Page 2 of 8

Re: Let's design human weapons!

Posted: Wed Jun 20, 2012 11:51 am UTC
by danmal

I take it you never played against Gumbie. psaw is an extremely powerful weapon for it's price.


Re: Let's design human weapons!

Posted: Wed Jun 20, 2012 9:20 pm UTC
by Lecavalier~

Here's an idea for a gun:

  • Accurate up to medium-range distances

  • Fires volleys of 3 shots

  • 20 damage per shot

  • cost 500

  • available at s2

  • name: The Cavalier

(values are approximate estimations)

It's basically a stronger md with a few key differences, filling a slightly different niche.


Re: Let's design human weapons!

Posted: Thu Jun 21, 2012 8:58 am UTC
by danmal

When would I choose the MD over the Cavalier and vice versa?


Re: Let's design human weapons!

Posted: Thu Jun 21, 2012 1:17 pm UTC
by KenuR

How is it a stronger MD if it only deals 20 damage per shot?


Re: Let's design human weapons!

Posted: Thu Jun 21, 2012 1:20 pm UTC
by StalKermit
KenuR wrote:

How is it a stronger MD if it only deals 20 damage per shot?

It fires volleys of 3 shots.


Re: Let's design human weapons!

Posted: Thu Jun 21, 2012 6:13 pm UTC
by Droid

Stage 4 for Humans:
1.Classes
9 evos- Adv.Tyrant: Added Magnetite field attack (mouse 2) destroys human buildings lower than 400 hp and paralyzes humans in its radius (of 50 metres). Needs 2 evos.
10 evos-Mauler: 1500 hp-Mouse 1: Electrick shock, a lot more powerful than mara. Mouse 2: Very high-pitched sound destroys all human buildings in and disorients and paralyzes all humans Needs 6 evos.
2.Buildings
Sonorizer: Same as tyrant mouse 2

Human stage 4:
1.Weapons: Devastator: 1000 credits, uses alien conciousness to reload (basically you can only reload near eggs or the armoury but is stronger near alien base, bolt action and 3 mags full of alien acid. When you shoot its like a shockwave that destroys anything alien except the overmind and the wave gets bigger the more it advances(goes throught walls too)
2.Buildables: Adv.Tesla: Does the same as the weapon but goes sideways (flat) like this _

NOTE: Both stage 4's get available after 40 minutes of play and when ,after that, the team does 20 frags


Re: Let's design human weapons!

Posted: Fri Jun 22, 2012 10:02 am UTC
by KenuR
Droid wrote:

Stage 4 for Humans:
10 evos-Mauler: 1500 hp-Mouse 1: Electrick shock, a lot more powerful than mara. Mouse 2: Very high-pitched sound destroys all human buildings in and disorients and paralyzes all humans Needs 6 evos.

Are you serious?


Re: Let's design human weapons!

Posted: Sat Jun 23, 2012 12:53 pm UTC
by Droid

no, lets add a limit range of 200 metres


Re: Let's design human weapons!

Posted: Sat Jun 23, 2012 1:06 pm UTC
by Droid

or 400?


Re: Let's design human weapons!

Posted: Sun Jun 24, 2012 10:39 am UTC
by ViruS

How bout a WWII rifle... Here are some stats that could fit into gameplay:
Inaccurate as the standard rifle
Damage = 35
Clip = 5 bullets. Non-variable (its a physical weapon, duh)
Repeat rate = random between 300 and 750 (they were indeed annoying to shoot)
Reload rate = Variable depending on how many is in the current clip*... 4000? (~ faster than putting 2 bullets per second into the barrel)
Zoom = Its a rifle, we probably dont need one as it really doesn't have a scope that it comes with...
*We might need to significantly change the HUD so the number of bullets to load fits into the HUD, or we can make the 'clips' text smaller
Cost = Between md and pulse.
Stage = 1 or 2. If its at '1', it could possibly effect the balance significantly, but in reality, s1 humans die easier than s1 aliens.

Then, we have the classic rocket launcher that locks onto aliens and alien buildables. Theres a code for 'locking on' for one of the quake pre-made tutorials on modding somwhere...
Damage = 25 if you can get it to bounce of players, if not, maybe 150?
Explosion damage = 150
Radius = 150 (same as luci)
Default Firing speed = 320
Turning rate = maximum turning rate calculated after adding the magnitude calculations. At 320 units/s, maybe 10 degrees a second?
Acceleration = +320 unts/second/second
Fuel time = 3000 seconds
Clip = 1
Clips = 9 (including '0')
Lock on time = 1000+(distance from enemy/5)
Repeat rate/cooldown = 500
Reload rate = 1500
Inaccuracy upon fire - same as chaingun
cost = 600
Secondary = lock-on
Lock-on width acception - lets say about 15 degrees. Pretty massive but useless close-range.
stage = 3

Basically this weapon is almost useless due to its damage and repeat rate, but it should be helpful againts chasing down goons rather than using a luci.