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Red October
2004-11-01, 06:13 PM
Don't know if this has been done, but with many Anti-BFR people saying they would prefer new weapons (must not have core combat), it got me thinking...

What kind of weapons? InstaGib weapons!....nah...j/k But in all seriousness, here's a few ideas...mind you their designed from a Infiltraitors perspective predominately (as thats what I play predominately) and a Snipers (I play that when everyone and there mother has DL that evening).

1) Pistol Grenade Launcher - One Shot, then reload. It give's a better range than throwing, but at the same time its no SA weapon.
a. Pistol Rocklet Laucher - As above.

2) Hand Held Crossbow - Definately not hard damage. But you can shoot it without giving away your position (difficult to see, very silent). Unless you fire it when someone is looking directly in your area.

3) Stun Grenade - No damage to Health or Armor...just nails your stamina. So if you were running an implant or two (or three) and were low on stamina...now your walking...or sitting still. Or if you were full stamina, think twice before you really use an implant.

4) Force Grenades - Similar to a slow moving vehicle hitting you. Little damage and you get "knocked" out of the way. Good for crowded stair wells and halls full of enemies. Messes up thier concentration of fire power an accuracy. Could be just the thing to "get you in" and cause some serious confusion.

6) Full High Power Crossbow - No more streak of orange giving away where your at. Of course you sacrifice damage.

7) Different Sniper Ammo.
a. Acid - Usually regular ammo hit takes out a lot of health and chunk of armor...this is in reverse.
b. Stun Bullets - As with regular ammo, cept you lose Stamina....and no orange glow to make it worth while to use it.

Well those are just some that came to my head.

Black
2004-11-01, 06:22 PM
pretty good ideas

Warborn
2004-11-01, 08:34 PM
I think some sort of silenced pistol or what have you would be much more appropriate than a crossbow.

Pistol weapons which shoot rockets and grenades go beyond the role of an infiltrator. I think you're expecting them to be able to do something they shouldn't be doing. Obviously we all have our different opinions on this, so I won't discuss it any further.

7) Different Sniper Ammo.
a. Acid - Usually regular ammo hit takes out a lot of health and chunk of armor...this is in reverse.
b. Stun Bullets - As with regular ammo, cept you lose Stamina....and no orange glow to make it worth while to use it.

a. Against it, because MAXs already take 50 armor per shot from us. What would they take with the acid rounds? 100? Snipers aren't meant to counter MAXs, or vehicles. We shouldn't be able to do that.

b. Our current rounds already knock a bit part of a person's stamina out. Frankly, as a once-sniper myself, I don't see a point in this. Why would you not want to shoot to kill the person? I guess perhaps if they have personal shield active, but really, that's a situation that happens now and then, and it'd be a waste of time to switch to stun bullets in order to hit the guy's stamina, when a regular bullet will do pretty much the exact same thing anyway. I don't think I could ever justify not getting 1 of the 2 needed shots to kill a guy simply for the sake of draining his stamina somewhat, unless we're talking a stupid-huge stamina drain that reduces people to a crawl after a hit (in which case I'd be against it just because it would be really not fun at all to play infantry against that kind of weapon, regardless of how powerful it plays out; weapons can be bad additions because they're annoying as hell and no fun to play against even if they're roughly balanced).

KeviN
2004-11-01, 09:15 PM
b. Our current rounds already knock a bit part of a person's stamina out. Frankly, as a once-sniper myself, I don't see a point in this. Why would you not want to shoot to kill the person? I guess perhaps if they have personal shield active, but really, that's a situation that happens now and then, and it'd be a waste of time to switch to stun bullets in order to hit the guy's stamina, when a regular bullet will do pretty much the exact same thing anyway. I don't think I could ever justify not getting 1 of the 2 needed shots to kill a guy simply for the sake of draining his stamina somewhat, unless we're talking a stupid-huge stamina drain that reduces people to a crawl after a hit (in which case I'd be against it just because it would be really not fun at all to play infantry against that kind of weapon, regardless of how powerful it plays out; weapons can be bad additions because they're annoying as hell and no fun to play against even if they're roughly balanced).

Exactly what I was thinking. This has been suggested before.

"Shoot them with the stamina drain ammo so they can't run away, then put two shots into them so they die!"

That's three shots, and the first one gives them an obvious warning that more will follow. Why not just use the two shots and kill them quicker? Granted, it's a cool idea, but it's just not really practical.

Queensidecastle
2004-11-01, 09:20 PM
I had an idea for a device that you could put little pieces of bread in to cook, but in the end I just didnt think there would be any market for it.

Baneblade
2004-11-01, 09:22 PM
Revolver sidearm to replace the Magscat.

Semi auto carbine (kinda like the Garand or Winchester) make it longer ranged than MA, but not as far as the BD. Make it powerful per shot, but only load say 10 in the clip.

Queensidecastle
2004-11-01, 09:25 PM
..but on a more serious note, the EMP and Plasma landmines should have been in the game since release