Commando Archive
Thread: possible ideas for the grenade launcher and eweb suggestions
Message Edited by DennyDragonrunner on 06-03-2005 06:22 AM
To start off, yes there have been tons of posts about these weapons, and as it stands at the moment, most of us would rather have working weapons (i.e. a profession that works) than new weapons.....but I'm gmae for this hehe ![]()
Grenade Launcher:
Great ideas, could allow for specials to be used, and thus enhance our damage capabilities and flexibility in a combat situation. Say you really need to keep those squills under control? Pop in an Imperial Det, Glop, Proton, Cryo, and Thermal into a grenade launcher and press the special "Empty Clip." It launches all grenades out at once, and now you have a mob that is KD'd, Blinded, Burned, can't walk worth a crap, and severely damaged. I'd say that you cna fire off a shot every second, but then you'd have to spend six seconds reloading it (ya know, one second per grenade? lol). This could even lead to other various grenade types, such as a type of flash-bang (blind, stun), fragmetation (bleed), and maybe even an EMP to slow down all ranged weapon firing for the next 10 seconds, but would also slow down friendlies....should be used in a retreat. And I'd say that10 grenades is too much, six sounds like a good number for balancing...but the reload belt could perhaps add +1 to a new skill, grenade launcher reloading. Just a thought lol.
E-WEB:
There have been an infinite number of ideas about this weapon. It could only be used by a base, it would take 30 seconds to set up, it could require a MSL to make us fire faster, blah blah blah. Fact is, this weapon could be used almost anywhere to a.) turn the tide of a battle, or b.) provide covering fire ala an in-built special like the carbineer's suppression fire. With what we have now with our AOE weapons, I'd kinda say let us use certain specials that would increase damage output for a second but would also leave the gun vulnerable for several seconds while it cooled down. Sure, it'd have 180 degrees for a firing arc, and yes it should be the ultimate in crowd control, but to be fair to carbineers (I am one lol), how about have this weapon using an automatic cool-down function of say ten seconds after 20 seconds of firing? That way the weapon won't necessarily out-damage the area damages of thier specials, and also leaves the commandos able to stop using the E-WEB when the enemy got close enough and get into some close-quarters fighting.
Shotgun:
Just another idea to spout out, but it'd be a good way to tie in our unarmed mods. Plus, it would have some pretty coolbuilt-in special statuses.The shotgun would gain several specials to use, such as:
- Double-shot. Multiplies damage done by two, increased chance to cause 2 second root, 5 second snare.
- Sawed-off Techniques. For 20s, increases shotgun AOE effect from 30 degrees to 80 degrees, acts like Duelist Stance. Decreased defense by 100.
- Shotgun Strike. Only applicable to shotguns, knocks down target and immediately fires off a high-powered round into target. 1 second charge-up, 15 second cool-down, -100 defense for 3 seconds.
But this weapon could be utilized like the grenade launcher, in that it can use several different rounds. One could be armor piercing to give it a kinetic attack, another could be like a rubber round to give it a stun and dizzy attack. Another could give it an energy round. But it always has a chance to cause bleed, root, and snare. This chance however woudl be around 10% for balance issues. So this weapon would be able to use special unarmed techniques and ranged techniques in tandem, like a combo. Say you use unarmed KD with this: animation shows you swinging your shotgun, and the enmy is KDd. Then you follow up with a double-shot or maybe an overcharge shot to do even more damage. Then maybe you use an unarmed combo before a shotgun strike to soften them up. This could lead to interesting combos as a commando, and really show why we need the unarmed line.
.......just some thoughts hehe......![]()