PDA

View Full Version : New weapon suggestions:


Raeiphon
06-08-2005, 02:58 PM
aptrailer:

(pistol, does 40hp dmg per beam hit, drains 25 energy)
Fires out two energy beams which swirl to the range of an arbeamer (the width that the shots spread) and then combine, forming a beam that does 80 dmg on hit (forms 3 seconds after shot). The swirling beams can clip teammates and damage them, but only for 15 damage. Same applies for enemies. Has a reload rate of 2 seconds. Cannot be fired with energy below 25.

kinpierce:

(rifle, does 15hp per second that the beam hits the energy, drains 10 energy per second that the beam is maintained)

When fired, takes a second to charge, then a beam is shot from it, travelling quite fast. Every second you hold the fire button down, the beam continues and drains 10 energy. Sprays when used when moving.
Cant be used for more than 7 seconds, needs a 3 second cooldown rate afterwards.

kinripper:

(pistol, does 15hp per beam, drains 20 energy)

Fires a chain beam for 3 seconds. It curves as you move, and uses 1 plasma. Could be devastating if used when turning rapidly. Plasma sabers cannot deflect this attack.

kinarch:

(fire support, does 50 hp per beam, drains 0 energy but uses ammo)

Uses a new kinetic shell ammo per shot. Fires a shot into the air which splits into 9 and falls down at random places. Has a 4 second reload.

kinetic saber:

(melee, does 75hp, drains 50 energy)

Requires 50 energy to charge up. Charge lasts 2 minutes. Swung twice as fast as a plasma saber, can use a pierce attack (s+ upkey) to slice through multiple enemies. Uses two slots. Is able to parry shots (d+ upkey), doesnt reflect shots. After 30 parried shots, loses charge for 3 seconds. Takes 4 seconds to cool after charge expires.

gatling chaingun:

(rifle, does 5hp, drains 10 energy to wield)

Uses ammo caliber ammo, the rifle .45 one i think. Fires twice as fast as a normal chaingun, a bit more accurate and faster. After 10 seconds of shooting, uses a cooldown period of 5 seconds. Reloads in that time.

cross hydrorifle:

(rifle,melee, does 30 hp, drains 70 energy to wield, 10 to fire)

Fires 10 shots with 10 energy, can be used like a combatknife. Shots chain off enemy, can chain on a teammate too. Takes 3 seconds to reload after each shot, does not use energy to reload. When using melee, does 35 damage and chains 1 other person.

Hope you like em!

--NEW ADDITIONS--

cross kinetic hydrorifle:

(rifle, melee, does 5 hp, drains 10 energy to wield, 0 to fire)

Fires an unlimited ensemble of shots which split randomly and chase a enemy for 10 seconds then explode, doing 5hp + 3hp base and 4hp splash damage. When an enemy is hit with the melee side of it, they are plagued with a bolt that does 5hp damage every 5 seconds for 30 seconds and slows them down. As soon as they fire 10 shots the effect goes away.

thermal hydrorifle:

(rifle, does 50hp, drains 50 energy to wield, stunts energy by 50 (means cannot go over 50) while the rifle is wielded, takes 20 energy to charge 5 shots, has a 8 second cooldown after 2 shots)

Fires a focused flameball which spreads outwards and grows bigger. Does damage to teammates. Can travel all the way through the map, as long as it doesnt hit more than 10 people or clip an obstacle. Requires a new ammo - hydrothermal shell (x2 -100 money)

thermal saber:

(melee, does 90hp, drains 90 energy to wield, stunts energy by 90.)

Like the kinetic/plasma saber. Has same moves as kinetic, with a few others and a longer reach. You can shoot flames from the end of the saber, requires 3 second concentration, and uses 10 energy. Saber will automatically aim at the nearest enemy. Dash, uses 10 energy, allows you to swipe automatically for 3 seconds while moving. Deflects all bullets but irpulsar, enhanced pulsar, and the kinetic energy build weapons. kinarch will automatically disarm the saber from you if you are hit. counterattack, trade a hit for a hit. Does same damage as shot/swipe that was going to damage you would. Can counter combos.

Requires 3 ranks above solider to wield.

impact hydrorifle:

(rifle, does 1hp damage till charged fully, then does +10hp damage for every 2-4 tiles it crosses. Max of 50 dmg, requires 1 impaction clip to wield, you can then wield it 10 times after till you need a new clip. Has 1000 ammo, refreshed each time you unwield-wield.)

Does incredible damage at long range. Passes through objects, and immediently destroys hover bikes, mechs.

Non flaming CC please..

zim5354
06-08-2005, 03:20 PM
lol you must like the name ken but some of those guns damages are to high...

xAndrewx
06-08-2005, 07:35 PM
Do you mean 'Kin' not 'ken'?
Interesting :o

Raeiphon
06-09-2005, 09:29 AM
Kin - meaning a shortened term for kinetic.

And they all have cooldown times, and use alot of energy.

Dreth
06-09-2005, 04:54 PM
Kin - meaning a shortened term for kinetic.

And they all have cooldown times, and use alot of energy.
Ok, it's all fine and good, and really cool ideas, but if you get, like, 3 people on one team using them at once in a group, how do you stop them? They seem to hit hard and such, a bit too hard. I mean, come on, it's bad enough being killed in 3-4 swipes of a plasma saber. You want to give weapons that only need, like, 1 1/2-2 hits to kill? The ideas are nice, just make the weapons a bit less painful, and then shorten cooldown, then Id say they're pretty good.
(NOTE: For that last rifle, while a good idea, maybe it should just do enough to get, say, half of a mech(did their hp go down?) and go only say, 3-5 screens distance?)
*is done flaming(if any was in there)* :)

juice188
06-10-2005, 08:02 AM
good ideas but way too powerful, it can completely unbalance Zone :\

Raeiphon
06-10-2005, 09:20 AM
If all of them were addes yes, but if some were added, like a few kinetic and maybe 1 or 2 hydrorifles, it wouldnt upset the game too much..

Put it this way, You, vs 3 people with plasma sabers on one map (the star wars one.). They're 1 screen away. You charge and fire. It does 50 damage to each of them, and stops them in their tracks. They're on fire, and you can fire again. Bam.Triplekill.

however, they get close to you, your screwed. I want to utilize skill on zone, not just spacebar bashing. Weapons like this take skill to manuver, and require immense concentration. Charging and cooldown times ensure that you cant just blast the crap out of anyone with a rifle that does 50+ damage.

--More additions--

rooted thermal hydrocannon

(firesupport, does 10hp per rocket that hits, has a 1second cooldown inbetween each shot)

When you wield this, you cannot move forward or backwards, You can only aim and fire. When fired, a single warhead is deployed, which splits into 3 homing missles that follow a tracer which is shot out of the warhead. If the tracer hits, the missiles will follow the enemy for 10 seconds before speeding up one last time and exploding. Can hurt teammates.

rooted kinetic hydrocannon

(firesupport, does 1hp damage per force)

Same as thermal hydrocannon, cant move, only aim and fire.

Shoots out 2 balls like a gravitron which split by the tile, so:

1tile - 2
2tiles - 8
3tiles -16
4tiles -32
5tiles -64

Only splits to 64. Can damage teammates, does 10hp per force to buildings and machinary.

impact hydrocannon

(firesupport, can move, only very slowly. does 10hp per force, drains 10 energy per 3 seconds when deployed)

when fired, a beam extends from the cannon which circles around you, p protecting you from energy shots, and meleers. When S is pressed, the beam around you will stop, 30 energy will be taken and a beam will be shot at the nearest enemy, with near perfect accuracy, knocking them back 2 screens. When D is pressed, the beam will still circle around you, but it will grow, to a maxium of 5x5 tiles. Teammates can shield themselves inside it, but cannot fire. acts like an electron to hoverbikes and mech's, causes them to fail for 10 seconds if they come in contact with the field. good as a cover for a footcrew.

juice188
06-10-2005, 09:42 AM
hmmm.. no offense, but completely absurb

Kaimetsu
06-10-2005, 09:59 AM
Homing bullets aren't really feasible under Graal's current scripting engine. Not unless they go very slowly.

But yeah, most of your stuff seems fairly cool - albeit a little overpowered.

calani
06-10-2005, 10:25 AM
Here's an idea for you: combos.
lose the massive damage / cooldowns and go for skill.

Raeiphon
06-10-2005, 05:10 PM
Okay then:

--NEW ADDITIONS--

thermal hydrosaber

(melee, varies in damage, depending on saber length + combos)

Does a huge amount of damage, if you can hit your enemy with a string of combos.

Combos:

forked slice - (S+ Up, Down, Up) splits into 3 blades, drains 30 energy, each blade slices 4 times ahead of you while moving then disappears. can parry shots/blows.

longreach - (S+D+ Up,Down,Left) drains 5 energy, increses saber reach by 2.5 tiles. decreases speed by 45%
arch - (S+D, D, Down, Up) drains 30 energy, slices forward by 4 squares.
omnitear - (S,D,S,D, Up, Down) drains all energy, does 70 hp, regardless of parry or armor.

Dreth
06-10-2005, 07:49 PM
If all of them were addes yes, but if some were added, like a few kinetic and maybe 1 or 2 hydrorifles, it wouldnt upset the game too much..

Put it this way, You, vs 3 people with plasma sabers on one map (the star wars one.). They're 1 screen away. You charge and fire. It does 50 damage to each of them, and stops them in their tracks. They're on fire, and you can fire again. Bam.Triplekill.

impact hydrocannon

(firesupport, can move, only very slowly. does 10hp per force, drains 10 energy per 3 seconds when deployed)

when fired, a beam extends from the cannon which circles around you, p protecting you from energy shots, and meleers. When S is pressed, the beam around you will stop, 30 energy will be taken and a beam will be shot at the nearest enemy, with near perfect accuracy, knocking them back 2 screens. When D is pressed, the beam will still circle around you, but it will grow, to a maxium of 5x5 tiles. Teammates can shield themselves inside it, but cannot fire. acts like an electron to hoverbikes and mech's, causes them to fail for 10 seconds if they come in contact with the field. good as a cover for a footcrew.
Well, you see, for that thing, thats the thing, TRIPLE KILL. EASY. TO EASY. Zone should be a challenge.
Now, I like the idea for the impact hydrocannon though. thats a neat idea

calani
06-18-2005, 05:42 AM
Not what I meant by combos... go play Unreal (for all ye slow folks out there, think ASMD)
Though combo hits with a sabre would be neat - as long as they aren't lame. ahem.
also, a double sabre like the dual brand from PSO would be neat ^^ <3 the looks of that

Crono
06-18-2005, 01:12 PM
Remember kids, star wars map isn't the only map on Zone! Remember kids, arctic map isn't the only map on Zone!

:)