View Full Version : Weapons, Attachments, Function
Aside from what's been said about weapon variants in the videos, (ie. fire rate and accuracy changes) how do people feel about physical attachments on weapons, what do they hope are included as attachments or are not included and how do you all think they should function with regards to enviorment and player effects/changes?
What type of weapons do you hope to see and use?
To clarify the last question and an example, a flashlight attachment which could perhaps breifly blind players in close quarters. Just an example mind you.
So what do you hope is in or not in?
Grenade Launchers
Flashlights
Smoke Grenades
Bipods
Etc.
SKYeXile
2011-07-14, 10:55 PM
If they're taking the COD/BF path of attachments then i hope i can get a red dot sight, front grip, increased mag.
also your flashlight blinding people gave me an idea...DARKLIGHT LIGHT ON THE GUN!
I'm pretty much fine with anything but a grenade attachment.
Well, a jammer grenade attachment wouldn't be too bad.
Hamma
2011-07-14, 11:19 PM
Moving to discussion, not really an idea "yet" ;)
Bruttal
2011-07-15, 12:20 AM
oh yeah equipable grenade launcher feels right ;), or red dot or reflex
Sirisian
2011-07-15, 12:33 AM
Yeah I still want my punisher. My favorite weapon in the game since it required a lot of skill to use. I'll gladly place skill points to unlock the 203 like feature.
If they're taking the COD/BF path of attachments then i hope i can get a red dot sight, front grip, increased mag.
also your flashlight blinding people gave me an idea...DARKLIGHT LIGHT ON THE GUN!
A darklight scope or something instead of an implant, nifty.
Vancha
2011-07-18, 03:56 PM
I actually really like the "beam of light" darklight idea, moreso than a darklight scope. It'd really feel like you were scanning the room...
Death2All
2011-07-18, 04:06 PM
There already is a grenade launcher attachment in PS, it's called the Punisher!
But in all seriousness since we can now put attachments on our weapons I wouldn't like to see a Grenade Launcher equip to an MCG with extended mags.
I would like alternate scopes and sights though. Nothing else really comes to mind. Maybe some flair we can put on our guns like our Outfit name for example.
And a flash light that shines "darklight" would be awesome. Have it only be compatible if you had the Darklight implant. Imagine walking through a base with the gen down (assuming it's a lot darker this time) searching for anyone still hiding in the base and having a Cloaker jump out at you. I'd totally get Darklight again just for that rush.
How do people feel about smoke grenades? If implemented properly, not spammable, limited, etc. There were many situations in PS1 where I felt a smoke grenade would come in handy.
Also, does anyone think the Thumper should make a return? I was thinking about this a bit and had to remind myself that with new cert trees, they may not be abundant but in that case they may have to be powerful enough to warrant their use. Fairly uncertain about it. :shrug:
Death2All
2011-07-18, 04:59 PM
How do people feel about smoke grenades? If implemented properly, not spammable, limited, etc. There were many situations in PS1 where I felt a smoke grenade would come in handy.
Also, does anyone think the Thumper should make a return? I was thinking about this a bit and had to remind myself that with new cert trees, they may not be abundant but in that case they may have to be powerful enough to warrant their use. Fairly uncertain about it. :shrug:
I see issues with performance arising given the appropriate abundance of smoke grenades. I don't know exactly how much performance a machine requires to render a simple particle effect given off by smoke, but given the massive scale and how smoke tends to linger around for awhile it could be disastrous.
Sure the Thumper could make a return, if they balance it properly. As it stands now the thing's a spam cannon that nullifies any fun left in the game and creates boring back and forth spam fests. Perhaps if they reduced the clip, RoF and damage of the grenades it wouldn't be so bad. I'd imagine we'd get SA in some capacity in PS2.
Rbstr
2011-07-18, 05:02 PM
I'm for all sorts of weapon attachments, as long as you can't fit everything all at once.
Multiple scope options, to fit with the ability to go with the marksman or CQB version of the gun.
A silencer for people trying to hide from radar or whatever.
Laser designators for artillery pieces
I'm ok with a the non-existence of a punisher and the addition of a under-slung grenade thing. Perhaps make the punisher not require an extra cert for it.
Personally I love the under-barrel shotgun in BC2.
I like the idea of smoke...but you'll hit performance problems very easily with many people.
A darklight beam sounds awesome.
For balance perhaps one thing on top, one thing on bottom? So scope + nade but not nade + DL beam, because both would go on the bottom.
Traak
2011-07-18, 05:44 PM
Attachment? A Punisher that isn't so lame, and has a grenade clip.
ShowNoMercy
2011-07-18, 05:44 PM
All these attachments have to give some sort of a negative effect when using them, otherwise it favors vets over newbs and the game gets unbalanced.
-Silencer reduces dmg
-Red dot reduces CoF but increases ADS speed
-Reflex scope reduces ADS but increases CoF
-Increased magnification scopes reduce ADS speed, decreased CoF, and also have delays when switching between magnifications
-grip decreases CoF but also reduced sprint duration or clip size?
-grenade launcher has painfully slow reload, reduced run speed, reduced sprint duration, reduced clip size, increased CoF, and increased ADS speed (is that good enough for balance?)
-dark light attachment shows cloakers, only works for limited period of time, and has some negative effect to gun usage.
All of these attachments will have class limitations I assume, in which case the negative aspects of equipping them could be reduced.
All these attachments have to give some sort of a negative effect when using them, otherwise it favors vets over newbs and the game gets unbalanced.
-Silencer reduces dmg
-Red dot reduces CoF but increases ADS speed
-Reflex scope reduces ADS but increases CoF
-Increased magnification scopes reduce ADS speed, decreased CoF, and also have delays when switching between magnifications
-grip decreases CoF but also reduced sprint duration or clip size?
-grenade launcher has painfully slow reload, reduced run speed, reduced sprint duration, reduced clip size, increased CoF, and increased ADS speed (is that good enough for balance?)
-dark light attachment shows cloakers, only works for limited period of time, and has some negative effect to gun usage.
All of these attachments will have class limitations I assume, in which case the negative aspects of equipping them could be reduced.
Those seem like fairly stiff penalties, perhaps a better solution is wider availability, less time to obtain preferred attachments?
The Punisher was a decent weapon, even better with auto-reload off :mad:
But compared to ESMA, and I thought it just looked satan aweful, I didn't use it much nor saw it used often by others. Its integrated grenade launcher worked pretty well and I dont think many people, if anyone, had any gripes when it was used against them.
When I imagine a Guass with a grenade launcher though.....pain
Punisher is amazing in 1v1s with auto-reload off. Well it was, until they nerfed plasma.
Yeah, Gauss with a grenade launcher would be beyond broken.
IceyCold
2011-07-18, 06:32 PM
Punisher is amazing in 1v1s with auto-reload off. Well it was, until they nerfed plasma.
Yeah, Gauss with a grenade launcher would be beyond broken.
Well it also depends on how the new Gauss rifle works in PS2, but the Gauss as it is in PS1 with an M203... lol yeah that would be broken as hell.
I think that only certain attachments should really have drawbacks, otherwise you start to negate some of their usefulness. Some actually create their own drawbacks because they are rather specialized.
For example some of my ideas for attachments:
Underbarrel Grenade launcher:
Pro= Additional situational equipment that allows you to do high burst damage.
Con= Reduced stability on your shooting platform, thus an accuracy reduction to standard fire.
Red Dot Sight / ACOG Scope:
Pro= Higher level of aiming zoom (not much maybe 2x / 4x for ACOG) and increased accuracy.
Con= None needed (With the increased zoom you get tunnel vision, with less situational awareness you're an easier target for those around you.)
Fore Grip:
Pro= Increased stability and thus greater accuracy both from aiming and from the hip.
Con= Takes the place of any lower rail attachment, thus can not be used with an M203 , DL scanner, ect.
Flashlight / Darklight scanner:
Pro= Both allow vision in low light situations, DL scanner decreases the light's luminosity but fires a low frequency radiowave that disrupts cloak suits causing them to illuminate.
Con= Flashlight has none, however the DL scanner runs on a small capacitor that needs to recharge after it depletes, during which time the DL scanner can not be used. DL scanner is also a lower rail attachment, thus can not be used with an M203 or a Fore grip.
Tactical Uplink:
Pro= allows the user to paint a position momentarily giving a HUD ID to his squad mates for both warning and ordinance requesting functions. Squad leader can opt to promote this ID to a squad waypoint and also change it to a firing solution for artillery (much like the laze pointer for a flail).
Con= None, simply takes up a rail slot.
These are just a couple of thoughts, but not everything needs to have a strict drawback. They simply need to be made to serve a certain purpose, and be difficult to use outside that purpose. The ACOG scope is a prime example of this; you can't really use it at extreme ranges because it lacks the level of zoom needed, and its way too zoomed in to use in CQC.
Rbstr
2011-07-18, 06:37 PM
All these attachments have to give some sort of a negative effect when using them, otherwise it favors vets over newbs and the game gets unbalanced.
Stuff
I agree in some respects...but you're far too heavy handed. And in some cases just being silly.
Just like extra implants simply make you better adding certain attachments can operate in the same fashion.
Especially if some of these things are near-day-one certs. If you can drop a red dot on after a day, there's no need to penalize it.
Making a scope with zoom make your COF worse? Dumb.
Making the ADS go up on a 4x or whatever is understandable. But not on a red dot, which is partly designed to facilitate that.
Penalties should also make sense. Adding a grip shouldn't change your movement speed, it should lower your recoil effects, it shouldn't lower base deviation, it could make it impossible to mount the nade launcher.
Scopes should have nothing to do with base weapon parameters like damage, range or deviation. They simply make it easier to aim what you've got.
Though, mounting a 4x will make it harder to hit closer enemies when you consider tunnel vision, decreased sensitivity while zoomed and recoil effects on target reaquisition...If PS2 doesn't have some semblance of a decent recoil model, we've got bigger problems than scope balance.
Part of these things is that we're still stuck on weapon balance in PS1 context. While a launcher on the current gauss may be over powered, there's nothing at all to say it will be in PS2.
Tactical Uplink, very cool idea.
Hamma
2011-07-18, 07:32 PM
Aye agreed that sounds pretty sweet :lol:
Sirisian
2011-07-18, 07:38 PM
How do people feel about smoke grenades?
I'd love smoke grenades. In the game America's Army they're extremely powerful for letting players move around unseen. Would make it nice for moving forward into bases or into tree lines if you can get a squad to throw like 10 smoke grenades and fill a whole area with smoke.
Also if anyone is curious rendering such an effect is extremely inexpensive, not that it matters since they'll just use their volumetric rendering effect to do smoke grenades if they're added.
Punisher is amazing in 1v1s with auto-reload off. Well it was, until they nerfed plasma.
You were doing it wrong. Using frag grenades was faster. Fire 9 bullets I think it was then right click, click and the frag finishes them off instantly pretty much. Worked well at range also.
Hamma
2011-07-18, 07:55 PM
Smoke Grens would be awesome if they could be put into the game successfully without lagging everyone, or allowing people to turn off the effects.. :lol:
ShowNoMercy
2011-07-18, 07:59 PM
Yes I suppose I suggested some stiff penalties, but I didn't make any mention about how high up on the skill tree they would be. If they are relatively low skill level attachments then the penalties can be scaled back, but something like a grip is going to allow for less recoil and thus a better CoF (it just makes sense), there must be some way to balance that out so that newbies are not being picked off from a distance unfairly.
I feel that many of us are forgetting that simply having played for a month gives invaluable experience that can be used against newer players without having to use a modified weapon that is better than the base gun newbies are using. Not to mention it has been stated that up to a 20% dmg bonus will be possible for vet players. I mean how much easier does it need to be for vet plays to beat newbs into the ground?
Death2All
2011-07-18, 08:07 PM
Smoke Grens would be awesome if they could be put into the game successfully without lagging everyone, or allowing people to turn off the effects.. :lol:
Well if you could turn of the effect wouldn't that kind of negate the effect of a smoke grenade? Or was that the joke :huh:?
Malorn
2011-07-18, 08:28 PM
I like Darklight being an upgrade decision, either on a weapon attachment or perhaps some other tradeoff. It could be that by taking the darklight weapon attachment you could use a different implant. The darklight flashlight is also pretty cool because it would allow other people to see the infils too.
In addition to the attachments described, I'd like to throw melee-attachments into the mix.
I was thinking of this in the quick-knife discussion. I dont' like quick knife and if there's an equip knife then you can add melee attachments like a bayonette that grant you quick-knife like benefits in a way that makes logical sense. And you'd make a tradeoff for that quick-knife advantage.
Could also do something like a concussive blast to move someone *out* of melee range but otherwise do minor damage. Like a wider-angle shotgun used for tactical purposes that has a lot of room for error.
darklight flashlight is spot on! I think you should post it alone in the 'ideas' sub-section.
Also, having darklight granade launcher flares could also be quite interesting.
Traak
2011-07-18, 09:34 PM
darklight flashlight is spot on! I think you should post it alone in the 'ideas' sub-section.
Also, having darklight granade launcher flares could also be quite interesting.
Yes, and the cloakers could have a "blind everyone in the room" flash and bang grenade, so it would be balanced. Then, after the grenade wore off, which would be the length of time it would take for the "darklight flashlight" batteries to die, they could go at it again.
Flash bangs could potentially be OP, however. Flashbang, knife, knife, knife, everyone's dead ;-)
Flashlight or grenades ensure it's not as easy as flicking Darklight in PS1.
Maybe add extra 'arming' timer on both? So there is a 1-2 second 'charging' sound to allow infil to react and to prevent flicking the flashlight like a stroboscope ;-)
I'd love smoke grenades. In the game America's Army they're extremely powerful for letting players move around unseen. Would make it nice for moving forward into bases or into tree lines if you can get a squad to throw like 10 smoke grenades and fill a whole area with smoke.
Also if anyone is curious rendering such an effect is extremely inexpensive, not that it matters since they'll just use their volumetric rendering effect to do smoke grenades if they're added.
You were doing it wrong. Using frag grenades was faster. Fire 9 bullets I think it was then right click, click and the frag finishes them off instantly pretty much. Worked well at range also.
Yeah, and plasma grenades fuck over their COF while doing good damage.
Hamma
2011-07-18, 11:20 PM
Well if you could turn of the effect wouldn't that kind of negate the effect of a smoke grenade? Or was that the joke :huh:?
Well I was referring to some of the features now that allow you to turn them down. You can turn down plant/tree detail and ground effects that can be used as cover to give yourself an advantage (seeing people who think they are hiding). Kind of annoying :)
Traak
2011-07-18, 11:44 PM
Flash bangs could potentially be OP, however. Flashbang, knife, knife, knife, everyone's dead ;-)
Exactly, it's just as idiotic as a darklight flashlight that lets one person illuminate cloakers for everyone else. That was my point.
Treerat
2011-07-18, 11:50 PM
For the smoke idea since it would kill some computers (like mine...). Maybe instead creating an area of actual smoke it could release a "refractive particle cloud" that isn't isn't visible itself but someone inside it would "disappear" as if using a cloaker suit (ie near-complete if standing still, walking limited, etc). That way the client doesn't have to render the "cloud" (with the possible exception of soldiers using Darklight), there is still the option for a semi-stealthy approach, and it's just more fitting for high-tech weaponry. Plain smoke can be seen through with thermal imaging or radar, blows around with the wind, and can be problematic in that it not only blocks the enemies view but yours as well. A cloud of microscopic mirrors and lenses with attendant nanobots that "bent" light around soldiers hiding in it wouldn't be affect buy such mundane concerns however.
For the grenade launcher, maybe the issue isn't the concept itself (hardly ever see that option used in BF2 anymore) but how grenades from those launchers act. As I remember PS, a grenade from a launcher fired point-blank at a target would still have it's full effect making them useful at most ranges including point-blank. Hence maybe people's problem isn't the concept per say, but that the grenade launcher would be a "almost-one-shot kill" weapon at close ranges due to the combination of a grenade/ rocket to a target already mauled by the rifle while closing. Taking an idea from actual projected grenades - add a minimum arming distance. Basically if the grenade hits an object that would normally cause it to detonate but hasn't traveled 10 meters (wild guess) it simply does no (or extremely minor) damage because it hasn't armed and thus doesn't explode. The under-barrel launcher could thus be included without it becoming the "default" attachment for everyone, grenade launchers in general get a viable weakness (okay at a distance but harmless up close), and there would be a reason to carry a combat rifle plus some sort of CQB weapon (shotgun or under-barrel shotgun for example).
Now for what I would like to see as optional "extras" for weapon attachments.
Red-dot sight: reduced initial CoF. 1 slot (barrel, or bottom)
Gyroscopic stabilizer: reduced CoF bloom from firing and movement but drains power/stamina when in use. 2 slots (bottom and barrel).
Bayonet: Old but goodie - gives an immediate melee option. 1 slot (barrel)
Scope: gives better and adjustable zoom. 1 slot (top)
Reflex sight: reduced initial CoF. 1 slot (top)
Grenade Launcher: Single shot weapon using standard grenades. 1 slot (bottom)
Shotgun: 4-shot weapon comparable to mag-scatter. 1 slot (bottom)
Laser Designator: creates waypoint (without the "here I am!" beam) while used - primarily to provide targeting for artillery and guided bombs. Uses 1 slot (bottom or barrel)
Video Camera: allows squad/ platoon leader in the unit to "see" through the soldiers "eyes" with variable magnification. 1 slot (top or bottom)
Magazine Extension: increased magazine capacity by 50% but increased reloading time and increased initial CoF. 1 slot (bottom)
Quick-reload system: large reduction to reload time for second clip, but doubles reload time for the second reload (ie while reloading both clip spots). 1 slot (bottom)
Bipod: Reduced initial CoF and reduced CoF bloom rate when crouched. 1 slot (barrel)
Rbstr
2011-07-19, 12:41 AM
A few games do the distance arming thing on the 'nade, it's a great idea. They still tend to have it a bit short IMO. Though in BC2 if you hit the guy with the actual projectile he'll die, regardless of whether it explodes. Which makes some sense. This may be hardcore only, and it's damn hard to aim the 203 that exactly w/o cross-hairs so it doesn't happen often.
I stick by sights shouldn't do a damn thing to the weapon except how you aim it. It's a good way to help balance it, so you don't get a close quarters gun with tons of damage ending up highly accurate at range.
I also think magazine expansion mods are a bad idea. Unless it comes had in hand with an entire weapon variant that changes other things as well.
So instead of mods that fiddle with base accuracy, damage, clip size and other more "internal" factors. You have the choice between carbine, normal, marksman, whatever versions. Then you can add the various "external" factor mods that don't change how the gun's mechanisms really operate but can help you keep recoil under control, change the ADS, help with situational awareness, add a shotgun to the thing and whatever else. (Yeah, with recoil especially there's lots of overlap potential, this isn't meant to be a hard and fast thing)
Lots of you are still thinking in terms of PS1's COF, as well, PS2 should have something a bit more sophisticated. Though the trailer isn't particularly clear, we do know it has a more modern ironsights system.
CutterJohn
2011-07-19, 01:31 AM
Laser Designator: creates waypoint (without the "here I am!" beam) while used - primarily to provide targeting for artillery and guided bombs. Uses 1 slot (bottom or barrel)
I always wanted the laze to only be visible as a small dot, but you could still see the beam with darklight. It would be pretty annoying if there were a cloaker up in the hills in some random place you could never hope to find lazing targets.
Per the rest.. In general, when adding weight to a weapon, you increase its stability, so recoil is easier to manage, but it becomes harder to run around with. To that end, I'd say adding stuff onto the gun like a GL, extra clips, etc, would result in reduced cof bloom and recoil(but also reduced recovery), and increased cof while running about. Keeping a weapon light would increase CoF bloom and recoil while shooting, but the weapon would be better at running around and shooting with.
Larger clips would definitely increase loading times. Bigger, bulkier. Harder to pull out of whatever pack it was in and slap into place. Especially if there's some belt feed action going on that you have to get into place.
It would be great to have an arming distance for grenades.
Couple other ideas.
Grenade sight - computes firing angles for you(click on spot, and it puts a reticle in the air where you should fire) and allows for the use of fused, flat arc rockets(like the BF2142). Replaces the other sights, and has a big zoom and tiny FOV, so it makes CQC sighting painful. Computation takes a moment or two, but will seriously aid in accuracy for long range grenade shots, and allow you to use rockets to hit people behind the crest of a hill.
Pulse accelerator - A barrel attachment which overcharges and stabilizes the shots, resulting in increased accuracy and shot damage, but needs time to recharge, so a reduced rof. DPS stays the same, but it becomes a better long ranged weapon, rather like the HSR or the semi auto snipers in the BF2 games.
Silencer - Its my opinion that shooting should put you on the minimap briefly. This would keep you off of it. Perhaps off of the killspam as well, except for the person you killed, to reduce free intel. Results in lower damage(normally for this you'd want subsonic ammo but it can just be a future tech silencer), and slightly destabilizes the bullet, increasing cof.
Combat shield - Underbarrel attachment. Adds a small force field which reduces damage coming from in front of you by 25%. Slightly obscures vision.
Sirisian
2011-07-19, 01:48 AM
For the smoke idea since it would kill some computers (like mine...).
Stop that. :( You didn't answer my question so I have to assume you're in the DX9 group (http://www.planetside-universe.com/forums/showthread.php?t=36549). In any case one of Forge Light's key features is a volumetric fog system for clouds which allows planes to hide inside of them. The same algorithm can be used for smoke grenades to allow players to hide inside of them. ;) I actually don't know how they're doing it on DX9. In DX10/11 there are simple voxel shaders for achieving volumetric fog. It's the same algorithm used for real-time radiosity in the frostbite and Crytek 3 engines. I wouldn't worry. (Though the algorithm can run on the CPU very well actually. :lol: )
Treerat
2011-07-19, 01:59 AM
A few games do the distance arming thing on the 'nade, it's a great idea. They still tend to have it a bit short IMO. Though in BC2 if you hit the guy with the actual projectile he'll die, regardless of whether it explodes. Which makes some sense. This may be hardcore only, and it's damn hard to aim the 203 that exactly w/o cross-hairs so it doesn't happen often.
I stick by sights shouldn't do a damn thing to the weapon except how you aim it. It's a good way to help balance it, so you don't get a close quarters gun with tons of damage ending up highly accurate at range.
I also think magazine expansion mods are a bad idea. Unless it comes had in hand with an entire weapon variant that changes other things as well.
So instead of mods that fiddle with base accuracy, damage, clip size and other more "internal" factors. You have the choice between carbine, normal, marksman, whatever versions. Then you can add the various "external" factor mods that don't change how the gun's mechanisms really operate but can help you keep recoil under control, change the ADS, help with situational awareness, add a shotgun to the thing and whatever else. (Yeah, with recoil especially there's lots of overlap potential, this isn't meant to be a hard and fast thing)
Lots of you are still thinking in terms of PS1's COF, as well, PS2 should have something a bit more sophisticated. Though the trailer isn't particularly clear, we do know it has a more modern ironsights system.
The CoF bit is that A) I haven't played PS in years and B) while it might not be the same as in PS, it makes a certain amount of sense. When rapidly firing any weapon the successive rounds are more likely to miss due to the weapon "jumping around" due to recoil, barrel climb, and the shooters own movement. You can see this with the automatic weapons in BF2 and its follow-ups; if you face a wall say 20 meters away, stand up, and fire until the weapon overheats or hits empty, the initial bullets will hit near the center but by the end they will be hitting everywhere within a set diameter circle. Really it just makes sense to me - most quick-acquisition sights (lasers, reflex sights, etc) are designed to help with the first few shots.
Not that I don't like idea of different "sub classes" of weapons but there would be some problems with implementing them. The big difference between an assault rifle and it's carbine version (for example) is the space it takes up, the amount it weighs, and how easily it "handles" in tight spaces. The first would have translated well into PS1 with it's free-form inventory but PS2 is dropping that. The second really has never been a factor - the only way I could see it affecting battles would be reduced stamina drain if that becomes a factor. The third part would probably be the most easily implemented (as a lowered rate of turn & elevation/ depression the the "full sized" version), but also runs into problems such as turn sensitivity (effectively bypassing it).
And I do agree that NOTHING should increase a weapons base damage or rate of fire. Maybe reduce it in the same manner a sound suppressor trades velocity (and thus power) for a reduced muzzle report, but never up the weapons damage. Those two are just asking for major issues because they directly effect how a weapon relates to others in it's time to kill ratio. The reason I don't have a problem with magazine extensions is my experience with that option BF2142 where that option was available to the engineer for their SMG "sidearm". Since the weapon already took multiple rounds to kill, the extra 10 rounds wasn't a big difference. It did come in handy though when the other guy ran out of ammunition and charged with his knife out since it translated into 1 or 2 more bursts (just enough to either finish him off or make him duck behind cover). As long as something like that was restricted to weapons that need multiple shots (thinking primarily pistols, SMGs, and empire-specific rifles but excluding heavy assault and anti-vehiclular weapons) it shouldn't cause significant problems. Of course if it did cause a real problem, I would say yank it or don't implement it.
Oh, and I would hope they don't make non-exploding grenades from launchers actual one-shot kills. Most grenade launchers fire around 400 feet per second or less. I've been hit by paintballs fired that that velocity and beyond bruising (and lots of pain-induced cursing), no permanent damage has been done to me yet.
Senyu
2011-07-19, 02:17 AM
From Vanu standpoint for the Pulsar I think would be realistic (in sense of actually being in the game and balanced)
Tracer Point:
Secondary Ammo that when fire does minimal damage. Target is however highlighted/traced/tracked for all Vanu soldiers with Heavy Armor and vehicles. Reduces basic ammo amount.(Basically anything with HUD in armor so not being able to see it with spawnsuit as an example)
Speed Module:
(Just thought of name, i do not imply modules in first game) Pulsar's projectiles and rate of fire is increased. Visual smaller energy projectiles and high pitch noise when fired
Ammo Module:
Increase ammo capacity on shots able to fire before reload.(Assuming ammo is still in inventory)
Hackers Link:
2 second charge. Able to fire a single shot into enemy vehicle delivering a virus. Vehicle shuts down and is immobile for 3 seconds. Vehicle is also unable to fire weapons for 5 seconds.(Similair to jammer but lasts shorter but is more potent for the single duration. This is not spammable and player must be an advance hacker. Only 1 to 3 shots allowed until reload for balance reasons)
This may be OP but I honestly couldnt think of another way to have a command link thing without being Increase X damage or Rate of Fire. Wanted something unique but practical so s'what I tried to come up with
Command Module:
Modified Pulsar for players high in command and/or leading a squad. The Command Pulsar's energy levels are higher causing its shots to penetrate deeper than other pulsars and is more effiecent using the energy ammo. If i can explain this right it means that when firing it can shoot more while using less ammo. I imagine this would work by instead of each shot reducing your clip size by 1, each shots would be by .7 So your clip size doesn't change, just the rate you deplete it meaning more shots fired per clip. Its energy so I figured makes sense your shooting energy from a battery or pool of energy and this makes it more effiecent.
Benifits are also synchronous linking of nearby squadmate/outfit members pulsars granting them the benifits of the ammo effieceny
This may be OP but I honestly couldnt think of another way to have a command link thing without being Increase X damage or Rate of Fire. Wanted something unique but practical so s'what I tried to come up with
This one may be OP but I thought neat idea anyways. Shield Burst. When the players shoots his pulsar, each shot releases a burst of energy over the player causing low fire projectiles, (small to medium weapons) to be negated when hitting the burst. Only effects weapons shot at player from the front.
So when your constantly firing and releasing these bursts which last for half a second per shot fired your protected from pistols and other medium weapons. Obviously heavy,snipers, or vehicle weapons should be uneffected. The animation I imagine is similair to a burst of steam from the weapon washing over the player like hes prototcted by an invisible bubble. Visually it disapears when it washes over the head leaving the back side open to attacks. But obv instead of steam its energy
Aractain
2011-07-19, 03:48 AM
I definatly want there to be a stability vs accuracy trade off. Accuracy means first round while stability is how accurate something is in sustatined fire. As you might know people tend to hold the button down (and enjoy it) so being able to customise the weapon to your playstyle is awesome.
Stability is usualy done through vertical front grips and big stocks. Accuracy would be barrels, light stocks and triggers.
Vancha
2011-07-19, 04:32 AM
Exactly, it's just as idiotic as a darklight flashlight that lets one person illuminate cloakers for everyone else. That was my point.
Keep in mind cloakers would also be harder to find with a flashlight DL compared to the PS1 DL, especially with a narrow enough beam of light.
Typically you were dead as a cloaker if you got seen with DL anyway, unless you surged away. 1 on 1 you might survive if you had a gun or grenades, but then the issue you mentioned with the flashlight wouldn't apply.
Keep in mind cloakers would also be harder to find with a flashlight DL compared to the PS1 DL, especially with a narrow enough beam of light.
Typically you were dead as a cloaker if you got seen with DL anyway, unless you surged away. 1 on 1 you might survive if you had a gun or grenades, but then the issue you mentioned with the flashlight wouldn't apply.
I agree, as a DL flashlight would be limited in range and also easier for cloakers to tell when the player is using one and intention if say the color of the light is tell-tale.
A very limited area and range as opposed to the DL that was in PS. Which was really only limited in range while having a wide FOV.
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