The Weapon Suggestion Thread!
Posted August 28 2014 - 02:13 PM
Rail gun/Lazer gun
Mortar turret and you need to laze the targets
a sword/ tesla spike that gets an insta kill, but requires extreme close combat
alternate secondaries like swap the tow for a grenade launcher
melee combat as well as a better long range solution is what this game really needs
Posted August 30 2014 - 06:32 AM
Laser weapon (light medium heavy-slowish beams, high heat, good damage
custom weapon- choose ballistic(bullets etc) explosive(such as rockets) and energy (like lasers.changeable stats, change colour of projectile, rate of fire, with power 'o' meter to prevent them being OP.
Posted August 30 2014 - 06:35 AM
Posted August 30 2014 - 09:44 PM
and maybe i guess a single barrel shotgun that use's large shells with maybe a emp burst secondary to do short term shutdowns" that would be nasty just jump in emp switch an run em down.
Posted September 09 2014 - 05:49 AM
I'd still like:
- a Sabot turret
- more B-class vehicles
- a power jump ability for a new B class
- have balls_ make it inertial confinement fusion, rapid lens flare burst, cracking lightning-thunder sound, discussed this
- long time since new map was introduced, getting bored of the existing ones (chance for more vertical space_)
- an IQ test before being allowed into the first Siege game, say, under 80, no siege. Really. Or some forced method to read basic game rules, 3-4 questions to make sure at least the most basic idea is understood. For fuzzy bunny's sake. Nowadays it's 8 games out of 10 being total no-clue runarounds, with Siege becoming not even worth entering, despite being by far the most enjoyable game mode by design.
Posted September 10 2014 - 08:37 PM
Funny because the people who know the rules are frequently spamming "READY UP" while new players are checking the rules. I don't disagree with you, that certainly matched my experience with siege, just seems like a two sided problem. Maybe have a way to review the game rules while queued or outside of a lobby_
I like this idea, missiles are a fun addition to mech combat but I think it would be easy to overcomplicate their use and slow down the pace of play too much.
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.
Posted October 20 2014 - 07:25 PM
mortar mode: arc its payload sky high, dealing damage to an area (capable of tracking a target in short distance). huge splash damage, high ROF but unable to use indoor area and closing in enemies
howitzer mode: nearly hit-scan wep at long range, hit scan at mid to close range. slower ROF, smaller splash radius for indoor engagement
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