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Thread: New weapon types

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    Senior Member Battlegrinder's Avatar
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    Default New weapon types

    SL has a lot of cool guns, but there isn't much variety. Its not as bad as a certain vampire themed game, but SL could use a wider range of weapons, with new abilities and uses. The new weapons could be all-class weapons, but designed to be particularly useful for one class. Or just new class weapons. Some ideas:

    Sub-machine gun(s). Synergizes with operatives. Weapon has very high fire rate, but low damage. Does tons of damage on critical hit. Poor accuracy for non-operatives.

    Shotgun. Synergizes with commando. short range, high damage, small spread, low fire rate. has high chance of knockdown/back when used by commando.

    Machine Gun. Synergizes with commando. Wide spread, high fire rate, long range, low damage, no crit. Can hit multiple targets at same time. When used by commando, targets will be pinned in place, other party members will have hit% bonus against them.

    Life Thief. Synergizes with Engineer. Gives user some amount of health on hit with enemy. When used my non-engineer, gives little health. When used by engineer, gives lots of help, and has group heal effect.
    Last edited by Battlegrinder; 08-31-2012 at 03:30 PM.

  2. #2
    Senior Member iAmPain's Avatar
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    Isn't this weapons from Hive?

    Correct me if I'm wrong, what your'e suggesting is already implemented in the game.
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    Senior Member Battlegrinder's Avatar
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    Quote Originally Posted by iAmPain View Post
    Isn't this weapons from Hive?

    Correct me if I'm wrong, what your'e suggesting is already implemented in the game.
    No, none of these weapons are in the game.

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    Senior Member iAmPain's Avatar
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    Quote Originally Posted by Battlegrinder View Post
    Sub-machine gun(s). Synergizes with operatives. Weapon has very high fire rate, but low damage. Does tons of damage on critical hit.
    eg: Chrome Phoenix - Primed, Bioneural, Fused & Dark Matter

    Quote Originally Posted by Battlegrinder View Post
    Machine Gun. Synergizes with commando. Wide spread, long range, low damage, no crit. Can hit multiple targets at same time. When used by commando, targets will be pushed pushed away.
    eg: Flux Cannon - Primed, Bioneural, Fused & Dark Matter

    Quote Originally Posted by Battlegrinder View Post
    Life Thief. Synergizes with Engineer. Gives user some amount of health on hit with enemy
    eg: Phase Injectors - Primed, Bioneural, Fused & Dark Matter

    Quote Originally Posted by Battlegrinder View Post
    Shotgun. Synergizes with commando. short range, high damage, low fire rate.
    eg: Wrathstorm - v4, v3, v2, v1

    ----

    So.. your'e saying we should get more of these things?
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    Senior Member Battlegrinder's Avatar
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    Quote Originally Posted by iAmPain View Post
    eg: Chrome Phoenix - Primed, Bioneural, Fused & Dark Matter

    eg: Flux Cannon - Primed, Bioneural, Fused & Dark Matter

    eg: Phase Injectors - Primed, Bioneural, Fused & Dark Matter

    eg: Wrathstorm - v4, v3, v2, v1

    ----

    So.. your'e saying we should get more of these things?
    You've got it wrong.
    SMG: high fire rate and low damage was would be .1 fire rate and 10 damage. Not just faster than most pistols with slightly less damage.
    Machine Gun: Once again, I'm talking about really high fire rate and really low damage, not just relative to current weapons.
    Life Thief: kinda similar, the life thief would be more of a healing tool that does some damage, rather than a weapon that could heal you. Also, power gloves don't do AoE heal, thief would.
    Shotgun: Wrathstorm is a standard cannon, not a new type. Main thing with shotgun was knockdown, which cannons don't do.

    Some of the weapons have attributes in common with current items, but they are still new items.

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    I understand your idea and like it
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    Senior Member iAmPain's Avatar
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    TBH, my concerns with your idea is the jam packed game-play in PvE.

    With the current animations that we have now, some of us that has slow connection + the enhancements of skill animation is being a problem.

    I do not want you to be offended but..what's with the idea of bringing up handicap weapons?

    SMG : low fire rate, and even has lower dmg than pistols?

    Machine Gun : once again really low dmg input?

    Life Thief : Hmm.. Why would the engineers need a weapon that has AoE heal "again" when they already have 2 beautiful healing skills?

    Shot Gun : IRDK why Commando's should get another knockdown tool, because I believe they already have 2 of them "again"


    It's just my opinion but, I think having a weapon that has no versatility like we have now is a really useless weapon.

    Could've been better "If" you mix it, instead if giving the same skills that this class already has.

    For example, OP - They could use a Dual Cannon (a mini cannon, idk) Low Dmg, high fire rate but it has the effect of knockdown!

    Engi - A glove that has a push effect + some self healing!

    Commando - Special Glove that has a decent amount of DPS + Good DMG! (Could possibly be the first Melee weapon) (Imagine using Growing Rage while using this weapon!)
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    Senior Member Battlegrinder's Avatar
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    Quote Originally Posted by iAmPain View Post
    TBH, my concerns with your idea is the jam packed game-play in PvE.

    With the current animations that we have now, some of us that has slow connection + the enhancements of skill animation is being a problem.

    I do not want you to be offended but..what's with the idea of bringing up handicap weapons?

    SMG : low fire rate, and even has lower dmg than pistols?

    Machine Gun : once again really low dmg input?

    Life Thief : Hmm.. Why would the engineers need a weapon that has AoE heal "again" when they already have 2 beautiful healing skills?

    Shot Gun : IRDK why Commando's should get another knockdown tool, because I believe they already have 2 of them "again"


    It's just my opinion but, I think having a weapon that has no versatility like we have now is a really useless weapon.
    SMG would do high damage on crit, so I'd be a great weapon for operatives, who have a high crit rate and crit-boosting skills.
    MG isn't designed to kill targets, its supposed to stun them so the other part members can take them out. It's more of a support weapon.
    Commando doesn't have any weapons that do knockdown effects.

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    Senior Member iAmPain's Avatar
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    Ight, just giving my opinion based on what I think we should/we shouldn't have ATM.

    I'll leave you now Kay..?

    So..Good Luck
    Live as if you were to die tomorrow. Play as if it's your last.
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    What Battlegrinder is talkin about is not just 'another cool weapon please'

    He gives ideas on guns that will vary our pve tactics, which is cool

    Surely, at pvp we all r gonna use primed coils.. But in the field new guns with perks will be useful and interesting to use
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  12. #11
    Senior Member Battlegrinder's Avatar
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    Quote Originally Posted by flashbackflip View Post
    What Battlegrinder is talkin about is not just 'another cool weapon please'

    He gives ideas on guns that will vary our pve tactics, which is cool

    Surely, at pvp we all r gonna use primed coils.. But in the field new guns with perks will be useful and interesting to use
    Exactly.

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