Commando Archive
Thread: Idea for HAR replacement/ Assault Rifle weapon
Page 1 of 1
Rhelamos
Sun Jun 27, 2004 12:37 am
#1
Not sure if this has already been posted, but here it is;
All of you who have played JK II should know about a certain weapon; the Heavy Repeater.I propose that this weapon be implemented in exchange for the HAR. JK veterans will also note that this weapon has a plasma mortar which is effective in clearing out small groups of enemies; this could be implemented in the form of specials or even as a sort of *grenade launcher* where players place crafted grenades into the weapon to be launched via a special command. This weapon would be on a medium fire speed, similiar to carbines, with medium armor piercing. Alternatively the Heavy Repeater could have heavy armor piercing while using the Mortar special, detailed below.
This weapon would give commandoes the ideal gap-bridge between the launcher pistol and the Flamethrower. The Flamer would still be the preffered close-range weapon, but the Heavy Repeater would give commandoes a choice between the fast-firing, but weaker, launcher pistol or the heavy armor-piercing Heavy Repeater.
Some ideas for specials:
Burst Fire: Repeater fires 4 rounds worth of shots (essentially 4 shots at once), dealing heavy damage to the target, yet rendering the weapon unusable for the next 4 rounds. Since we're talking a rough speed of 4-5 seconds (maybe 3), we're talking about a heavy hit then a good 16-20 seconds worth of delay. This follows the principle of a Repeating Weapon; fire too fast, too often and you'll have to allow the weapon some "cool-down" time.
Plasma Mortar: This will be a mid-range, medium damage special (similiar to the flamer's specials but on a longer range limit) with Heavy Armor Piercing capabilities. This special will fire what is essentially a *grenade* at the enemy, damaging anything within a radius around the enemy. This would differ from regular AOE attacks in that it would not fire as a "cone" (that is, at everything in front of you that is within range) but instead would damage only those enemies around the target. Another interesting use would be to allow this special to fire OVER WALLS (it's a mortar, after all). Thus, if a base is too heavily defended we can call in commandoes to shell the area, thus enabling other units to move in and secure the base. Additionally, crafted grenades could be a required addition (putting the grenades into the gun with a system as used with fishing poles and bait)thus allowing a commando's abilities with grenades another output.
Repeating Fire: This would be a medium-to-low damage special that would have speed modifiers that REDUCE the speed of the gun, thus allowing for extremely rapid rates of fire. The drawback, however, would be a LARGE reduction in accuracy.
All of you who have played JK II should know about a certain weapon; the Heavy Repeater.I propose that this weapon be implemented in exchange for the HAR. JK veterans will also note that this weapon has a plasma mortar which is effective in clearing out small groups of enemies; this could be implemented in the form of specials or even as a sort of *grenade launcher* where players place crafted grenades into the weapon to be launched via a special command. This weapon would be on a medium fire speed, similiar to carbines, with medium armor piercing. Alternatively the Heavy Repeater could have heavy armor piercing while using the Mortar special, detailed below.
This weapon would give commandoes the ideal gap-bridge between the launcher pistol and the Flamethrower. The Flamer would still be the preffered close-range weapon, but the Heavy Repeater would give commandoes a choice between the fast-firing, but weaker, launcher pistol or the heavy armor-piercing Heavy Repeater.
Some ideas for specials:
Burst Fire: Repeater fires 4 rounds worth of shots (essentially 4 shots at once), dealing heavy damage to the target, yet rendering the weapon unusable for the next 4 rounds. Since we're talking a rough speed of 4-5 seconds (maybe 3), we're talking about a heavy hit then a good 16-20 seconds worth of delay. This follows the principle of a Repeating Weapon; fire too fast, too often and you'll have to allow the weapon some "cool-down" time.
Plasma Mortar: This will be a mid-range, medium damage special (similiar to the flamer's specials but on a longer range limit) with Heavy Armor Piercing capabilities. This special will fire what is essentially a *grenade* at the enemy, damaging anything within a radius around the enemy. This would differ from regular AOE attacks in that it would not fire as a "cone" (that is, at everything in front of you that is within range) but instead would damage only those enemies around the target. Another interesting use would be to allow this special to fire OVER WALLS (it's a mortar, after all). Thus, if a base is too heavily defended we can call in commandoes to shell the area, thus enabling other units to move in and secure the base. Additionally, crafted grenades could be a required addition (putting the grenades into the gun with a system as used with fishing poles and bait)thus allowing a commando's abilities with grenades another output.
Repeating Fire: This would be a medium-to-low damage special that would have speed modifiers that REDUCE the speed of the gun, thus allowing for extremely rapid rates of fire. The drawback, however, would be a LARGE reduction in accuracy.
Grycks
Mon Jun 28, 2004 2:34 am
#2
I have seen assault rifle suggestions in the past and yours seems well thought out. Only time will tell what the great Balance will bring however.
Etieg
Mon Jun 28, 2004 7:11 am
#3
I reckon you're on to something here, but perhaps make the FT tree a Heavy Weapons Specialisation tree, and an Assault Weapons tree. This way you could use the FT and the HAR under one, and an Assault Carbine/Rifle under the other.
It would certainly balance it out a bit.
Page 1 of 1