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View Full Version : Weapon changes to make them stand out more.



Mirco
15-05-04, 17:24
Today the different weapons in NC is used much in the same way. Long range fighting is never playing a serious role in op fights(as far as my own experience is concerned), pistols, melee, flamers, non-aoe cannons(plasma, gatling, laser(does tanks use lasers at all)) all put to use at short to medium range.

The reason for this I belive is that there is no bonus or penalty put on weapons aim or damage(except a few) according to what range they are meant for, they are not able to deliver the kind of damage that is needed at long ranges. Combine this with the protecting and healing powers of the ppu and you get the situation I described above. Now I`m not out to bash the ppu. I`ve done this enough. I guess its just one of those things I love to hate. Anyways I`ll leave the the ppu alone because this doesn`t really regard them. We are talking changes to weapons here. The motivation for this is just to give us more fun. Oh and its quite a bit to read so please bear with me.

Ground rules…….

I`ll use a few terms that I`ll define here:

Short range. Weapons aim faster the closer you come to your enemy, but won`t close when you reach the medium range area.. Pretty much like pistols are now.

Medium range weapons: The sweet spot is in the middle, meaning your aim will close slower if the target is in the short range area or at long range, but at reduced speed. More effective at short range than long range, but as I said. The sweet spot is in the middle, usually medium range though the degree may vary. Assault rifles would fit this category.

Long range. The complete opposite as short range. Good aim at long range, serious degrading as the target moves through the medium range area and completely useless at short range.

AOE: Area of effect is it? I don’t actually know for sure what it stands for, but I`ve seen it used for weapons like the ray and fusion cannons. In this post AOE is therefore the same damage method as those of the ray and fusion cannons. Someone correct me if I`m wrong.

Pistols.

Not much to say here. I think pistols are fine. They are short range weapons.

Melee.

Not much to say here either. You get close and whack your enemies senceless.



Cannons.

Now where do I start. First of all I think cannons should weigh so much that once you bring one or two to battle and that is pretty much the only weapon you carry with you. Reason: To lock a player into the role the weapon he is bringing suggest. As an alternative and covering all classes. I could I think that for spies you get 2 weapon slots. Tanks get 2 for H-C users while melee tanks get 3 and PE`s get 3. Psi is free for all because they are just small weirdly shaped plates of something.

Gatling cannons. I think gatling cannons lacks a certain oooomph. They have feeling of punyness. I mean, we are talking weapons that should have a 3 meter long muzzle flash and rumble the earth when fired. I think gatlings should have insane roof, like 1000 shots a minute, but with that kind of rof they should have fast expanding aim. So that when a person use the gatling cannon he/she has to regulate is bursts carefully to be any effective. I also think gatlings should have serious shaking issues if bursts are extended to long. They should have bigger clips and in my head they would be medium range weapons. Remember that the medium range goes all the way from short range end to the long range end. Penalty to aim and recoil when firing on the move. Dependant on target(runner or mob) to get “lock”.

Plasma cannons. Should be made mini aoe cannon. Medium to short range(limited by the range the projectiles travels before they disappear in the air, because off ehem cooling?), but spews out plasma with same rof as today. Aim type the same as aoe cannons use now. Each bolt creates a little aoe effect. As far as aoe is concerned no aoe weapon user in his right mind should use aoe weapons when people gets very close as aoe damage should hurt the user of such weapons as much as the target in such situations. Not dependant on target to get “lock”. Penalty to aim and recoil when firing on the move.

Laser cannons. Long range weapon with slow closing reticule even at long range. Insta-hit and guaranteed when reticule is totally closed as lasers are very fast indeed. Dependant on target to get “lock”. Very hard to use effectively when moving.

Plasma waves. Unsure about what to do with those. Same as laser cannons?

Raygun cannons. All range weapon limited by the now dangerous aoe effect. I would like to see this as a barrel type weapon that also stacks in an area, making the spot a high damage area especially if multiple shots hit the same area. Long lasting barrel effect with a damage cap so it wouldn’t be crazy damage there. No impact damage done. Reduced rof from todays standard. Not dependant on target to get “lock”. Very hard to use effectively when moving.


Fusion cannons. All range weapon with certain limitations. Very destructive. The projectile should accelerate during air time. As an effect of this the longer range you fire from the larger the area where aoe damage is dealt will be. More energy built up as the projectiles stores more movement energy as it accelerates. Thus smaller damage area at shorter ranges. Very low rof. Not dependant on target to get “lock”. Very hard to use effectively when moving.


Rocket launchers. First of all make them go straight damnit. Rockets usually have stabilizing fins. Not as accurate as the other cannons, but a damn lot better than the launchers we have today. All range weapon, but beware of aoe effect for user. Set aoe area of damage and consistent damage. The PE of the aoe cannons. Not dependant on target to get “lock”. Very hard to use effectively when moving.


Flamers. Nothing much to say here. I think they are fine as they are.

Grenades and grenade launchers. Nothing I want to change about how these weapons operate. All we need is a rare grenade launcher to spam the inside of ops when you are besieging it. Not dependant…arr you get the idea.

Anti-vehicle/air rockets. Never tried on of those, but I think they could use the rockets on those could use some stabilizing fins as well. Not dependant and sofort.

Now that concludes the H-C weapons. Now tanks don’t have any very good short range weapons. This is where the melee comes in.

Rifles.

I think rifles reticules should never close completely unless the user is kneeling regardless of range.

Gatling rifles. Same as gatling cannons only its his little brother as far as damage is concerned. A heavy weapon meaning you cant cary very much else. Middle/short range weapon with pretty harsh penalty on short range. Penalty to aim and recoil while firing on the move.

Assault rifle. THE middle range gun. Range goes from middle of long range area to middle of short range area. Steep reticule closing penalty at the last 2/3 of the end of long and the same for short range. Meaning it is pretty damn good almost all the way through its usable range. Penalty to aim and recoil while firing on the move.


Assault or pulse laser. The middle range laser weapon. Higher tl, more damage, but almost like the assault rifle. Better at long ranges compared to assault rifle. Penalty to aim and recoil while firing on the move.


Shotgun. Very very short range, reticule close so fast its almost monk aiming.

Laser rifle. Long range to middle medium range, sniper aim, but guaranteed all shot hit when reticule completely closed. Higher damage for each shot. Very hard to use effectively when on the move.

Raygun. Stays pretty much the same, but should have only get “lock” in the short range area. Range bonus to damage just as it is.

Fusion rifles: Long range weapon. I would like to see some kind of accelerating effect on the projectile though. Needs lock to get target, but also deliver a very small aoe effect to surrounding targets if they are close enough. Very hard to use effectively when on the move.

Plasma rifles. The plasma cannons little brother. Same deal just less damage and smaller aoe effect. Nice for suppressing fire. Penalty to aim and recoil while firing on the move.

Sniper rifles. THE long range rifle. Not able to use outside of scope mode and kneeling is an absolute must if you want to use this rifle. Lock as today. I would opt for more damage pr shot and a lot slower rof. Big recoil. Rifle should be excluded from the: damage from weapon goes down according to hp left on target rule”(if it exists that is, haven’t noticed it myself, but I never pay attention to stuff like that.) I would rename it the knock out rifle as it should be best used in situations where your target is low on health. The idea is that it does so much damage you can knock out low health (like 1/4 or 1/3 health left), but the rof is so low that it is will be near to impossible to kill a max health players unless he is afk if you know what I mean. A weapon where you have to choose your targets carefully to get the most effect.

Also enough with the shots going so wide of the targer. Watching a burst of plasma where 2 go straight forward and 2 go 40 degrees wide (and often into the ground right infront of you) off the target is just silly. Let the projectile miss the target by a few meters in stead if you are firing from extreme ranges. Damage wont register anyways.

Now that concludes my little idea nova. I`ve excluded psi because I think the way it works as far as damage delivere is concerned is good. I know I might be a little unclear when I speak about ranges and I almost excluded anything that has to do with how much damage the weapons edit* makes. Reason is I talk about a concept and I don`t have the ability to go down into details. Also far as recoil is concerned if it aint mentioned assume its like it is now.

I know the concept of differentiating weapons is not new and I took the idea from another post that was on the forum for some time ago so I don’t claim it to be all mine. So what do you think?

Aziraphale
15-05-04, 22:36
I like a lot of it but...
Slower RoF on sniper rifles? Fuck right off mate :p

amfest
15-05-04, 22:43
range is negated due to clipping plane and insane runspeeds we have currently.

Mirco
15-05-04, 22:56
I like a lot of it but...
Slower RoF on sniper rifles? Fuck right off mate :p

Lol, I was beginning to fear that noone would reply to this. Thank you for the post. The idea with the sniper rifle was that you increase damage so much that you get closer to the "one bullet, one kill" thinking. When I`m at an op fight attacking or defending from the outside as a spy I put alot of distance between me and my enemy I`ve noticed I seldom get a good opportunity to fire, because of fast movement, cramped battles and obstructions like op walls, gates and stuff like that. That kind of situation combined with ppus the only thing that really helps is high and constant damage to the same target as you are fighting resists, armor, buffs and heals. As far as I`m concerned my sniper rounds hitting someone is just a fart in space and its damn near impossible to keep hitting someone with the frequency needed to make a difference.

My suggestion was ment to increase the damage so that you get a truly lethal and shocking weapon. I know I might have put the damage it should do a bit low, but it was just ment to illustrate my point. So to provide a drawback to the increased damage as it would be totally overpowered with todays rate of fire I suggested to reduce the rof. If the SH was made to be able to take out a character with buffs and at half health, but with not more than 1 or 2 shots pr minute it would be a tradeoff I atleast, would be happy to make.

Aziraphale
15-05-04, 23:01
Hmm, maybe you could have 2 types of sniper rifle, one with a large clip and reasonable RoF, making it more of a combat ready weapon. And then a true snipers rifle, very slow RoF, ultra powerful, and keep the current b0rked clip size.

1/2 shots a minute is a bit low though. If you miss one, due to lag, or something else beyond your control (Lack of skill i dont mind, you should have to be l33t to snipe effectively) then you're fucked for half a minute.
Make it one shot per 10 seconds or something, thats more than enough of a delay I think.
Would need a massive boost in power though, and I can already see how people would exploit it (fire uber gun, swap to less uber, continue until uber is ready to fire again, swap back, fire etc)

Mirco
15-05-04, 23:06
range is negated due to clipping plane and insane runspeeds we have currently.

That is true, but I was thinking that as people would seek out their most favourable position to strike from this would bring alot more movement and it would become more of a positioning game. I see a problem with my ideas and the zone edges though. Hmm didnt think of that at the time.

Anyways I`m kind of hoping that the new engine will provide some more long range fun and I would love to see runspeed reduced and all the different classes having different properties to their runspeed.

Mirco
15-05-04, 23:14
Hmm, maybe you could have 2 types of sniper rifle, one with a large clip and reasonable RoF, making it more of a combat ready weapon. And then a true snipers rifle, very slow RoF, ultra powerful, and keep the current b0rked clip size.

1/2 shots a minute is a bit low though. If you miss one, due to lag, or something else beyond your control (Lack of skill i dont mind, you should have to be l33t to snipe effectively) then you're fucked for half a minute.
Make it one shot per 10 seconds or something, thats more than enough of a delay I think.
Would need a massive boost in power though, and I can already see how people would exploit it (fire uber gun, swap to less uber, continue until uber is ready to fire again, swap back, fire etc)

I wouldn`t feel it as exploiting to swap to another rifle though, but there should be some limitation to how many weapons you could carry. Lets say you have a weapon weight limit that is independent of transport capacity(as being able to carry alot of loot is a feature that alows you to avoid alot of tedius running back and forth to the gogo. So as an effect the sniper would weigh so much that you would only be able to carry(man I wish to say pistol here, but specialisation.......) some weaker weapon. Perhaps the limitation could be based on TL`s.