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.