Main Content:

Pages: Prev 1 2 [3] 4 Next
General Suggestions (primary weapons and base assets)
  • Volt_Cruelerz
  • Full Member
  • ***
  • Offline Offline
  • Posts: 190
  • I'm back after 8 months
Re: General Suggestions (primary weapons and base assets)
« Reply #30 on: 11.04.09 | 01:09 PM »
Multi-Shot
Description: For dealing with multiple enemies, damaging base assets
Purpose: To allow a Sentinel to defend against multiple enemies or do heavy damage against base assets.
Appearance: Right shoulder is replaced with a missile pod.
Effect: Damages multiple enemies.  Miniature projectiles will fly forward in a wide pattern causing light damage per projectile on whatever's hit.  Missiles will detonate upon collision with any object, including user.  The projectiles speed is moderate, 12 missiles will be shot per clip, damage against players will be light per projectile, no knockback effect, accuracy reduced while player is moving.  If held, weapon can lock onto certain enemy base assets.  For the lockon to occur, the user needs to be standing still and hold the reticule on the base asset for 3 seconds.  Once locked, the user will release the fire button and all the projectiles will target the base asset causing significant damage to the asset.
Damage: 8 per projectile (10 when locked on and used against a base asset)
AoE: 1m
Reload Time: 2 seconds
Locking Range: ??
Missile Range: ??
Speed: ??
Ammo: 120


I like that idea...  Basically, a shotgun, only you replaced the shot with rockets.  A shotgun for the sentinel.  I'll do a little editing...

Missile Pod
Description: For dealing with multiple enemies, damaging base assets
Purpose: To allow a Sentinel to defend against multiple enemies or do heavy damage against base assets.
Appearance: Arm is heavy missile pod that requires the use of the other arm.  Flags and items may not be held/used while using this weapon.
Effect: Damages multiple enemies.  12 small missiles will be shot forth in a spread pattern with an angle of deviation of 5 degrees.  Missiles will detonate upon any collision.  May be locked on for use against base assets if the user is stationary and has the target in the reticule for 2 seconds.  In this case, all missiles are fired towards the asset.
Damage: 8 per projectile (10 when locked on and used against a base asset)
AoE: 1m
Reload Time: 2 seconds
Locking Range: 50m
Missile Range: 100m
Speed: 100
Ammo: 120


I do like this idea and think that such a thing would be quite interesting.  As for defending the flag, if you got a couple AoD's to face each other and then fire at a capper that is coming in at an angle perpendicular to the segment formed by the AoD's, the entire area would be a no-man's land.  Throw a RLS in there and some of the defense things I suggest in the OP, and you can assume that your flag isn't going to be llama'd any time soon.  Only a good capper is going to be able to take it away now.  I think the real thing that prevents this from being completely OP is that the rounds have a transit time.  They are not like the Shotgun rounds/CG rounds that are more or less instant.  By having a transit time, a fast capper could still slip through without being shot to pieces.
Logged
  • SeymourGore
  • VIP
  • Posting Fiend
  • ***
  • Offline Offline
  • Posts: 1487
  • a treat for the freaks.
Re: General Suggestions (primary weapons and base assets)
« Reply #31 on: 11.04.09 | 01:35 PM »
    Another nice thing too about the missile weapon is that because it has no knockback and the damage is low, a fast enough capper could grab the flag with nary a scratch.  So, spamming the flagstand with the weapon would be kinda useless without someone using a gl or rl with their knockback capabilities.
Logged

  • Volt_Cruelerz
  • Full Member
  • ***
  • Offline Offline
  • Posts: 190
  • I'm back after 8 months
Re: General Suggestions (primary weapons and base assets)
« Reply #32 on: 11.04.09 | 01:45 PM »
That's true.  It would still only have a limited effectiveness unless used in the way I suggested...

Though the combo of RLS, MP, and a GR would definitely get the difficulties of capping and defending more balanced.
Logged
Re: General Suggestions (primary weapons and base assets)
« Reply #33 on: 11.04.09 | 02:09 PM »
Yeah that is true but still only a very good capper could do it
Logged

Hadouken! Take that Rougey!
  • Volt_Cruelerz
  • Full Member
  • ***
  • Offline Offline
  • Posts: 190
  • I'm back after 8 months
Re: General Suggestions (primary weapons and base assets)
« Reply #34 on: 11.05.09 | 08:49 AM »
Well, the Bulldozer still exists, so a good shot with it would do a good job of stopping defenders from shooting at you.  I have personally done a lot of practice with going 200 while aiming at defenders and have gotten quite good at it.  If I got a shot off with the BD, I could likely get the flag before being hit by a missile swarm...
Logged
Re: General Suggestions (primary weapons and base assets)
« Reply #35 on: 11.05.09 | 01:16 PM »
Yeah but what about other people? they dont have as much practice. Like you and me we can do it because we know the physics and can aim but noobs or poeple who cant aim will be def less
Logged

Hadouken! Take that Rougey!
  • Volt_Cruelerz
  • Full Member
  • ***
  • Offline Offline
  • Posts: 190
  • I'm back after 8 months
Re: General Suggestions (primary weapons and base assets)
« Reply #36 on: 11.05.09 | 01:49 PM »
Sure, but all you have to do is get within a meter of the target and you'll send them flying.  Hit them directly and they'll be no concern any time soon.  If you are going at 100m/s, an near-miss will cause them to fly away from it at 20 m/s or a direct hit would cause them to fly back at 50 m/s.  That neutralizes any defender.

EDIT: throw in the new reactor, and you could have someone go in and act as a distraction while a second person goes in and grabs the flag...
« Last Edit: 11.05.09 | 02:17 PM by Volt_Cruelerz »
Logged
Re: General Suggestions (primary weapons and base assets)
« Reply #37 on: 11.05.09 | 04:32 PM »
Oh yeah  and ALL the noobs out there will actually follow our directions all they want is Blank glory and blank Honor or points or rep.
Logged

Hadouken! Take that Rougey!
  • Volt_Cruelerz
  • Full Member
  • ***
  • Offline Offline
  • Posts: 190
  • I'm back after 8 months
Re: General Suggestions (weapons and base assets)
« Reply #38 on: 11.05.09 | 05:32 PM »
Well, actually they would likely not do much in that regard, as they would probably spend the first few uses of the weapon accidentally on their own base/teammates...
Logged
Re: General Suggestions (primary weapons and base assets)
« Reply #39 on: 11.06.09 | 05:43 PM »
Well, actually they would likely not do much in that regard, as they would probably spend the first few uses of the weapon accidentally on their own base/teammates...
Or purposely to be ..... annoying
Logged

Hadouken! Take that Rougey!
  • Volt_Cruelerz
  • Full Member
  • ***
  • Offline Offline
  • Posts: 190
  • I'm back after 8 months
Re: General Suggestions (primary weapons and base assets)
« Reply #40 on: 11.06.09 | 08:14 PM »
True...  That is unfortunately true...
Logged
Re: General Suggestions (primary weapons and base assets)
« Reply #41 on: 11.07.09 | 07:00 PM »
Yes unfortunatly some poeple use FFA principles in TDM and CTF
Logged

Hadouken! Take that Rougey!
  • Volt_Cruelerz
  • Full Member
  • ***
  • Offline Offline
  • Posts: 190
  • I'm back after 8 months
Re: General Suggestions (primary weapons and base assets)
« Reply #42 on: 11.07.09 | 07:07 PM »
True...  Perhaps it should be nerfed somehow, but not entirely sure how...
Logged
  • Xorlathor
  • Jr. Member
  • **
  • Offline Offline
  • Posts: 86
  • The Battle Begins.
  • WWW
Re: General Suggestions (primary weapons and base assets)
« Reply #43 on: 11.07.09 | 07:13 PM »
Great wep ideas Volt! For the turrets, you should definitely aim with the mouse, not ASWD.
Logged
  • Volt_Cruelerz
  • Full Member
  • ***
  • Offline Offline
  • Posts: 190
  • I'm back after 8 months
Re: General Suggestions (primary weapons and base assets)
« Reply #44 on: 11.07.09 | 07:24 PM »
The reason for that is that if you use the mouse, you could have instant turning, which turrets can't do...  They have to be mechanical, so I choose WASD so that you would only turn at a defined speed...

Thanks for the compliment though...  A lot have been improved though by suggestions, so I'm not the only one...
Logged
Pages: Prev 1 2 [3] 4 Next
Jump to: