The Weapon Suggestion Thread!
#101
Posted September 28 2011 - 07:53 PM
#102
Posted September 29 2011 - 03:26 AM
"Humans are not rational, but rationalizing."
#103
Posted October 10 2011 - 10:44 AM
I have no idea if this has been mentioned yet but it would be VERY interesting if this game wasnt all about mechs shooting at each other. For example what if a light mech could fire a grappling hook at the ground or at another mech that dragged it toward the target dealing some damage. This could then set up for another melee weapon to be used, like a saw or drill.
Imo, they should add a type of mech that was geared towards getting close to another mech and fucking it up, it would have stealth capabilities allowing it to do this etc.
I also do NOT support lasers being implemented for the simple reason that this isnt mech warrior, its a battle over resources, so lasers dont really fit with the theme.
#104
Posted October 13 2011 - 11:10 AM
The hook thing looks funny to me. Why not_
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"The difference between theory and practice is smaller in theory than it is in practice"
#105
Posted October 13 2011 - 05:43 PM
A utilitarian device, it's original use would be for mechs to haul equipment, supplies or findings/winnings from a battle. It can also however be used as a grappling hook to susepnd a mech giving it an advantage of surprise t say a large overhang or bridge, also could be used to attach to enemies to keep up with them and slow them down.
#106
Posted November 01 2011 - 09:47 AM
I don’t know if anyone else here played Tribes 2 growing up, but they had a weapon called the shocklance. It was primarily equipped by the light class to shock the heavy class in the back by sneaking up on them. It relied almost completely on stealth due to its range being all but nonexistent. The upside to this was that it was an instant kill if got in the back, and only the back.
Now to tweak it for Hawken I think it should still have a nonexistent range but instead of the strength to kill it I was thinking one of the following:
- Disable the mech for a few seconds
- Cause the gauges on the HUD to go nuts, making you lose your perspective on your health/ammo etc for about 20-30 seconds
- If you jets are going, they shut off or visa versa (stop people from running, or make them fly away if they are pestering you)
All of these come with the risk of extreme proximity with someone trying to shoot your face off. Also I don’t know if Hawken will have anything like weapon penalties but I thought it might be interesting to possibly every now and again have you stick to whomever you are attacking, sort of welding your weapon to the mech's armor on contact due to the high heat of the electricity.
Just an idea!
#107
Posted November 05 2011 - 01:55 AM
Left hand weapon. High damage low rate of fire, overheats after one shot. Fires a Blue ball of light at your target.
#108
Posted November 05 2011 - 03:34 AM
This tactic would be used to daze your target and get them off balanced witch would make them have to adjust their aim. You could also have a shield/armor plate attached to the shoulder of your mech to use as a ramming device.
#109
Posted November 05 2011 - 08:46 AM
Dozer said:
Left hand weapon. High damage low rate of fire, overheats after one shot. Fires a Blue ball of light at your target.
#110
Posted November 05 2011 - 09:46 AM
Something that we have seen in Sci-Fi movies like District 9 MIB or Transformers. I don't think energy weapons would mix well with the art design that this game is going for but one heavy energy weapon would be nice.
#111
Posted November 05 2011 - 06:21 PM
Magma rifle
Melts anything and everything. Melts the ground beneath your enemies, which can weld them down depending on their legs (if multiple kinds). Low ammunition (like 3), like 1 shot / 5 seconds.
Disruption Blade
Very close range, high damage, can screw with controls (not movement)/display of hit enemies for a short time.
Arc Rifle
Highly accurate bullets that move in a screw path giving them the ability to pass around some walls and hit things behind them.
#112
Posted November 10 2011 - 11:33 AM
For example, the systems aff3cted by the EMP charge could disrupt intel in bursts and/or in the same way, could lower the functionality of [i]main[i/] weapons ( mostly by random malfunction during some time ) and also disabling secondaries.
Just an idea. But my point basically is to not fully disable the mecha because of an hypothetical EMP based weapon. Right_.
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"The difference between theory and practice is smaller in theory than it is in practice"
#113
Posted December 06 2011 - 10:02 PM
The_Silencer said:
For example, the systems aff3cted by the EMP charge could disrupt intel in bursts and/or in the same way, could lower the functionality of [i]main[i/] weapons ( mostly by random malfunction during some time ) and also disabling secondaries.
Just an idea. But my point basically is to not fully disable the mecha because of an hypothetical EMP based weapon. Right_.
I had an idea similar to this.
An EMP Grenade launcher.
So, basically, if equipped, it gives you the ability to launch a grenade that will mess with enemy electronics. It'll be an explode on contact weapon that does no damage. However, it does much more.
Part 1: It has a pretty slow reloading time, making it a weapon you can't just spam. For example, 30 seconds, more or less.
Part 2: To be used effectively, it HAS to be fired at a sufficient angle. For example, if you fire this sucker straight in front of you, it will just plop down not too far in front of you. If you are boosting (or whatever that jumpjet system is called) towards it while firing, chances are, you'll get hit by the blast. Now, if you fire it at, let's say, a 30 degree angle, it will go farther, and be more effective.
Part 3: This weapon does NOT disable Leg Parts, weapons, or the jump jet system. What it WILL mess with is the cockpit mechanics, such as the Health gauge, cross hairs, objective targeting systems, or enemy targeting systems. it could also temporarily disable those stationary turrets I saw in one of the videos. For the enemy mechs, a proper time for being disabled could maybe be 5 seconds, with the turrets being 7 or 8.
That's pretty much it. Not only does this weapon work as an effective "Calm before the storm" weapon (I.E. shoot this sucker at an enemy just before engaging), but it also works as a great Team Support weapon, disabling turrets and enemy electronics, giving your team a slight upper hand.
But you have to be a good shot, because this weapon can disable allied turrets and mechs as we- Uhh...Check that, I don't want trolling in this awesome looking game.
However, because of a slow reloading time, it might not be a very effective weapon to arm yourself with. Perhaps an extra item slot could be added_ I.E., instead of the EMP Grenade Launcher, a mobile radar (Accessed by all your team - used in short bursts) or a flashlight (for vision obstruction or the lighting of darker areas) could be used. Or perhaps an item that increases your boost/jump jet time!
The possibilities are endless!
Merry Christmas, you filthy animal
#114
Posted December 10 2011 - 06:57 PM
Curious if there will be load-outs(_).
#115
Posted January 16 2012 - 12:42 PM
Rockets seem to be there, but how about a rocket pod for incendiary rockets_ being rockets, they would fly in a straight line until they hit something, which would then catch fire. the pod holds maybe 4 rockets and can reload_
also, a steerable missile. would be a rocket launcher with one rocket that needs to hit before reloading. Sorta like wire-guided missiles. Could even have two firemodes, one where the rocket follows a red dot, the alternate is where you see a screen that shows what a camera in the front of the rocket sees, and you can steer the rocket right into something. however, you can't move when steering the rocket, so it balances out.
my mind has gone blank now.
#116
Posted February 06 2012 - 02:30 PM
-Multi-Target Homing Missiles. Pretty self-explanatory. locks on to up to three(four_) Targets simultaneously and fires a missile at each one.
-'Dumb Ordnance' Rocket Pods. Light missiles with very limited range than can be fired rapidly.
-Flare Pod. A sort of decoy ordnance that disrupts heat-seeking ordnances.
-Some sort of EMP. Already been said, but cannot be stressed enough.
'Tis all I have for now. Really excited about this game.
EDIT: Oh, and here's an interesting one: Laser-tagged artillery strikes_ Would have to be single-use, and have a delay of sorts so it doesn't obliterate the target instantly without warning, but still powerful. Like the Javelin in MW2. Debatably easy to escape, but absolutely fatal when it hits.
#117
Posted February 07 2012 - 12:27 PM
What if your mech could emit an strong EMP burst in that last moment just before you get hit by that or those guided missiles_.
This EMP burst could drain almost all your energy in a hit -> This way these do not end up being too abused by pilots.
It should inherently has short range but with a high damage value (this in order to disable the guidance system of incomings in the last moment).
Subsequently, would be interesting to make this as one pretty risky tactic. Meaning with this that, if the pilot mess its timing up, then his EMP counter meassure gets useless ( plus the energy drain penalty ) and exposing his butt to those pesky incmoings he wants to disable on the go.
Thoughts_
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"The difference between theory and practice is smaller in theory than it is in practice"
#118
Posted February 08 2012 - 08:39 AM
laser guns - small dmg, low heat
plasma - middle dmg, some dot, middle heat
autocannon - huge dmg, huge hot
small acs..
rockets, nonaim, autoaim..
and yes, exp system.. you can look in to world of tanks. really good game, big RPG element, many modules, etc.. same can be here..
When you buy robot, you can select which modules to buy.. plasma cannons.. laser cannons.. or rockets.. and then level it to better stats.. until u can afford better mech..
#119
Posted February 08 2012 - 09:11 AM
The_Silencer said:
What if your mech could emit an strong EMP burst in that last moment just before you get hit by that or those guided missiles_.
This EMP burst could drain almost all your energy in a hit -> This way these do not end up being too abused by pilots.
It should inherently has short range but with a high damage value (this in order to disable the guidance system of incomings in the last moment).
Subsequently, would be interesting to make this as one pretty risky tactic. Meaning with this that, if the pilot mess its timing up, then his EMP counter meassure gets useless ( plus the energy drain penalty ) and exposing his butt to those pesky incmoings he wants to disable on the go.
Thoughts_
My only reservation with an EMP burst is that by nature an EMP device would be omni directional and affect the mech triggering it as well. Perhaps if utilised as a separate "drop" item and set of the emp remotely would work better and any mech (friendly or not) caught in the field radius is affected
#120
Posted February 08 2012 - 09:33 AM
Imagine my defensive EMP burst idea like some sort of instant energy shield, with a max. diameter of 10 mts. or so, which is just able to disable missile guidance systems heading to you in the last moment.
Once the incoming missiles have been fooled you'll need to dodge very quick, due that those incomings will randomly impact near to your latest location, before the EMP pulse. Remember that your energy will be almost exhausted. So your maneurability abilities will be quite reduced, as well as your further mobility in order to counter, dodge and/or evade any other kind of attacks from any other enemy around.
Hope this helps a bit more to understand the concept that I'm suggesting on here.
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"The difference between theory and practice is smaller in theory than it is in practice"
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