View Full Version : Empire Specific Additions
TheN00b
2004-02-29, 06:17 PM
For some time now, a certain lack of diversity in Planetside has been incredibly frustrating to me. It seems that while the Devs have spent their time fixing bugs and patching weapons (and rightly so), the battleground as a whole provides a somewhat stale environment. For example, when I'm playing my 'Cong character, a grand total of 4 Empire-Specific weapons and 2 Common Pool weapons are used against me. Now, it may just be me, but I believe that the battlefield should be much for diverse, i.e. there should be a plethora of weapons for all Empires to choose from, which would in turn make combat scenarios unpredictable and thus more exciting. In an attempt to counteract this perceived lacking in what is otherwise a wonderful game, I have created several new weapons and certifications that I feel would be widely used, not overpowered, and most importantly, fun. Have at them:
Empire Specific Handcannons:
These areuch like the gunpowder powered handcannons used in semi-medieval times as an alternative to large, fixed artillery. However, unlike those cannons, which were still rather large and had to be carted around the battlefield, these handcannons are small enough to be 'mounted' into a soldier's secondary arm (secondary means that for example, if a soldier was right-handed, the left arm would be cut off at the elbow and replaced with a handcannon upon selecting the handcannon from the Equipment Terminal queue). Below are three designs, as well as the certification, that would employ these new tools. It should be noted that all handcannons fire their shells in a mortar-like trajectory, rather than in a straight shot.
Morninstar
New Conglomerate
Type: Handcannon
Weapon Damage: 75 upon a direct hit, degrades by 35 per meter.
Weapon COF and ROF: The COF of the Morningstar is medium, and is affected only slightly by movement. The ROF is 1 shell per 1.5 seconds, or 1:1.5
General Appearance: The Morningstar is a rather drab gray tube attached to a soldiers arm. When firing, it 'spits' out a spherical shell, which, upon impact, explodes into a miniature cloud of small spiked balls, which closely resemble the head of a morningstar.
Size: 1 Rifle slot. The ammunition packs are standard size, and carry 10 shells apiece.
Shredder
Terran Republic
Type: Handcannon
Weapon Damage: 90, degrades by 30 for every 2 meters away the recipient of the damage is.
Weapon COF and ROF: The Shredder has a tiny COF, and it's ROF is 1 shot every second, or 1:1.
The Shredder is a widebored, gloss-black cylinder. Each round fires an explosive shell that detonates insantry after it leaves the barrel and leaves behind a rapidly expanding pack of clechettes made explicitly for the purpose of tearing infantry apart. The flechettes are not explosive, but are rather serrated darts travelling at incredibly high speeds, which makes them quite inneffectual against MAXes.
Size: 1 Rifle slot. The Shredders ammunition packs are standard size, and each pack contains 8 rounds.
MPGL (Multi-Purpose Grenade Launcher
Vanu Sovereignty
Type: Handcannon
Weapon Damage: 1/2 Plasma Grenade, 1/2 Fragmentation Grenade.
Weapon COF and ROF: The COF is minimal, and the ROF is 1 shot every 1.75 seconds, or 1:1.75.
General Description: The MPGL is a translucent, glowing tube hooked up to a soldier's arm. It's fire combines a unique blend of grenades into one small mortar shell.
The shell the MPGL fires operates in several different ways: First, upon impact, an explosion goes off. That explosion is equivalent to a half-powered Fragmentation grenade, and let's off plasma equal to that of a half-powered Plasma grenade (the damage done by the residual plasma is also halved). The explosion also gives off an EMP blast equal to that of one Jammer grenade.
Size: 1 Rifle slot. The MPGL uses standard Vanu energy packs for ammo, but uses 5 'rounds' of a pack per shot, giving it effectively 10 shots per clip.
Handcannon Certification
Cost: 3 Certification Points.
I've already posted these elsewhere, but I feel that it's very important that every Empire have steady and reliable troop transport, and the Sunderer just isn't cuttin' it. The Deliverer does OK, but when it comes to trasnporting large amounts of troops, only the Gal works, and Gals are hard to come by oftentimes when your forces are just entering a continent.
Legionnaire
Terran Republic
Armor: 2000
Max Speed: 65 KPH
Accel/Decel: 45 KPH per second
Guns: 4 port-mounted 20mm chainguns placed alternately along the sides, 2 top-mounted 25mm chainguns.
General Appearance: The Legionnaire Mass Transport Vehicle is modelled after an Old Earth vehicle called a bullet-train. It is very sleek, 9m long and 1 meter wide, except in the very back, which is 2.5 meters wide in order to accomodate the engines and side-by-side MAXes. Each passenger row is 1m in both length and width, and the additional 1 meter is taken up by the narrowed nose of the vehicle. It is night-black, and well-known for it's incredible speed.
Troop Capacity: The Legionnaire carries 10 people at once, with 1 gunner at all 6 weapons emplacements, a pilot and passenger in the front, and two MAX units in the rear of the vehicle, side-by-side.
Notes: The Legionnaire has pods placed around each person in it, which can be ejected from the vehicle. If ejected, the person inside is shot upwards about 200m, then floats back down to land.
Thunder
New Conglomerate
Armor: 2500
Max speed: 50 KPH
Accel/Decel: 25 KPH per second
Guns: Two 30mm Flak Cannons on top, and 1 chin-mounted flechette launcher.
General Appearance: The Thunder is built like a much-enlarged version of the Old Earth Humvee. It is about 8 meters long, with a width of 5 meters and a height of 5 meters. It has a large, covered flatbed in the back, into which the soldiers are rolled, then stored into pods that are set horizontally in the bed. The Thunder is painted with Gold and Yellow "camouflage" paint (I know, I know...), and is among the loudest vehicles in the game. The Flak Cannons are placed on top of the pilot's section, and the flechette launcher is controlled by the pilots passenger side occupant.
Troop Capacity: The Thunder can carry up to 10 troops at a time; 8 infantry and 2 MAX units. 4 of the infantry are placed in the flatbedalong with the MAXes, 2 of the infantry are gunning for the Flak cannons, one is the pilot, and one is controlling the chin-gun from the pilot's side.
Notes: The Flak Cannon gunners, the pilot, and the chin-gun operator are equipped with the same ejection system as the Legionnaire, but the troops in the flatbed are equipped with side mounted ejection pods that launch approximately 7 meters to the side of the Thunder if activated.
Scythe
Vanu Sovereignty
Armor: 1750
Max Speed: 70 KPH
Accel/Decel: 60 KPH per second
Guns: 4 Port-Mounted Heavy Particle Cannons, 2 Rear-Mounted Heavy Particle Cannons 1 Chin-Mounted Heavy Railgun. All cannons cannot point more than 45 degrees upwards.
General Description: The Scythe is a rather bulbous vehicle, but has very graceful curves. The front is shaped like the front of an Old Earth fighter plane, with the chin-gunner directly behind and slightly above the pilot, much like in a Galaxy with the tail-gunner and pilot. The back is a miniature dome, with gun ports arrayed along the sides of it. It is a light azure color, with green flames around the cockpit area.
Troop Capacity: 10, 8 infantry and 2 MAXes. 6 of the infantry, along with the MAXes, are in the rear dome, and the infantry operate the the 6 Heavy Particle Cannons.
Notes: The dome is divided into sections like an orange, with a passenger in each section. If the passenger wishes to leave the vehicle, he bails and the section of the dome that was carry him falls out of the vehicle and disentegrates. If all of the sections are detatched, the pilot and gunner are forced to leave the vehicle, which then deconstructs.
Ground Transport
Certification Point Cost: 2-3 (unsure)
Benefits: Gives player access to drive the Deliverer, as well as their Empire Specific Transport.
TheN00b
2004-02-29, 06:19 PM
Finally, it comes down to this: Heavy Assault. Unlike many out there, I do not believe that Heavy Assault needs to go. It provides an effective close-range weapon, which is a role Medium Assault finds hard to fill. However, I have no great love for Heavy Assault as it is now. There are two things I believe require changing. First is the Lasher bug: While I have no truck with those who whine and moan about the VS finally having a good weapon, I do not believe that 'back-lashing', where a Lasher-(wo)man doesn't even have to turn around to engage you, is not fair. Therefore, I propose that that ability be removed from the Lasher in the next patch. Next, I believe that the Jackhammer simply does not fit the theme of Heavy Assault. While Heavy Assault is by no means meant to be a long-range powerhouse, it shuld be, as evidenced by the Lasher and the MCG, able to engage at at least moderate ranges. The Jackhammer is not able to do this. Therefore, I propose moving the Jackhammer to Common-Pool HA, as sort of a 'big brother' to the Sweeper, and replacing it for the NC with the Magnetically Accelerated Rifle:
MAR
New Conglomerate
Type: Heavy Assault
Weapon Damage: 50
COF and ROF: The COF of the MAR is identical to that of the Gauss Rifle, and the ROF is 1 shot every .75 seconds, or 1:0.75.
General Description: The MAR is a shoulder-mounted gun with a fairly short barrel and a resemblance to a 'fat' carbine. It fires fast-moving shots that are a shiny azure tone, and the gun itself is colored forest green.
Size: 1 Rifle Slot: The ammunition packs are standard size, and each carries 15 rounds.
There. I'm done :cheers: . This took me a good bit to write, so I'd appreciate if you responded constructively rather than saying '7h15 1d3a sux0rs. Also, please escuse any spelling errors, as I haven't been able to turn off overtype on this computer, which makes it very difficult to go back and correct errors. Thanks in advance,
TheN00b
Eldanesh
2004-02-29, 07:47 PM
n00b:
I would like a complete rip-off of the UT flak cannon, spray similar to shotgun up close and a shell to lob at medium ranges.
TheN00b
2004-02-29, 07:56 PM
El, sorry to sound assy ( :D ), but could you plz reply to the topic? Thanks :) .
Eldanesh
2004-02-29, 08:04 PM
I will hijack if I want. :p
However, I do agree that Jackhammer does not really fit in with other HA.
On the mar, I assume that the 50 damage is split between health and armor, however doing that kind of damage with the same cof as a gauss and a rof that fast, it better have some crazy degradation at range.
it is the difficulty of balanceing slower rof up close makes me want to stick with the JH as NC HA only slightly modified, either with no 2ndary and a tighter pellet spray or with a choke system like the scattermax. Part of the thing with HA seems to be that they use the same ammo as MA weapons however the gun is simply more efficient with that ammunition up close.
Only one problem with this - The distances for degredation damage.
Go to an air pad term. Stand right on yet. yup, its reading as 4 meters, even though youre STANDING ON TOP OF IT.
35 for every meter? harsh.
JakeLogan
2004-02-29, 09:48 PM
Well only thing I see wrong is the the thunder having a flak gun. Originally the Flak cannon was a TR only weapon. but then the skyguard came out and the the custom weapon of the TR went to hell. so yeah replace the TR troop transports withthe flak gun and the NC get a 25mm rotary chain gun or something like that.
scarpas
2004-03-01, 12:03 AM
[/QUOTE]these handcannons are small enough to be 'mounted' into a soldier's secondary arm (secondary means that for example, if a soldier was right-handed, the left arm would be cut off at the elbow and replaced with a handcannon [/QUOTE]
OWCH
Phaden
2004-03-01, 12:04 AM
Maybe i have the wording mixed up, but on the VS transport it says
Guns: 4 Port-Mounted Heavy Particle Cannons, 2 Rear-Mounted Heavy Particle Cannons 1 Chin-Mounted Heavy Railgun. All cannons cannot point more than 45 degrees upwards.
Isnt the heavy railgun the tone on the Magrider? For a transport thats an awful lot of firepower, especially when combined with the 6 total heavy particle cannons. Pare that down and then maybe.
But the overall idea for more troop tranports is awesome. PErhaps getting back to the Black Hawk idea, with empire specific air deliverer's?
Sploogey
2004-03-01, 07:05 AM
i love most of those ideas
not really the flak cannon but the empire specific transports sound awesome...though they r a bit overpowered and the side launchyed escape pod would get kinda stupid...i.e. launching into the sea or just the whole idea of being launched sideways kinda seems a bit gay
possibly it shouldnt let u launch out like that...maybe u just 'fall' out like u do in vehicles now
Otherick
2004-03-01, 07:33 AM
I realy like the transopot ideas. But i think you got it wrong with the VS Transport
The Vanu = Flexibility
the 45 degrees doesnt realy prove flexibility so take a away ooo 2 guns and give the remaining ones a 180 degree
easypickings
2004-03-01, 08:11 AM
i like all the ideas, looks like you put a lot thought in to them.
ejecting from the transport would make them alot more usefull, although as spoogey said the side ways one wouldnt be much use on a bridge..
SecondRaven
2004-03-01, 08:55 AM
Post them at the Ask the dev's and we will see where they go
TheN00b
2004-03-01, 06:03 PM
Thank you all for your constructive responses. I really appreciate the suggestions, and will be editing (after this post) the properties of several items, most notably the Scythe. Raven, I will probably be posting this on the Ask The Devs after the upcoming one. Again, thank you, and good day :) .
TheN00b
2004-03-01, 06:15 PM
@ Easypickings: I understand your point, but I feel it adds a bit of diversity to the three. Also, I believe that ejecting into the water might be a highly useful tool at times.: Unlike upwards-firing ehection seats, these would propel you into 'cover' from what is likely a plethora of Reavers, Mosquitoes, and tanks.
@Otherick: You're right, that part of the Scythe really doesn't fit the VS theme. I'll be changing that: Thanks :) .
@Sploogey: I believe that it's critical for bailing troops to immediately put some distance between themselves and their former vehicle. As such, I don't feel that simply 'falling out' is enough. Also, I'm in the process of toning down the Scythe a bit, and making minor adjustments to the other two.
@Phaden: I agree, the Scythe is a bit overpowered. Ill be toning it down, so expect to see some reductions in the firepower. However, I believe that air transport simply isn't the way to go. I'm sorry for not elaborating, but it's a fundamental belief on my part.
@Scarpas: Amen
@JakeLogan: Man, I'm sorry for not being specific: When I said that the Thunder had a FLak Cannon, I had an entirely different thing in mind. What I thought of as a FLak Cannon would be a large shell launcher that fired powerful shells that disperse into a cloud of shrapnel.
@Spee: Roger that, I'll be adding DD ASAP.
@
TheN00b
2004-03-01, 06:20 PM
Shit, I can't edit this post: I originally posted it weeks ago. Sorry
Morninstar
New Conglomerate
Type: Handcannon
Weapon Damage: 75 upon a direct hit, degrades by 5 per meter.
Weapon COF and ROF: The COF of the Morningstar is medium, and is affected only slightly by movement. The ROF is 1 shell per 1.5 seconds, or 1:1.5
General Appearance: The Morningstar is a rather drab gray tube attached to a soldiers arm. When firing, it 'spits' out a spherical shell, which, upon impact, explodes into a miniature cloud of small spiked balls, which closely resemble the head of a morningstar.
Size: 1 Rifle slot. The ammunition packs are standard size, and carry 10 shells apiece.
Shredder
Terran Republic
Type: Handcannon
Weapon Damage: 90, degrades by 8 for every 2 meters away the recipient of the damage is.
Weapon COF and ROF: The Shredder has a tiny COF, and it's ROF is 1 shot every second, or 1:1.
The Shredder is a widebored, gloss-black cylinder. Each round fires an explosive shell that detonates insantry after it leaves the barrel and leaves behind a rapidly expanding pack of clechettes made explicitly for the purpose of tearing infantry apart. The flechettes are not explosive, but are rather serrated darts travelling at incredibly high speeds, which makes them quite inneffectual against MAXes.
Size: 1 Rifle slot. The Shredders ammunition packs are standard size, and each pack contains 8 rounds.
MPGL (Multi-Purpose Grenade Launcher
Vanu Sovereignty
Type: Handcannon
Weapon Damage: 1/2 Plasma Grenade, 1/2 Fragmentation Grenade.
Weapon COF and ROF: The COF is minimal, and the ROF is 1 shot every 1.75 seconds, or 1:1.75.
General Description: The MPGL is a translucent, glowing tube hooked up to a soldier's arm. It's fire combines a unique blend of grenades into one small mortar shell.
The shell the MPGL fires operates in several different ways: First, upon impact, an explosion goes off. That explosion is equivalent to a half-powered Fragmentation grenade, and let's off plasma equal to that of a half-powered Plasma grenade (the damage done by the residual plasma is also halved). The explosion also gives off an EMP blast equal to that of one Jammer grenade.
Size: 1 Rifle slot. The MPGL uses standard Vanu energy packs for ammo, but uses 5 'rounds' of a pack per shot, giving it effectively 10 shots per clip.
Handcannon Certification
Cost: 3 Certification Points.
I've already posted these elsewhere, but I feel that it's very important that every Empire have steady and reliable troop transport, and the Sunderer just isn't cuttin' it. The Deliverer does OK, but when it comes to trasnporting large amounts of troops, only the Gal works, and Gals are hard to come by oftentimes when your forces are just entering a continent.
Legionnaire
Terran Republic
Armor: 2000
Max Speed: 65 KPH
Accel/Decel: 45 KPH per second
Guns: 4 port-mounted 20mm chainguns placed alternately along the sides, 2 top-mounted 25mm chainguns.
General Appearance: The Legionnaire Mass Transport Vehicle is modelled after an Old Earth vehicle called a bullet-train. It is very sleek, 9m long and 1 meter wide, except in the very back, which is 2.5 meters wide in order to accomodate the engines and side-by-side MAXes. Each passenger row is 1m in both length and width, and the additional 1 meter is taken up by the narrowed nose of the vehicle. It is night-black, and well-known for it's incredible speed.
Troop Capacity: The Legionnaire carries 10 people at once, with 1 gunner at all 6 weapons emplacements, a pilot and passenger in the front, and two MAX units in the rear of the vehicle, side-by-side.
Notes: The Legionnaire has pods placed around each person in it, which can be ejected from the vehicle. If ejected, the person inside is shot upwards about 200m, then floats back down to land.
Thunder
New Conglomerate
Armor: 2500
Max speed: 50 KPH
Accel/Decel: 25 KPH per second
Guns: Two 30mm Flak Cannons on top, and 1 chin-mounted flechette launcher.
General Appearance: The Thunder is built like a much-enlarged version of the Old Earth Humvee. It is about 8 meters long, with a width of 5 meters and a height of 5 meters. It has a large, covered flatbed in the back, into which the soldiers are rolled, then stored into pods that are set horizontally in the bed. The Thunder is painted with Gold and Yellow "camouflage" paint (I know, I know...), and is among the loudest vehicles in the game. The Flak Cannons are placed on top of the pilot's section, and the flechette launcher is controlled by the pilots passenger side occupant.
Troop Capacity: The Thunder can carry up to 10 troops at a time; 8 infantry and 2 MAX units. 4 of the infantry are placed in the flatbedalong with the MAXes, 2 of the infantry are gunning for the Flak cannons, one is the pilot, and one is controlling the chin-gun from the pilot's side.
Notes: The Flak Cannon gunners, the pilot, and the chin-gun operator are equipped with the same ejection system as the Legionnaire, but the troops in the flatbed are equipped with side mounted ejection pods that launch approximately 7 meters to the side of the Thunder if activated.
Scythe
Vanu Sovereignty
Armor: 1750
Max Speed: 70 KPH
Accel/Decel: 60 KPH per second
Guns: 4 Equidistant Port-Mounted Flux Cannons
General Description: The Scythe is a rather bulbous vehicle, but has very graceful curves. The front is shaped like the front of an Old Earth fighter plane, with the chin-gunner directly behind and slightly above the pilot, much like in a Galaxy with the tail-gunner and pilot. The back is a miniature dome, with gun ports arrayed along the sides of it. It is a light azure color, with green flames around the cockpit area.
Troop Capacity: 10, 8 infantry and 2 MAXes. 6 of the infantry, along with the MAXes, are in the rear dome, and the infantry operate the the 6 Heavy Particle Cannons.
Notes: The dome is divided into sections like an orange, with a passenger in each section. If the passenger wishes to leave the vehicle, he bails and the section of the dome that was carry him falls out of the vehicle and disentegrates. If all of the sections are detatched, the pilot and gunner are forced to leave the vehicle, which then deconstructs.
Incompetent
2004-03-01, 06:37 PM
Hand cannons just seem... stupid to me, too wierd, seems like it would be far simpler to just add them in as an empire specific grenade munition. I'm not a big fan of the empire specific transports either. They just don't seem to fit... I'd make them more like modern AFVs such as the Bradley of BDRM. Give it a two/three man crew (one driver and one or two gunners) and give the passengers MA gunslits or something but don't make them gunships.
Do not touch my Jackhammer. The jackhammer is only NC becasue it is strong like the other two weapons in the catagory. If all the empires could use it it would suck a lot.
TheN00b
2004-03-01, 06:48 PM
@ Incom: First, about handcannons: The reason they're on your arm is so that they're easier to support. Since they're actually a part of your arm, they're a bit easier to support, and you can run ammo feeds more easily. Secondly, I'm trying to achieve diversity with the Emp-Spe TT. Sure, we could stay with what we have, but I for one would love to see a more diverse and colorful battlefield.
I agree that the sunderer needs a replacement, but I don't think it should be empire specific.
Heavy APC:
weapons: 2 150mm cannons (120 degree horizontal traverse 75 degree vertical traverse both at the front of the vehicle)
1 25mm machinegun (mounted on top, for AA purposes)
Top speed (55 kph)
Accel: (40 kph/second)
propulsion: tracked
turning speed: (20 degrees per second)
armor: 7500
carrying capacity: 3 maxes 8 infantry 1 driver
This vehicle would have the most direct forward firepower in the game, and the most armor to back it up. The tradeoff would be complete vulnerability at the rear and near complete on the sides (the two cannons would have a lot of overlap on their fields of fire). The slow turning speed would emphasize this. All infantry and max units would load in the back. It would be very nearly square rather than rectangular, and would have a very high profile. The quick acceleration is to emphasize its role as the first unit in an assault, breaking the enemy defenses then laying down covering fire for its troop load. In order to be effective, it has to have support, but when given the proper cover, it would be devestating. It is meant as an assault unit and troop transport, not an all purpose offensive vehicle.
Incompetent
2004-03-01, 07:01 PM
Something that is PART of your arm is going to cause all sorts of problems, does not seem worth the trouble, and doesn't seem to fit with whats already in the game. You've already got a perfectly good grenade launcher and no reason not to use it, your wearing an exosuit anyway. I understand what your trying to do with the transports, and i think they are needed, but the ones you suggest just don't seem to belong in PS, the specials seem out of place and they seem more like gunships then transports.
TheN00b
2004-03-01, 07:17 PM
@ Imcom: Bah, I might ditch that 'aprt of your arm' thing sometime, but I still think the basic idea is good. As for your belief that the transports are more like gunships, I couldn't disagree more. A vehicle that size simply has to be able to defend itself properly, as it's a huge and juicy target for anyone on the batllefield.
Phaden
2004-03-02, 01:04 PM
BDJM, isnt the 150 whats on the vanguard? I think this would inadvertanly take away from the prowler and the vanguard quite a bit. The vanguard having the biggest gun in the game, ad the prowler for being able to engage mult targets. I agree a buff would be good to the sundy, but not that much. I do note it is vunerable to the rear, but i think that it would not be used very much aside from the storm and cover the tower doors, as people would very quickly realize to hit it from the back. I think it could be easier to buff the current ones than redesign a whole new one.
Did you notice the turning speed? The damn thing would take nearly a full SOI to turn around if it was moving at full speed. A tank would have no problem getting behind it and destroying it. It would in essence have the same weakness as the sunderer, a really large blind spot for the gunners. The difference would be that it would be able to truely punish an enemy that doesn't approach from the right angle. Right now the sunderer has no killing power, and is not tough or fast enough to get its load of troops to their deployment zone alive. Ground transport is worthless in this game for the most part. Something has to be done.
Ait'al
2004-03-02, 02:03 PM
Why dont you try not using the sunderer alone? Use a tank or some other gun vehicles to escort it and protect it or distract fire while its unloading. Can you succesfully use it that way? i have a feeling it wasnt meant to be used alone. Or without several other vehicles around with it. You could try attacking with vehicles and then while the enemy is engages punching straight through them to there back and just stoping the vehicle and unloading the men and creating a pincer. If you can use the vehicles guns for supporssors it can help. You dont even necessarily have to stay there. You could use the troops attacking to haul out at the same time your firing if you can giving them support fire and them giving you a chance to move or leave for the time. How well would that work?
Veteran
2004-03-02, 02:43 PM
If you're going to add radical damage reduction to a range weapon (the status quo in PlanetSide at present), why not just cut to the chase and make melee weapons.
Range weapons should not have radical damage reduction over range. They are fvckin range weapons! Also, the COF bloom should bloom up, not in a random ring around the center of the COF. Weapons bloom up because of physics.
God damned cheaters. There would be no need for the COF if aimbots weren't a dime a dozen.
Die, you god-damned cheaters. Your small minds, penises and overinflated egos have ruined more of my games than I care to count. You suck. Bad. Die.
Tsavong
2004-03-02, 02:55 PM
the vs thingy shouldnt fire commonpool gernades youd have to come up with "Vanu" nades
The Sunderer, alone or in a group, is shit. There is simply no way to make it a worthwhile transport or weapon as long as the galaxy and deliverer exist. One has vastly superior mobility and armor, the other has a massive firepower and mobility advantage. The gal and del were both worth 3 cert points before the vehicle patch, the sunderer has never been worth 3. The only valuable part of the armored transport cert is the del.
I love those ideas. The Scythe and Legionerre look kickass.
Zatrais
2004-03-03, 03:41 AM
So, you'd like to ad more 2 shots weapons that the surgerbunnies will run round whit. The VS having an all one surgerbunny stopper. Poorly armored troop transports, whit the TR one having to launch their troops up into the air, giving them a few seconds of defencelessness and a huge come shoot me sign. Bet those would be perfect targets for that new hand held accurate over range NC HA weapon.
While i like your ideas, i do not see them working ingame. My 2 cents.
Phaden
2004-03-03, 03:58 AM
i understand that BDJM, and thats why people will quickly gro bored of it. If the Dev team is gonna spend time in developing a vehicle or any addition, it has to bring alot to the gameplay. It cant just serve one role and be done with it. No matter if the dev team created the all mighty new Vanu wood chipper, everyone would flock to the Vanu just to try it out. Eventually it would get boring (aka lasher, you all know you did) and people would switch back. I praise you for coming up with different ideas, but just dont agree on its usefulness if implemented.
I like your ideas Alot, They show alot of promise :D
However, i think some of them need to be toned down a bit or made more Original....Let me tell ya what i mean...
First the VS Hand cannon Is Way too strong....It's Anti-Anything. Lets say a Vanguard (or any tank) run into a Vs using this, One shot does 100ish damage(not much to a tank, but it adds up) and then Shuts the Weapons off with the EMP effect...Conclusion, Dead/useless Tank. Ok now situation Two, VS Hand cannon user Runs into a Surgile out in the feild or in a halway...He Shoots twice, the first shot drops the Surge and the Second kills it...It is now the Best infantry defense weapon in the game As well a Formidable Anti Tank(AV) weapon. It would be Cried and Whined over like no other in that form...so it could use some revision :D
Next is the Other two Hand cannons,
*The TR one is basicaly a Scatercannon for a Non-MAX, It wouldn't hurt the game to much.....But do we realy want another shotgun weapon? Perhaps if the little "darts" had a small explosive effect or something...it also sounds more like a NC weapon....But again thats just a matter of perspective :D
*The NC one Has the feel of the pre-nerf TR Thumper MAX...Basicaly a longer range or Linear path grenade/Rocket launcher....Its a Good idea, Alot like what he already have in the game...yet differant, Like a High output RPG.
Also before i move onto the Transports, You mentioned that the TR cannon would be fairly ineffective against max's, What about the NC Cannon? The Vs Cannon, due to its "Multi" grenade proporties would be HIGHLY effective against MAX, Just something to think bout....Making one empire Highly effective Against armor and the other weak against armor might be a problem :D
Ok, now onto the transports.....Well, um generaly these Sound like Gunships...Each Easily Twice as effective as the Deliverer....I don't know about your Experience's with the Deliverer, But it Tends to Eat just about Everything Pretty well....Making a Vehicle that has Even more Firepower then the Vanguard and the Deliverer Combined might not be the best idea....But it could work :D
The Legionnaire- Well i Can imagine you would see Some Realy Wicked Strafing runs on Base entrances and roads :D If i understand it corectly the two top mounted guns would be able to shoot at anything the the vehicles feild of vision(Front, back, Left, Right, and up) and the Port guns would only be able to shoot at their respective 180 degree arc...So at any given point you would only have 4 of the 6 guns shooting at you....Maybe too much Fire power, maybe not...4 20mm guns can Kill just about anything in seconds.
The Thunder- The way i understand em, this is the "weakest" of the 3...I'm not sure how Strong a 30mm Flak cannon or a flechette launcher is...so i'll guess. I'm Picturing 2 Skyguard turrets, and a Beefy Firebird Rocket launcher....That sounds Cool, Maybe a Little to much Anti air....But heck, i don't like reavers much so, Hell Yeah! I like this one Alot, But please clarify the Weapons for me. And Also note that the TR Lego' has the potential of 4 guns pointed at ONE target and 2 Additional Guns to Defend its Flank...A Very Formidable defense, The Thunder Ony has 3 guns and one is Restricted to Forward only Fire...But like i said, Need to get an idea of the power of these guns first :D
The Scythe- Ok, The Revised one you posted is Very nice. I like it Alot and don't see any blatent Imbalances, So i only have a Suggestion: Why not make the Guns mounted to the "Corners" of the vehicle So that they can cover forward and aft of the ride, This also fits with the VS theme of flexibility.
Ok On a General Note, About the "Ejection" system, I Love this idea. These Transports Obviously Have a Huge amount of firepower, And the Verticle Ejection idea is a Great balance for this power. It puts you at at a Risk of the enemy knowing your posistion. Also it Opens up the posibility of Fast drops with a ground vehicle, Like the Galaxy. 200 meters might be a little too high tho...Maybe half that?
Good Stuff, Pas it along to the Devs and maybe it will inspire them to make Something Half as Cool as these :D
TheN00b
2004-03-04, 10:49 AM
First, about the VS Cannon. While I understand your concerns, I do not believe that they are totally founded in fact. While I am aware that the Jammer affect would make it a fairly powerful AV weapon, the fact is that many people are already carrying around hand-held Jammers as it is, especially with the new grenade ammo patch. When I was using the Prowler in the test server yesterday, I couldn't get into an area with a high amount of enemy infantry without being Jammered in less than 5 seconds. Yes, I also understand that this would be highly effective against Surgiles, but who cares? IMHO, Surgiles are cheating assholes, with a few exceptions.
Second, about the Shredder. The Shredder fits with the theme of the TR not because it is a fast-firing, low damage weapon, but because, like it's would-be users, it' sincredibly vicious. There's a difference between shotguns and flechettes: Shotguns blow people away, flechettes, when used in quantity, actually can 'vaporize' people, which is downright sick.
All three are fairly inneffective against MAXes: The Shredder the least and the NC handcannon the most. The MPGL is actually not that effective: Jammers have no effect against MAXes, and one grenade (1/2 Frag+1/2 Plasma=One Grenade) isn't excatly going to kill a MAX instantaneously.
In regard to the Legionnaire, you're probably right that it's more powerful than the other two transports, and quite powerful as a gunship in it's own right. But it's my belief that, if the Devs won't downgrade the VS and NC, they should at least buff the TR.
As I'd envisioned it, the Thunder's Flak Cannon fires not so much missiles as incredibly powerful AA cluster bombs. Does that answer your question?
THank you very much for your post :).
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