Combat Medic Archive
Thread: ideas on this bio weapon idea
i think it would take one of a cpl forms..
1) something like the fishing pole where you add bait to...only in this case you add a poison or disease pack and get as many shots as the pack has charges before you have to reload.
a) would limit the effectiveness due to needing to reload.
b) would have to get packs to do any damage at all
c) is unique enough that it wouldnt conflict with other classes...maybe the Rocket launcher but nothing else is close to this idea.
d) could make the weapon range like pack range plus 10-20m too to account for the medium being used
2) something like a radiation or spray gun that shoots either radiation of one flavor or another or a spray of some bioharzardous materials
a) this isnt all that unique cause it would either be like the lightning gun in the idea that its a focused rad beam...or its like the flamethrower/acid rifle if its the bio spray.
b) would need shorter ranges than normal weapons
some things that should be general about any bio weapon:
1) needs to be a cert in novice cm
2) needs to tie into the crafting tree to keep the dabblers from getting it but nothing else
3) make it its own waepon class so you dont get rifleman/cm...pistoleer/cm..etc...to use something like kd w/action pioson or eyeshot w/ mind poison
4) should get skill bonuses with it thru one of hte trees
optional things taht should be general:
1) have a basic version of the weapon at nov anda better one at master...sort of likehow the DLT20 and DLT20a work in marksmen
2) shouldnt have any armor penetration ability on the basic version and light (possibly medium) atthe advanced model...for all intents and purposes the weapon is a tranq gun with variable loads.
3) if there is only the one version then light penetration
4) damage should be a bio effect and treatable like bleedingshot...thus you need to wait for the festering/bleeding to stop or get first aid done...which may make this more powerful than it is..but this should only be used on hte advanced model and not if your already firing poison packs.. (on side note the flamethrower should light things on fire too) ![]()
thats all i can think of atm...open to ideas or changes
Sounds Cool!
I Dunno about Armor peircing tho.... the way i imagine it is like poison gas or Dangerous radiation...either of those will probably completly ignore armor altogether ![]()
The loading of a gun that is like a fishing pole is interesting, it was my first idea about that actualy. But i figured that would just turn it into an off hand weapon like a grenade / Stimpack / Rocket launcher...And that would eliminate the posibility of specials and ensure a Ham cost every time you use it. also there is no auto combat for that...meaning you can't just click attack and have it work...you would have to stack up the combat que with each and every attack ![]()
So that leaves us with the best idea being just give us aregular gun cert and then put the supporting skill mods in our tree, preferalbly spread out threw atleast 2-3 lines, to prevent dabling just to get the Cool Bio gun. Having a master level gun is a realy great idea, assuming we had a novice level gun ![]()
"needs to tie into the crafting tree to keep the dabblers from getting it but nothing else"
Now, this sounds Cool...perhaps have some powerups for it in there or something...ir if it goes with the "Loading Ammo" type gun then we already have the ranged poisons and Disease that could be used.
"damage should be a bio effect and treatable like bleedingshot...thus you need to wait for the festering/bleeding to stop or get first aid done...which may make this more powerful than it is..but this should only be used on hte advanced model and not if your already firing poison packs.. (on side note the flamethrower should light things on fire too)"
Well the specials from the Flamethrower cause people to "Burn" and it acts as a DoT amounting to a second shot in the end...they said the normal attack did this also, but not in yet, or Q had his stories crossed
. I Dunno about the idea of giving us more DoT's to work with....i'm sure the idea of that alone would turn most people off ...it honestly just sounds like Another type of poison that we would have to craft....a sort of long range poison or something...hehe.
Anyway, i like the idea of Combat medics getting a Bio Weapon, Just any Regular gun(with average, or even lightdamage)Wouldprety muchClose the Book on me Becoming a Master CM+Doc without worrying about falling short of my ideal playstyle ![]()
As for the bio weapon idea, my main reasoning for supporting this is that it might be an easy way for the devs to get the mission terminals to "sense" our fighting capability with poison use. I am thinking it would be easier to code the weapon / mission level than to write all new code basing a mission level on poison effectiveness, range,and potency.
Napalm, Radiation, Tear Gas would be good ideas I think.
A diarhea gun that makes your enemy clench his cheeks so tight he can't walk very fast and effectively snares him
j/k
Doc Graudin
Master Combat Medic, Master Doctor
Kauri
"The knee bends any way you want it to"
Napalm Sound Cool.....although commandos would throw a fit like no other because its too similar to the flamethrower.
Rad Gun of some form was my first prime choice, however i know exactly how this would be treated by the Devs......*imagines an Orange spraying LLC or HAR, With Identical specials*...and again, just to similar.
...So i am Pondering the Idea of a (Bio-)Disrupter. For Balance and Programing reasons, make it like a heavy weapon...Give Spesific Bonuses only to that gun however it pleases ya in our tree (Personaly i would like to see Speed andacuracy Split apart in different lines). Anyhow the (Bio-)Disrupter Fires a solid Concentrated Beam of Radiation(Thick continuous Blue/Green/Yellow/Purple Beam)that Breaks down theorganic and Inorganic matter it passes threw in different manners.Inorganictargets just break down into nothing(Game Translation- Just Damage to lairs, Driods, unmaned turrets...), However Organicmatter Breaks down into Bactieria, Virus', Parasites...You name it, Nasty Stuff (Game translation- Causes a Short term"Disruption" Effect, 20 second - 4 second tic's-refreshable,Causeing aincreasing wound thatstarts in one stat and then Spreads to the others, As wellas DecreasingStim/Heal Effectivness)
Specials would be along the line of :
Aim/Chargetype shot 1/2 - Increased Damage and Accuracy and Inflicting the Disruption effect.
Grenade like shot Effect 1/2 - Limited range, but shoots a Concentrated "ball" that Spreads out from the target causing inreased damage and the status effect.
Slow+Snare status shot - A Shot that Causes such a Shock to the target that they are Snared and Intimidated for a short period of time, plus the status effect(Yes i'm dreaming...But it sounds fair
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Well Thats what i imagine a Cool Bio Weapon would be for a Combat medic.
Then again They could Just GIVE us the Heavy AcidRiffle and call it a day, I'm sure no Commando is gonna miss it ....just as long as they get something to fill in the void(that they feel the HAR is anyway ![]()
hehe...i think your idea for a bio-disrupter with the specials is better than my original idea(s). and would be fun to play with...but i can see a lot of screaming happen the first time some1 uses it in PvP tho...
altho the grenade effect is too much like a packs already. but a slow/snare special would be nice since suppressionfire isnt nearly as effective anymore.
It does radiation dmg!
And on the fishing pole thing. Instead put like a area stim pack into so it heals allies of the same faction or team mates.