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Primary/Secondary/Gear Ideas
  • Wiegraf
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Primary/Secondary/Gear Ideas
« on: 08.17.08 | 08:21 PM »
Alright, first, let's clear up a few things for the purpose of this post :

PRIMARY EQUIPMENT is any weapon like the ones we're using right now in Legion (RL, GL, LR and CG)

SECONDARY EQUIPMENT is any weapon held in the same slots than the flag.

GEAR is anything that's not actively selected or activated but is working the moment you have it.

ON HIT is what happens when the shot lands square on target

ON IMPACT is what happens when the shot lands on a surface.


PRIMARY WEAPONS

Pulse Rifle

Damage : 10%-15%
Armors : Outrider, Standard, Sentinel
Rate of Fire : 180 shots/min
Accuracy : High (shots curve slightly when over 200m)
Speed : Moderate/Fast
Overheat : No
Ammo : 200(300)
On Hit : No special effect
On Impact : Spec Only - Small AoE, drains 5%/10% energy

A pursuit weapon; it has a relatively rapid firing and decent damage; useful at short, mid range but very poor at long range since the shots tend to 'spin' out of line. Specs get more ammo and missed shots can help by draining energy from the target.

Scatter Cannon
Damage : 3%-6%
Armors : Outrider, Standard
Rate of Fire : 60 shots/min
Accuracy : Medium (Shotgun-like flechettes)
Speed : Medium, loses velocity over 200m / Specs : Medium, loses velocity over 300m
Overheat : No
Ammo : 40(60)
On Hit : No effect
On Impact : No effect

A shotgun weapon; does a spread firing cone that travels at the speed of a rocket launcher's rocket; over the limit range, the pellets lose speed and falls. Specs have higher limit range and more ammo


SECONDARY WEAPONS

Impact Rifle
Damage : 15%-30%
Armors : Standard, Sentinel
Rate of Fire : 50 shots/min
Accuracy : Very High
Speed : Special; shot starts off slow and gains speed with distance
Overheat : No
Ammo : 20(40)
On Hit : Very strong knockback (-50 speed)
On Impact : Small AoE, low knockback (-10 speed); Spec, Medium AoE, low knockback (-15 speed)

A long range weapon that favors disability over damage; the shells are self-propelled, full metal jacket rounds. The shot causes the target to suddently lose speed. Specs have more ammo and missed shots have a slightly wider AoE range

Magnesling Beam
Damage : None
Armors : Standard, Sentinel
Rate of Fire : Special
Accuracy : Magnetic tracking
Speed : Instant
Overheat : No
Ammo : Energy-based (drains Energy when Locked)
On Hit : Locks target at the end of the beam.
On Impact : No effect

A utility 'weapon', the Magnesling Beam is a mix of a tractor beam and velocity sling. The user can 'lock' an enemy or ally with the beam then use it to toss its victim around. This can be used against enemy to 'throw' them backwards or on allies to slingshot them to speed towards the enemy base (or back to their own base)

Tow Cable
Damage : None
Armors : Outrider, Standard, Sentinel
Rate of Fire : Special
Accuracy : Pinpoint
Speed : Instant
Overheat : No
Ammo : Energy-based (Consumes slowly)
On Hit : Locks at the target
On Impact : No effect

The Tow cable does exactly as it says; it allows an ally to be 'Towed' by another. The Cable uses strengthening artificial 'muscles' to retain pressure on the towing ally. It allows for one ally to 'drive' and pull another at its own speed, thus Sentinel-class armor can be towed at Outrider speed, assuming the Sentinel has the Tow Cable ready.


Particule Accelerator
Damage : None
Armors : Outrider, Standard, Sentinel
Rate of Fire : Special
Accuracy : Pinpoint (Ally only)
Speed : Instant
Overheat : No
Ammo : Energy-based (Consumes when linked)
On Hit : Locks at the target
On Impact : No effect

When fired at an ally, the Armor of the target recovers. The Particule Accelerator drains 1 point of Energy from the use to restore 2 points of Armor to the target. Further improved if the target's coil are inactive then it restores 3 points of Armor for 1 point of Energy.


GEAR

Energy Pack
Adds 25% maximum energy

Shield Pack
Adds 25% maximum armor

Ammo Pack
Adds 50% maximum ammunition to weapons equipped

Stealth Unit
Reduces maximum Energy by 25%; player cannot be seen unless the coils are active; disabled when carrying the flag and temporarily when damaged.

Disipation Mods
Reduces overheat generated by weapons which are governed by an heat gauge.

Kinetic Loader
Increases weapon firing rate by 25%.

Engine Heat Sink
Decreases damage dealt by Overdriving

Long Range Scanner
Enemies stay longer on radar and Armor is displayed as a %
Re: Primary/Secondary/Gear Ideas
« Reply #1 on: 08.17.08 | 08:26 PM »
I like the gear suggestions.  Didn't look at anything else though...  Would be awesome though if they did add gear.                                 Shocked Shocked
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  • Rougey
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Re: Primary/Secondary/Gear Ideas
« Reply #2 on: 08.17.08 | 08:30 PM »
Some great ideas, particularly love the gear. Not sure about the stealth one though, mainly as I’m creating a topic concerning a Ninja Class. Smiley

Like the Flechettes Cannon Cheesy
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Re: Primary/Secondary/Gear Ideas
« Reply #3 on: 08.18.08 | 05:37 AM »
+3 for the Gear ideas.

The Magnesling Beam is kind of similar to a weapon idea I'd been thinking about. Infact my idea is probably not even a weapon, more of a device.

Air Bazooka
Appearance : Very large caliber but short length shoulder mounted bazooka
Sound : Like a huge champagne cork being popped
Damage : None
Armors : Undecided
Rate of Fire : Undecided, probably a long reload measured in seconds
Accuracy : Broad cone with maximum effect at the centre scaling off to the edges
Speed : Same speed as the power of the weapon (read below)
Overheat : No, it's air cooled! Wink
Ammo : Energy-based, more energy the greater the effect (read below)
On Hit : Applies a physical force
On Impact : Bounces of the surface lessening the effect by 50%
Effective Range : Short-Range Scaling off only slighty before ceasing entirely as the effect disapates

The device fires an Air distortion which pushes against a target with great force. It can be used to push another player (or indeed the user if bounced off a perpendicular surface) using very basic physics*. The primary use of this weapon is to knock cappers from their intended course. Other secondary uses include propelling a team mate at high speed.

The power and speed of each shot it dictated by the user. The device charges directly from the user's own energy. The mouse button is held until a desired energy charge is reached and then released, a full charge can be held until the user releases the mouse button. The power and speed of each shot scales with the percentage of the charge (eg. 70% charge = 70mph). A quick/instant press release of the mouse produces a 30% charge.


*Very basic physics

The user in these examples is always firing a 100% charge, a 100mph effect, and is always stationary.

Example 1. The target travels directly towards the user at 50mph, the user fires the weapon and the target is sent in the opposite direction 50mph. 50mph - 100mph = -50mph (i.e. 50mph backwards)

Example 2. A teammate travels away from the user at 40mph, the user fires the weapon and the teammate gains speed to travel at 140mph. 40mph + 100mph = 140mph

Example 3. A teammate travels away from the user at 110mph, the user fires the weapon, there is no effect as the distortion cannot catch the teammate.

Given the potential power of the weapon, I would suggest that the actual power would need tweaking in play testing. 100mph would possibly be too powerful.
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  • Wiegraf
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Re: Primary/Secondary/Gear Ideas
« Reply #4 on: 08.18.08 | 07:48 AM »
The Magnesling Beam is kind of similar to a weapon idea I'd been thinking about. Infact my idea is probably not even a weapon, more of a device.

Well, having it as a Secondary Weapon is somewhat necessary since it needs to be equipped to work. And yes, it would be quite awesome if support 'weapons' like these were added to make the game even more team oriented.
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