MJ12 Posted December 31, 2012 Share Posted December 31, 2012 (edited) The weapons currently available for the primary and secondary slot cover the basic niches (shotgun, sniper, assault rifle, machine gun, etc.) but don't really cover some of the more useful ones that are FPS staples, like splash damage guns, non-hitscan but higher-damage "skill" weapons, and so on. This is a proposal to do a few things to rectify this. 1. Change "Sniper" ammo into "Heavy" ammo, covering all sorts of big guns which blow things up real good. This is just a minor name change but critical for the subsequent changes ("why is a 'rocket launcher' a 'sniper rifle'"?) 2. New weapons. This new "Heavy Weapons" category would include several new weapons: -A rocket launcher that does high damage (~80-100) to everyone in a moderate (~3-4m) radius. Small magazine size and low fire rate. -An "autocannon" type automatic weapon that fires medium-damage (~40-50) explosives with a small splash damage radius (~0.5-1m) at a slow (for an automatic) rate of fire (fire rate of 2.5 to 3.5). It would have a moderate size magazine (15-20 rounds). These shots would move fast but not hit instantly, like the Corpus "energy bolt" rifles. -A railgun. A big, slow, non-semi-auto sniper weapon (magazine size of 3-4, fire rate of 0.6-0.8) that does more (~150 200?) damage and has innate Piercing so it can shoot through cover and multiple enemies. If the projectile is rendered, perhaps it may look like one of the Javelins that get summoned by Radial Javelin so you can pin multiple enemies to a wall like a shishkebab. -A bomblet launcher, like a weaker version of the Jackal's bomb toss... or some sort of rocket shotgun. When you absolutely, positively, have to saturate a place with explosives. It'd fire 5-6 arcing grenades that do low damage individually but can blanket an area with explosives. Obviously low magazine size and rate of fire. This would create a weapon that behaves differently at different ranges. At long range,it's a low-accuracy weapon that does damage to multiple targets. At close range, it does heavy damage to a single target or tightly packed group. -A napalm gun, which acts like the Grineer Napalm weapon. A lowish damage initial explosion that knocks targets down, plus an area of effect fire field that does damage over time. However, this may overlap somewhat with Ember. 3. As "Consumables", allow characters to bring and use grenades, which would cost a few credits each (maybe 50-150 depending on their power). There's a bit of space on the lower-left corner of the screen which you could use for "currently selected inventory item". You could have a whole variety of grenades, from lightning grenades (great against shields) to explosives to incendiaries to stun grenades and more. Or even more unconventional grenades. How does a "healing grenade" that creates a health and shield restoring "Explosion" sound? 4. Enjoy everyone going "holy **** these weapons are awesome!" Edited December 31, 2012 by MJ12 Link to comment Share on other sites More sharing options...
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