: Weapon Suggestions for Current Classes
« Reply #14 on: 11.01.09 | 05:53 PM »
Quote
Graviton Accelerator

   My biggest concern with this weapon is that it basically promotes o-sniping.  It's got a huge range, and it's damage increases the further the enemy is away from the shooter.

Quote
Missile Swarm

   I don't have much time at the moment to give much thought about what changes would need to be done to further balance this weapon.  As it is right now, it's overpowered, but it is a template so I'll see what I can think up.
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