Any Mech weapon combinations you really want to see_
#21
Posted December 05 2012 - 04:11 PM
Please Q_Q
dirtnapgaming.com
#22
Posted December 05 2012 - 04:26 PM
killyg, on December 05 2012 - 02:21 PM, said:
[HWK]HUGHES, on July 03 2013 - 11:07 PM, said:
The Sinful Infil HEAT Cannon Hustler, Cloaking and Smoking, C-Class Swagger, Ballin' n' Brawlin'
#23
Posted December 05 2012 - 07:10 PM
Wait, fight-club, right.
On a serious note, a bullet based CQC secondary would be really cool, and I'd love to use the hawkins on an A or B class without using the sabot rifle as a secondary. Ideally with hellfire, because I love hellfire. Also give me hellfire/hellfire.
I still wish confused turtle was a real option in Skyrim...
#24
Posted December 05 2012 - 07:31 PM
Best,
JBR
#25
Posted December 06 2012 - 07:02 AM
Etan, on December 05 2012 - 01:03 PM, said:
#26
Posted December 06 2012 - 10:05 AM
defekt, on December 06 2012 - 07:02 AM, said:
Etan, on December 05 2012 - 01:03 PM, said:
I hit a grenade with my TOW last night. Pure luck, but amazing to see.
[HWK]HUGHES, on July 03 2013 - 11:07 PM, said:
The Sinful Infil HEAT Cannon Hustler, Cloaking and Smoking, C-Class Swagger, Ballin' n' Brawlin'
#27
Posted December 06 2012 - 10:08 AM
I may or may not have done this on several occasions...
#28
Posted December 06 2012 - 11:05 AM
Also, some sort of carbine would be nice. Something with a semi-auto feature that fires as fast as you can click.
Id also like to see a kind of blade launcher type of weapon. Something that fires like a guass cannon (hypersonic speeds, but make it a kind of serated disk instead of a spike) and make it so that it either travels through opponents, doing reduced damage for each subsequent target hit, OR make it bounce between enemies within a given radius of each other, still with reduced damage for each subsequent enemy hit.
What about a secondary that only fires an EMP type of projectile with a smaller or no AOE, but does the same thing as the EMP item.
Or what about another type of support ish secondary that fires smoke bombs that interrupt targeting_
Oh oh or what about a kind of chemical weapon secondary that fires canisters that explode on contact or remotely, with low inital burst but DoT's the target, doing some amount of damage over time, and give it a lower cooldown than most other secondaries_
Bhcfyrujdekijjn OH OH OH! OR...OR what about another kind of missile battery type weapon that fires vertical missiles_
Dunno, just some ideas for more diversity. I am currently working on some original Hawken concept art, so maybe Ill throw these into the project just to give them visual representation. Even if they didn't add any of them to the game, id still like to see them in a visual manifestation.
Overall though, I feel that not only do more weapons need to be added, but more weapons that are role based and fit into the niche of each mech class. Right now, the only real difference in the mechs are the chassis, so the most distinguishing factor is speed. We have the abilities, but some are just straight doodoo, while others are more useful, so that needs a fix too. Overall though, I don't think that the given weapon sets contribute much diversity, and some mechs of different classes share weapons, which muddles things up. I wanna say they should give each class their own completely unique weapon sets, then at level 20 unlock the ability to purchase other weapons that are unique to that class. If not more weapons, then what about weapon Mods that are unique to each class, i.e. a mod that switches the nade launcher to a chemical weapons canister projectile that still bounces.
Edited by BlackCephie, December 06 2012 - 11:22 AM.
#29
Posted December 07 2012 - 01:59 PM
#30
Posted December 07 2012 - 02:16 PM
#31
Posted December 07 2012 - 04:11 PM
It would be usefull for charge to affect not only the metallic mechs but also the items.
If we'd go even deeper, besides the health decreasing the electricity charge could also disrupt HUDs in mechs similarly like in the part of the Siege boot animation, with horizontal spikes in the picture or something like that. And it could also disable the more delicate electronics in some of the deployed item objects like remote radar or radar-scrambler for a few seconds or during the discharge time. Maybe even disable the turrets for a few seconds, too, or rather make them turn sideways and up/down (in the wrong direction), like unable to find the target but trying. When discharge is over, deployed items regain functionality, and mechs regain stable HUD display with no visual glitches. The weapon should be a slow recharge, I guess, as it would be too overpowered otherwise, not so because of the health decrease which should be moderate, but because of the HUD disruptions nuisance. I can only guess, ofcourse.
That kind of weapon opens up possibilities for a new internal upgrades, too. Like the electricity shielding which lowers the effect or duration of the electricity charge, and perhaps once in the future, a new kind of map construction where the metallic structures and objects could be used as a conductor for the charge of this weapon. Like a blast radius now can damage/kill the target hidden behind the corner, so the electricity charge could damage/kill/disrupt the target (mech/item) which stands on a metallic or conductive scenery object or near the metallic or conductive scenery object. We already have a lots of piping an tubing and wireing we're stomping on on some maps, and eg. on Bazaar (Sahara) there arent many to walk on, but there are some of those plus antennas on the rooftops where some players like to sit.
That's one of my ideas, devs or designers could think about this, and you fellow pilots can tell me your opinion on such a weapon in Hawken.
Another idea which came across my mind was laying mines of some sort, either landmines, or sticky tripwire mines detonated by breaking the laser beam. Those could be an items and could be planted on the vertical surfaces with the laser beam going horizontaly to the first obstacle upto some predefined distance. If the beam is broken, the mine is detonated with the directional charge in the direction of the laser beam. That would be ideal for booby-trapping some chokepoints, doors, even narrow halls or closed quarters. ] The laser beam should be visible, e.g. red, and it would also open up the possibilities of some internal detectors (as upgrades) or something. For example, scout class could get such a detector as a standard support item for buying. Well, devs and designers (and fellow pilots), use your imagination to refine those ideas if you like. I think that's enough for one post.
I'll restrain myself from mentioning some kind of BFG energy weapon from a C-class mech this time... And save it for L8R... ;D
#32
Posted December 07 2012 - 04:17 PM
#33
Posted December 09 2012 - 01:23 PM
Edited by BlackCephie, December 09 2012 - 01:24 PM.
#34
Posted December 10 2012 - 08:19 AM
What I think WOULD be cool and could lead to some interesting weapon setups, however, would be the ability to swap out not just your primary, but the secondary too (still out of the same three-weapon pool per class, though). Imagine an Infiltrator with AR and HEAT, or a Bruiser with Vulcan and SMC for a serious close quarters beast.
Just throwin that out there.
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