Combat Medic Archive
Thread: Posted this in the in concept thread, new weapon idea.
How about this for a new weapon (taken from planetside sort of lol) a radiator type weapon, a gun that shoots concentrated radiation that when makes contact with something it balloons out and covers say a 20m radius and anyone inside that 20m radius takes damage over time. It would be pretty weak (like 10dps to start with, maybe working up to 30dps or something) and would last for 60 seconds. This would be the ultimate crowd control weapon, it would force people to where you want them to go, yet not overpowering or what not (not stackable...but again, armor shouldn't protect against this, it's pure radiation and can be avoided by just moving out of the way). And it wouldn't be a DOT as we see now, since there would be nothing to cure, the cure per se would be moving out of the effected irradiated field.
Now, I'm thinking a weaponsmith should have to make the weapon (basic components would give it an unexperimented range of around 10m (assuming half decent materials), can be experimented to max of 30m), Adv materials would cover the rest of the ranges, 30m unexperimented to a max of 64. And a combat medic would have to make the ammo for it (unexperimented charges of 10, power could be experimental, but a cap at 25 power (combat medic effectiveness mods do not equate into more damage in this case) and it should be made with Tolium and Eleton reactive gases, as well as the class2 liq petro and titanium aluminum for the casings). And recharging the weapon would work like a powerup, drag and drop over the weapon. Maybe call the weapon the Radiator (a la planetside lol). The speed of the weapon should be 5 or 6, we should be able to get at least 50 speed throughout our tree to be able to increase our speed 50%, we'd never hit the 1 second speed cap, so it can't really be spammed, and having to watch ammo would insure that too. As for HAM costs accociated with this I'd think it should be something like 15/15/90 (maybe even 100 mind) since this thing should be used strategically only, not el spammo weapon.
Just a rough new idea, I may be able to live with a 75% nerf in poison damage if we had something even remotely useful to back it up with, like this, we'd truely become a support class with this.
As for cert placement I'd say place it at thethird tierof the Range tree (since it's got nothing going for it right now) with +10 speed for it at the tops of every tree and another +10 at master combat medicand put the schematic for the ammo at the top of the crafting tree. This would help to insure that people can't just get novice combat medic and get a pretty useful weapon like this.
Anyone with opinions?
I like that idea... that would actually give us a weapon!!
But I'm sure we would get nerf crys about it..
Thanks, and we probably would lol, even though it's just a support tool and something that can't solo entire groups lol.
More I was thinking about it though it doesn't really sound a lot like a combat medic"ish" weapon...but it would be cool if they could figure out a reason to add it ![]()
Also, class 1 radioactive should be a key ingredient in the ammo too (since it is a radation weapon lol). That pretty much uses almost all the same rare resources as our poisons and diseases, which would help to keep it a pretty simple thing to make ammo for (sort of hehe).
Xytroncore wrote:
How about this for a new weapon (taken from planetside sort of lol) a radiator type weapon, a gun that shoots concentrated radiation that when makes contact with something it balloons out and covers say a 20m radius and anyone inside that 20m radius takes damage over time. It would be pretty weak (like 10dps to start with, maybe working up to 30dps or something) and would last for 60 seconds.
How exactly would this be better than using poison?
This would be the ultimate crowd control weapon, it would force people to where you want them to go, yet not overpowering or what not (not stackable...but again, armor shouldn't protect against this, it's pure radiation and can be avoided by just moving out of the way). And it wouldn't be a DOT as we see now, since there would be nothing to cure, the cure per se would be moving out of the effected irradiated field.
So defense againt this would be to move out of the area? We'd still need a target and depending on the type of damage it does, I doubt it would force anyone anywhere...
Now, I'm thinking a weaponsmith should have to make the weapon (basic components would give it an unexperimented range of around 10m (assuming half decent materials), can be experimented to max of 30m), Adv materials would cover the rest of the ranges, 30m unexperimented to a max of 64.
So we would have to depend on a weaponsmith, the average weapon would have a range of less than say 40m, and the damage is still negligible?
And a combat medic would have to make the ammo for it (unexperimented charges of 10, power could be experimental, but a cap at 25 power (combat medic effectiveness mods do not equate into more damage in this case) and it should be made with Tolium and Eleton reactive gases, as well as the class2 liq petro and titanium aluminum for the casings).
On top of the crappy range and low damage I would have to seek out the same rare sh1t I need for my poisons. On top of that, no matter what I do I can never increase my damage to make my ammo unique and my effectiveness bonus doesn't even count?
And recharging the weapon would work like a powerup, drag and drop over the weapon. Maybe call the weapon the Radiator (a la planetside lol). The speed of the weapon should be 5 or 6, we should be able to get at least 50 speed throughout our tree to be able to increase our speed 50%, we'd never hit the 1 second speed cap, so it can't really be spammed, and having to watch ammo would insure that too. As for HAM costs accociated with this I'd think it should be something like 15/15/90 (maybe even 100 mind) since this thing should be used strategically only, not el spammo weapon.
On top of crappy range, low charges, hard to find resources, capped craptastic damage that my level bonus doesn't even help, I am burdened with a ridiculously slow weapon that drains my mind more inefficiently than using poison....
Just a rough new idea, I may be able to live with a 75% nerf in poison damage if we had something even remotely useful to back it up with, like this, we'd truely become a support class with this.
Not all CMs consider our profession to be a support class...
As for cert placement I'd say place it at thethird tierof the Range tree (since it's got nothing going for it right now) with +10 speed for it at the tops of every tree and another +10 at master combat medicand put the schematic for the ammo at the top of the crafting tree. This would help to insure that people can't just get novice combat medic and get a pretty useful weapon like this.
I don't like this idea as you can tell. I not only don't find this useful, I actually find it quite hindering.
Message Edited by Gnuut on 02-10-2004 03:26 PM
Gnuut wrote:
How exactly would this be better than using poison?
I'm saying if we do end up with the 75% nerf at some point, this may be useful. It's different in the sense that the area gets irradiated, so even if someone was to leave the effected area, the area is still irradiated so anyone else who comes into the area takes damage until they leave as well.
This isn't meant to be an uber weapon of any sort, it's supposed to filter people to where you want them to go. As I said this was a rough idea, damage could be increased, but not to the point where this thing does insane damage because as I said, this is a support tool. Want to empty out a base, shoot this at some NPC and it'll irradiate the base and force people to come out (of coarse it would have little effect on buffed people, but we'd have our poisons to help there as well).
But whatever.
Hmmm, maybe being able to make different types of damage, Acid, or Heat damage canisters that would work the same way, they would do more damage then the radiation, but would also be partially blocked by armor. And the range on the weapon can be made to 64m (plus more range on the AOE), how's that crappy?
Gnuut wrote:
On top of the crappy range and low damage I would have to seek out the same rare sh1t I need for my poisons. On top of that, no matter what I do I can never increase my damage to make my ammo unique and my effectiveness bonus doesn't even count?
Gnuut wrote:
Not all CMs consider our profession to be a support class...
Well, they could add it in with "charges" maybe 5 per weapon, and make it almost like poisons are right now, if we ever do suffer a poision/disease reductions (Which pahd already said it isnt on TC at the moment, so if we ever do it will probably be months before it happens.)
I do like the Idea though, *If* we do suffer a nerf..
And I didnt read anywhere that (GOOD)poisions/disease's were easy to buy/make (expensive, or hard to find).. soit would be the same as making good poisions/disease, and who says our class is only limited to poisons and diseases? a radiation gun would fit right in.. ![]()
Xytroncore wrote:
64m range isn't all that bad, maybe you should put down the 200m poisons once and a while and wake up to reality.
"unexperimented range of around 10m (assuming half decent materials), can be experimented to max of 30m), Adv materials would cover the rest of the ranges, 30m unexperimented to a max of 64."
So basically only if you have the best materials will you be able to acheive max range...as suggested by you...I'm not saying we need higher than 64m but making it hard to acheive the max range everyone else has is pretty ridiculous. btw, don't try to condescend me with a 200m remark because you make yourself sound like one of those nerf cryers, mmm k?
Charges can be experimented on, nothing in my idea is set in stone either, maybe 10 is too low for unexperimented charges, I was thinking that it should be used sparingly though... This is NOT about damage, not everything in this game should be about damage, this is strategic more then it is the atomic **edit**ing bomb. Not like you'd have to use the weapon or anything...it's not mandatory...but this would NOT drain mind more then a poison, poisons when I toss them use more then 100 mind, that's for sure.
For this to be an effective crowd control weapon there needs to be a threat. As you stated only unbuffed players would be threatened by this.
"of coarse it would have little effect on buffed people, but we'd have our poisons to help there as well"
For buffed players we have our poison. Why not just stick to poison in the first place? Where is the threat?
Gnuut wrote:
Xytroncore wrote:
64m range isn't all that bad, maybe you should put down the 200m poisons once and a while and wake up to reality.
"unexperimented range of around 10m (assuming half decent materials), can be experimented to max of 30m), Adv materials would cover the rest of the ranges, 30m unexperimented to a max of 64."
So basically only if you have the best materials will you be able to acheive max range...as suggested by you...I'm not saying we need higher than 64m but making it hard to acheive the max range everyone else has is pretty ridiculous. btw, don't try to condescend me with a 200m remark because you make yourself sound like one of those nerf cryers, mmm k?
Charges can be experimented on, nothing in my idea is set in stone either, maybe 10 is too low for unexperimented charges, I was thinking that it should be used sparingly though... This is NOT about damage, not everything in this game should be about damage, this is strategic more then it is the atomic **edit**ing bomb. Not like you'd have to use the weapon or anything...it's not mandatory...but this would NOT drain mind more then a poison, poisons when I toss them use more then 100 mind, that's for sure.
For this to be an effective crowd control weapon there needs to be a threat. As you stated only unbuffed players would be threatened by this.
"of coarse it would have little effect on buffed people, but we'd have our poisons to help there as well"
For buffed players we have our poison. Why not just stick to poison in the first place? Where is the threat?
Xytroncore wrote:
So IF we do get the 75% nerf what are you going to be doing? Poisons won't be doing much more damage then this weapon, and will be easily cured. So they'll have very limited use, I was thinking this would give us a new edge.
The damage from this weapon could be easily cured as well if it's restricted to health and action damage. I just don't see the edge here.
Also, maybe if there's prolonged exposure to an irradiated area (maybe 15 sec or 20sec) there could be a toxic shock sort of thing, maybe dizzy and stun the person, that would be cool.
Wouldn't be bad idea to add state damage, but there would be no point if the person is only affected with the state so long as they are in the area of the radiation blast. To be considered an effective crowd control weapon there needs to be a threat. Players get blasted with the radiation gun and an enemy CM will yawn as he tosses an AE heal to negate the damage you did. Once again, I ask, WHERE IS THE THREAT?