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The Weapon Suggestion Thread!


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#1 SickDownlink

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Posted May 15 2011 - 08:08 PM

Post your suggestions for weapons here. Any weapon that would not be in the "Special Equipment Suggestions Compendium", i.e. Guns of any kind, missiles, etc.

Give the name of the weapon followed by a description if needed.

Also give feedback/suggestions on how to make the existing suggested weapons better
  

|||||||||| GUNS ||||||||||

Railguns
(Wikipedia) "Railguns are being researched as weapons with projectiles that do not contain explosives, but are given extremely high velocities: 3,500 m/s (11,500 ft/s, approximately Mach 10 at sea level) or more (for comparison, the M16 rifle has a muzzle speed of 930 m/s, or 3,050 ft/s), which would make their kinetic energy equal or superior to the energy yield of an explosive-filled shell of greater mass. This would allow more ammunition to be carried and eliminate the hazards of carrying explosives in a tank or naval weapons platform. Also, by firing at greater velocities railguns have greater range, less bullet drop and less wind drift, bypassing the inherent cost and physical limitations of conventional firearms.f it were possible to apply the technology as a rapid-fire automatic weapon, a railgun would have further advantages of increased rate of fire. The feed mechanisms of a conventional firearm must move to accommodate the propellant charge as well as the ammunition round, while a railgun would only need to accommodate the projectile. Furthermore, a railgun would not have to extract a spent cartridge case from the breech, meaning that a fresh round could be cycled almost immediately after the previous round has been shot."

---Rail Assault Rifle
Extremely fast rate of fire, low damage per hit, very fast overheat.

30mm autocannon
Moderate ROF cannon. Significantly slower ROF than the minigun seen in the videos, but proportionally higher damage per shot. Each shot also has a small explosive payload.

Automatic grenade launcher
Rapid fire, relatively low damage, but high amounts of splash, has a pronounced but not too extreme ballistic arc.

Reverse Exploding Grenade Launcher (aka Shrapnel Cannon):

Like a shotgun, but instead of using buckshot, it is more like exploding the grenade inside the pipe.Short range and inaccurate, but the white hot chunks of metal will tear through anything within range. *My notes: Maybe have similar specs as the shotgun but make it shorter range, more damage, faster overheat, lower ammo.

Re-purposed Tesla Welder (aka Hammer of Thor):
A variable range, low damage weapon. Akin to the Lightning Gun. The longer you keep this on target, the higher the damage ramps up. However, the further away it is, the less the max damage ramp becomes.Best used on fleeing opponents or people you really don't like.
Using it and missing makes you overheat really quickly, though. However constantly hitting an opponent overheats them quicker. It has maximum accuracy, but it's distinctive and constant hum as well as the Electromagnetic Radiation it gives off, allows you to be detected easier by other players.

Modified Industrial Grade Automatic Nailgun (aka Daisy Driver):
A super heavy weapon, that holds hundreds of enormous metal spikes. All aerodynamically designed to remain stable during flight. As they possess no means of propelling themselves, a mixture of volatile gases is used that react to each other upon combination. The result is much like that of a car engine, rounds are fed in, gas is combusted and the rounds are propelled forward leaving no casing behind to eject. This means that the next round can be loaded and fired almost instantly. However, much like a car engine, it requires acceleration and deceleration. It takes a second to fire up and longer to get to maximum RoF, and once you're there it takes a while for the gun to stop shooting. The weight of the ammunition and complexity of the gun itself also mean that it cannot be reloaded on the field. It's weight also means that you move slower as well as fly slower. The projectiles themselves are relatively accurate, but their weight and size makes them slightly more susceptible to gravity giving them a subtle arc, and they do not fly as fast as some other bullets. They do deal much more damage though, and are armor penetrating. *My notes: Realy like the acceleration to get to maximum ROF.


|||||||||| MELEE ||||||||||

Flamethrower
Does constant damage per second to anyone in range. *Maybe have the flamethrower cause the opponent's weapons to overheat faster, or slow down the movement of their mech, or do burning damage for a bit after they are not being hit.

Battle Saw
Does very high constant damage per second to anyone in range.  


|||||||||| OTHER ||||||||||

Hydra pod
A missile pod containing some set number of cheap rockets, meant for area saturation, slightly follow crosshairs, but just barely. relatively inaccurate, but can lay down a swath of explosions.

Smart Mortars 60mm
Provides medium to long range fire support, next to useless up close. You can get a "soft lock" on to an enemy target with or without line of sight. When fired with a soft lock, the mortars self adjust to hit whatever range the target was at when the trigger was pulled, though you still have to aim in the direction of the target, or adjust aim to factor where you think they will be. They fire in short bursts with very high arcs. They are capable of nailing targets on the other sides of buildings. When fired without any sort of range-finding soft lock, they zero in at 150m after a considerable arc. moderate damage, wide splash. fast burst fire of rate, but slow reload speed between bursts.

Tri-Barrel Revolving Mortar (aka Death from Above):
A long, heavy weapon comprised of three barrels. Designed to cluster together explosions over a medium to long range.Grenades explode on impact with anything, much like missiles.
But without the need for rocket propulsion, they can contain a larger payload, meaning more destruction.The longer the flight time, the higher the damage. The blast radius also increases.However there is no means to aim or predict the arc.
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#2 MarikLaw

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Posted May 15 2011 - 09:38 PM

Gauss Rifles/Railguns
Many mech games have them, but the most gratifying game they were ever in was MechAssault, not only because they were good but my god the sound they made was drool worthy. Just a nice sharp "WHAP".

#3 Flyingdebris

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Posted May 15 2011 - 10:14 PM

Before anyone stupidly says otherwise, because it always happens whenever railguns/gauss rifles are mentioned in any conversation.  YES, YES THEY HAVE RECOIL.

Hydra pod
A missile pod containing some set number of cheap rockets, meant for area saturation, slightly follow crosshairs, but just barely. relatively inaccurate, but can lay down a swath of explosions.

30mm autocannon
Moderate ROF cannon.  Significantly slower ROF than the minigun seen in the videos, but proportionally higher damage per shot.  Each shot also has a small explosive payload.

Automatic grenade launcher
Rapid fire, relatively low damage, but high amounts of splash, has a pronounced but not too extreme ballistic arc.
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#4 Ashfire908

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Posted May 15 2011 - 10:49 PM

This is all I have in the master list at the moment. Might as well add it to here. Plasma/Energy Weapons

"Just as the title says, would be fun to have some lasers, PPC (mechwarrior term), plasma cannon and other similar weapons"
There's not much more to the topic (just one more post), and it's from the 29th of April.
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#5 SickDownlink

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Posted May 15 2011 - 10:56 PM

Ashfire908 said:

This is all I have in the master list at the moment. Might as well add it to here. Plasma/Energy Weapons

"Just as the title says, would be fun to have some lasers, PPC (mechwarrior term), plasma cannon and other similar weapons"
There's not much more to the topic (just one more post), and it's from the 29th of April.

I am posting specific weapon suggestions with descriptions, someone could make a energy rifle and come up with a rough concept of how it would act in-game and i would post it up.
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#6 JackDandy

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Posted May 15 2011 - 11:21 PM

SHOTGUNS.

And damn, let 'em pack a punch!

#7 Ashfire908

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Posted May 15 2011 - 11:31 PM

Jack Dandy said:

SHOTGUNS.

And damn, let 'em pack a punch!

Shotguns are in the game (in some way). At the end of the gameplay trailer you can see with the death message the weapon used was "shotgun".
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#8 Flyingdebris

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Posted May 16 2011 - 04:22 AM

oooh i got another one


Smart Mortars 60mm

Provides medium to long range fire support, next to useless up close.  You can get a "soft lock" on to an enemy target with or without line of sight.  When fired with a soft lock, the mortars self adjust to hit whatever range the target was at when the trigger was pulled, though you still have to aim in the direction of the target, or adjust aim to factor where you think they will be.  They fire in short bursts with very high arcs.  They are capable of nailing targets on the other sides of buildings.  When fired without any sort of range-finding soft lock, they zero in at 150m  after a considerable arc. moderate damage, wide splash. fast burst fire of rate, but slow reload speed between bursts.
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#9 JetUppercut

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Posted May 16 2011 - 04:54 AM

Reverse Exploding Grenade Launcher (aka Shrapnel Cannon):

Like a shotgun, but instead of using buckshot, it is more like exploding the grenade inside the pipe.
Short range and inaccurate, but the white hot chunks of metal will tear through anything within range.

Tri-Barrel Revolving Mortar (aka Death from Above):

A long, heavy weapon comprised of three barrels. Designed to cluster together explosions over a medium to long range.
Grenades explode on impact with anything, much like missiles.
But without the need for rocket propulsion, they can contain a larger payload, meaning more destruction.
The longer the flight time, the higher the damage. The blast radius also increases.
However there is no means to aim or predict the arc.

Repurposed Tesla Welder (aka Hammer of Thor):

A variable range, low damage weapon. Akin to the Lightning Gun.
The longer you keep this on target, the higher the damage ramps up.
However, the further away it is, the less the max damage ramp becomes.

Best used on fleeing opponents or people you really don't like.
Using it and missing makes you overheat really quickly, though.
However constantly hitting an opponent overheats them quicker.

It has maximum accuracy, but it's distinctive and constant hum as well as the Electromagnetic Radiation it gives off, allows you to be detected easier by other players.

Modified Industrial Grade Automatic Nailgun (aka Daisy Driver):

A super heavy weapon, that holds hundreds of enormous metal spikes. All aerodynamically designed to remain stable during flight.
As they possess no means of propelling themselves, a mixture of volatile gases is used that react to each other upon combination.

The result is much like that of a car engine, rounds are fed in, gas is combusted and the rounds are propelled forward leaving no casing behind to eject. This means that the next round can be loaded and fired almost instantly.

However, much like a car engine, it requires acceleration and deceleration.
It takes a second to fire up and longer to get to maximum RoF, and once you're there it takes a while for the gun to stop shooting.

The weight of the ammunition and complexity of the gun itself also mean that it cannot be reloaded on the field.
It's weight also means that you move slower as well as fly slower.

The projectiles themselves are relatively accurate, but their weight and size makes them slightly more susceptible to gravity giving them a subtle arc, and they do not fly as fast as some other bullets.
They do deal much more damage though, and are armor penetrating.

I don't know why I gave them silly nicknames, but I did.

I might make a thread about a few things I think about tactically for guns, that might effect left and right side weapon choice. If nothing is really set in place as it is now, anyway.

#10 vesper1

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Posted May 16 2011 - 08:24 AM

Adhesive (hehe) Firegel - either shot from a special gun as exploding pellets or sprayed from a close range device. Decreases visibility and drastically increases heat levels of the target. Might lead to temporary shutdown.
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#11 SickDownlink

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Posted May 16 2011 - 11:35 AM

vesper said:

Adhesive (hehe) Firegel - either shot from a special gun as exploding pellets or sprayed from a close range device. Decreases visibility and drastically increases heat levels of the target. Might lead to temporary shutdown.
I love the idea man, but i think that suggestion belongs in the Special Equipment Suggestions Compendium found here.
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#12 SickDownlink

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Posted May 16 2011 - 11:37 AM

Great ideas everybody, keep them coming, and don't forget to give feedback on the existing suggestions, or discuss how to improve them.
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#13 SickDownlink

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Posted May 17 2011 - 09:32 PM

Anyone else got any feedback or suggestions_
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#14 BuffetKiller

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Posted May 18 2011 - 02:59 AM

Isnt a flamethrower more of a gun then a melee weapon_

Imo melee weapons are more like... Swords, clubs, knuckles and such. At least that is what i thought haha (and the saw mentioned)

With that being said.. Isnt a jackhammer a good melee weapon. Pounds/nail the enemy on the ground to finish him off
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#15 Mitchybape92

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Posted May 21 2011 - 10:45 AM

or maybe a little shoulder-mounted type gun that can slow people down for a short amount of time_

#16 Mitchybape92

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Posted May 21 2011 - 10:46 AM

SHOTGUNS :mrgreen:

#17 Mitchybape92

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Posted May 21 2011 - 10:57 AM

never mind my earlier post about the different arms supporting different guns....duh *slaps the back of own head*

i forgot about the different mech classes, heavy, light, and the inbetween one :P

#18 Varaka

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Posted May 22 2011 - 11:10 AM

Chain gun: Explosive spheres connected with energy or strechy metal. It can wrap around the limbs of mechs then explode. Shots can also stick two mechs togheter till it explodes.
can fire one shot then has to recharge.

Link gun: Fires an orange ball of energy which hits a mech then jumps to the next closest mech (can do it three times) so if two mechs are close togheter itll pass between them a few times. be careful not to use when enemy is too close or you will become part of the link.
Can fire up too three shots before overheating.
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#19 Mitchybape92

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Posted May 22 2011 - 04:11 PM

enemy seekers. not gay heatseekers that noobs use, but the ones that eject off of the robot and crawl around on the ground and chase an enemy, it cant fly so that makes it fair, and to fair it out even more, it only has a certain area it can travel before exploding

#20 Mitchybape92

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Posted May 22 2011 - 04:19 PM

Trip Wire_

shoot one point of the wire on one building, then the other end to another and trip people :D

it would be neat to use as a team so that a sniper could sit back and have another team mate set the trap_




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