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General Suggestions (primary weapons and base assets)
Re: Weapon Suggestions for Current Classes
« Reply #15 on: 11.01.09 | 06:31 PM »
As far as the GA goes, it only deals a max of 110 damage.  Do you realize how hard it would be to even hit something from that range?  Fog is going to play a factor and if they move at all, you will miss.  Don't forget that it is a projectile, not a beam, so they can move before it hits them.  For this reason, I don't find it to be unbalanced, though yes, it does encourage o-sniping, but only if you are really really good/lucky.

Yeah, I know it is OP, but it is just something that popped into my head, though I didn't know how to make something fill the niche and not be OP...
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Re: Weapon Suggestions for Current Classes
« Reply #16 on: 11.01.09 | 06:35 PM »
As far as the GA goes, it only deals a max of 110 damage.  Do you realize how hard it would be to even hit something from that range?  Fog is going to play a factor and if they move at all, you will miss.  Don't forget that it is a projectile, not a beam, so they can move before it hits them.  For this reason, I don't find it to be unbalanced, though yes, it does encourage o-sniping, but only if you are really really good/lucky.

     I dunno, I'm still not a fan.  If it's a long-range projectile, what's going to be the purpose of it then?  It seems to me it's primary use is going to be o-spamming the enemy base.
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Re: Weapon Suggestions for Current Classes
« Reply #17 on: 11.01.09 | 07:23 PM »
It moves at 10km/sec...
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Re: Weapon Suggestions for Current Classes
« Reply #18 on: 11.01.09 | 07:54 PM »
It moves at 10km/sec...

   Then what's the point of it?  I guess basically I'm trying to understand what it's purpose is going to be during a match. 

   
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Re: Weapon Suggestions for Current Classes
« Reply #19 on: 11.02.09 | 03:21 AM »
high power long range sniping...

I mean, I guess we could call it a beam at such high speeds, but it is a relativistic accelerator.  Going for realism, you want it to be a projectile that would speed up, but I suppose we would really want a beam or it might be impractical...
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Re: Weapon Suggestions for Current Classes
« Reply #20 on: 11.02.09 | 04:12 PM »
Still not a fan the Gravity makes sense though i was also pointing out on the post for the search button on the repeated things like the shotgun and the flamethrower and the emp( really devastatting weapon for cappers) just thought to fix it.

Also we already have a sniping weapon(albeit a very suckish one) why would we need more?
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Re: Weapon Suggestions for Current Classes
« Reply #21 on: 11.02.09 | 04:54 PM »
Well, the Graviton Rifle is good for stopping cappers, so that ought to be self-explanatory, but the Accelerator is something for super-long range sniping, three times the effective range of the LR...
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Re: Weapon Suggestions for Current Classes
« Reply #22 on: 11.02.09 | 06:00 PM »
...the Accelerator is something for super-long range sniping, three times the effective range of the LR...


   Argh! Seymour still doesn't understand.  What situation would we need a projectile based, long range sniper?  And how does this not promote o-sniping and o-spam?  Am I using this weapon to try to hit an enemy defender from my own base?  I don't understand! Argh!
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Re: Weapon Suggestions for Current Classes
« Reply #23 on: 11.02.09 | 07:09 PM »
I've decided that a beam would be better.  So, you could potentially o-snipe with this gun.

I know I have been in favor of offense thus far, but there may be a round of base defenses that will come into this thread which I haven't yet mentioned which ought to balance out the boosts I am giving to offense...
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Re: Weapon Suggestions for Current Classes
« Reply #24 on: 11.03.09 | 01:45 PM »
Well, the Graviton Rifle is good for stopping cappers, so that ought to be self-explanatory, but the Accelerator is something for super-long range sniping, three times the effective range of the LR...
Then why not just use the emp also the people with the graviton can just Graviga the whole base and then take the flag
Also the Lr already goes very far in range what would the Aclerator do? Headshots arent possible because that eliminates the point of Armor.
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Re: Weapon Suggestions for Current Classes
« Reply #25 on: 11.03.09 | 06:37 PM »
Okay, for the record, I'm going to be calling the Graviton Accelerator the Particle Accelerator for the sake of clarification as the Graviton Rifle needs the name I gave it...

So, I've knocked the EMP from primary to offhand and would not appear on outriders.  But yes, you could o-snipe a defender that liked staying in one place with the PA.  If they moved at all though, your shot would be wasted.  Also, it would only instagib an outrider, raiders and AoD's would still be alive.


But at any rate, what of the idea for multi-targeting?  No real responses on that.  Once again, it was just a rough template, not a full fledged idea...
« Last Edit: 11.03.09 | 08:08 PM by Volt_Cruelerz »
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Re: General Suggestions (primary weapons and base assets)
« Reply #26 on: 11.03.09 | 08:26 PM »
     I dunno, I like the idea of the OR having access to a EMP grenade.  What was the reasoning for taking it off the OR?  Overpowered against chasers?  I don't think in a grenade form it is.  Sure as a full fledged weapon, it'd be too powerful, it just being a matter of spammming the weapon at your chasers.  But as a hand grenade with it's limited range/AOE/quantity, it becomes a lot more fair against chasers, but is also still useful to cappers.  A well skilled chaser would likely be able to avoid the item, however, he'd still have to avoid the item, so he may be slowed down.

     I don't like the idea of a multi-target weapon, and it'd take some good convincing to make me embrace the idea.  I wouldn't mind seeing a Warhammer melee type weapon that had a large radius arc when you swung that could potentially hit a number of targets in front of the wielder.  Maybe give it a knockback effect, with a slow reload/cooldown time, it could be an interesting base/flag protection weapon.
   
    I'm still not a fan of the 'Particle Accelerator'.  From what I've read of the description it sounds like a long-range beam-based rifle intended for o-sniping.  And it can instagib a Outrider (though if it's able to instagib a OR, it's going to do significant damage on the other armour types).  I just see this weapon bringing a whole bundle of frustration to the game.  The community complains enough about o-sniping from a lower powered sniper rifle, I can only imagine the scene if a item was designed for o-sniping.
     
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Re: General Suggestions (primary weapons and base assets)
« Reply #27 on: 11.04.09 | 03:35 AM »
Fair enough.  For now, EMP's will not be declared.

I see your point.  The PA will be deleted.

Although, I was thinking about something for the multi-target.  In Ratchet Deadlocked, there is a weapon called the Magma cannon.  It is not particularly strong, but it does target multiple enemies in a way.  It normally fires a couple dozen shots into one target (and no, it won't kill the single target), but if you have multiple targets, it will spread its damage equally between them.  I don't think that would be OP.  Although, I would like to know why you think the original idea was OP so I can avoid that...
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Re: General Suggestions (primary weapons and base assets)
« Reply #28 on: 11.04.09 | 05:33 AM »
   I think it is mostly the target lock alongside the cluster of missiles that I can see being a problem.  My concern is spam, and being able to counter such a weapon.  Actually I had made a post in another thread (which I can't remember where at the moment) where I described a lock-on type missile.
   I'll see if I can find it in a bit (I just woke up like 15 minutes ago).
   I like the idea of a weapon that can attack multiple enemies at once, but I think such a weapon should be very short range and not lock on.
   Maybe your missile swarm idea, but without the lock on feature.  Sure I'd be a little concerned about spam, but the range wouldn't be very far, the missiles would do light damage, no knockback and it's not an incredibly accurate weapon.  How is that useful?  Well, you're still throwing out a lot of projectiles at once, causing light damage, obscuring your enemies viewpoint.  Here, something's beginning to emerge in my head:

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
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Re: General Suggestions (primary weapons and base assets)
« Reply #29 on: 11.04.09 | 12:54 PM »
Actually Seymours idea is good but what if you have Two or three people get this then they Could probaly just shoot at the flag making a perfect Umbralla def. which could lead to problems especially if they have Safety people protecting them from harm
Also in a duel it could be OP and people would just shoot almost correctly and still hit.
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