Suggestion for new guns

There are 48 replies in this Thread. The last Post () by Miss Trinity.

  • I like the BS turret concepts... I hope they will be realized.

    24/7 SWAT CF veteran from sometime before 1.6 up into 1.82. Lots of memories!
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  • what about a fake ship dropper?


    like a mine dropper but it drops mines which look like eagles, shrouds ...




    or an adv. emp missile that kills nearly every shild and energy on every ship in a 250m radius




    or a second protection shild.
    it replaces the cmd, each time you drop it it makes a hull around you, with 10 000 armor, that will last for1 second than its gone again, refirerate of 5 seconds.
    you cannot be hit by laser weapons, but also you cannot hit others


    (shouldn't be for battleships and trains)




    and what about party weapons, ship, planet/base , very colorfull, big effects
    a bit like in worms *gG* (sheep)

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    [SIZE=1] Post last edited by MarcBomber on 11.09.2005, 10:01 AM. [/SIZE]

  • Quote

    Originally posted by MarcBomber
    what about a fake ship dropper?


    like a mine dropper but it drops mines which look like eagles, shrouds ...


    Hmm, this could be doable. I don't see any major roadblocks. But getting it implemented might be a bit of a different story, good luck ;)



    Quote


    or an adv. emp missile that kills nearly every shild and energy on every ship in a 250m radius


    Also doable, simply requires increasing the area of effect for the missile itself. But using it might get you into hot water in a close mixed-faction battle. The weapon will hit friendlies as well as enemies. So you'd have to be very careful with it. Say for example that you're in a ASF/CSF battle, and your missile hits and drops the shields on several enemy ships, but also does so to several friendly ships, and then one of your allies gets killed as a result... Not a pleasant side effect. This is one of those weapons that has the potential to alter the outcome of a major battle in literally one shot.


    Quote


    or a second protection shield.
    it replaces the cmd, each time you drop it it makes a hull around you, with 10 000 armor, that will last for1 second than its gone again, refirerate of 5 seconds.
    you cannot be hit by laser weapons, but also you cannot hit others


    (shouldn't be for battleships and trains)


    Dual shields are possible, but not as a droppable mine or whatever, it'd have to be a second shield mount point. Droppable shields are not likely, and even if they were, their actual usefulness would be limited by the ship's movement.
    The situation is even less likely with droppable armor enhancements. I don't know if that's possible at all.


    Quote


    and what about party weapons, ship, planet/base , very colorfull, big effects
    a bit like in worms *gG* (sheep)


    What exactly do you mean by party weapons? Weapons that do no damage but are only for show? A'la fireworks? If so, entirely possible. Though not sure on likelihood of implementation.


    Anyway, hope this helped,
    ArchKaine

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  • Any chance of us getting our hands on Order Turrets and the oh-so-mighty Small Miner Turrets?

    24/7 SWAT CF veteran from sometime before 1.6 up into 1.82. Lots of memories!
    Built 88 chars between DC, BD, UAC,
    STC, and freelancers. Ashes to ashes, alas? D:

  • Quote

    Originally posted by SWAT_OP-R8R
    how about this one:


    a unguided dual torp with 100k explosion power, 200k explosion radius and 30sec timer


    bye bye system


    I'd call that the Daywrecker. [uglyhammer]


    For the ship dropper, I think this would cause a lot of lag for some reason.


    As for EMP weapons, we already have a big array. I think though, that they should be faster. Like the Paralyzer should be like a CD, but EMP. Because otherwise its just a waste of ammo.


    Also, the big hybrid missiles (½ Torp ½ Missile) like the Nemesis, Havoc and Cataclysm, should have better tracking capabilities. Because otherwise they are only effective against unmoving targets, or, at best, against battleships. It would be nice to see more diversity in the weapon configurations of players. Because at the moment, the best weapon configuration is: PPCs and Tizonas. Or any MK2 weapons and Tizonas. Because all other EMPs are useless (except, maybe, for the mines).


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  • no weapon is useless if you know how to use it properly. the nemesis, cataclysm and havoc are that way because if they homed and had the speed of a cd that is all ppl would have, killing would be far too easy m8. ppl who know/learnt how to use them do so very effectively. all emp weapons are useful on slower, less agile ships to act as shield killers. i have a paralyzer and an emp mine in my apc and i manage to take out vhf's and cruisers. ask Amos and xaf! all weapons have thier place but most ppl do tend to use the tiz, gatts/ppc's or codenames. doesnt mean the lower power higher refire weps arent as effective. (IOC) Trent used to use an eagle with high refire lvl 8 & 9 weps and used to kick ass in it, so it can be done. ppl just automaticaly assume that the uber weps are the only ones that are any good, and thats the wrong opinion to have, they all have thier uses.


    Doppleganger :D

  • I'd like to point out that if missiles stats were about halfway between that of CDs and torps their use would still be limited. It can cost more than 500k to reload if you empty your hardpoints. For most of the all-fight, no-trade players this would bankrupt them in just a few weeks. Having it be such though would add realism to the weapons and add incentive for taking missions against NPCs and exploring the sectors for good trade routes. The more money the player has to use to succeed, the better the strategy and resulting gameplay imo. In my eyes the ideal missiles would be doing ten times as much damage, perform closer to how a CD does, but cost ten times more and each round would take up 10 cargo space (50 rounds/weapon is grossly disproportionate). This sort of change would also demand equivelent changes in all the other munition weps, so it obviously isn't practical. As is it's sort of functional, but I think it'd be cool if experimentation was done with stat tweaks.


    (btw, there's something magical attached to most players' ships called a countermeasures dropper... it works rather well regardless of the missile's accuracy or speed xD)

    24/7 SWAT CF veteran from sometime before 1.6 up into 1.82. Lots of memories!
    Built 88 chars between DC, BD, UAC,
    STC, and freelancers. Ashes to ashes, alas? D:

  • Pesonally, I like weps with higher refirerate, mostly because of the "more" continous flow of pojectiles. The only setback i can see with less dmgoutput/shot is in the CF or DK systems, where the NPC's (maybe 'cause they are many) seem to beat my shields to a pulp.


    The point is, if I'm flying with HR-weps in them systems I can shoot at my enemies more often, but may not hit as many I would need to hit with just to accumulate to the dmg done by one round of PPC's or equivivalent..


    Then again, I'm not a pro on the Crossfire mod, so if you think I'm wrong in my statement, please correct me. :P


    Happy hunting :D

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  • Well there is one problem to adding more guns... running out of information cards to put their stats on...


    But if that not being a problem... I'd suggest stuff along the lines of...


    Chain guns... actual bullet kind of concept... very fast refire rate... dmg depends on what OP would accept for such a fast refire rate... Energy cost couldn't be too high cause of the refire rate...


    Shot guns... a spread shot kind of thing... low refire... high dmg... bad long range, good close range...


    Grenade launcher kinda of thing... has a set range at what point it explodes... various kind of effects... like a flash kind of thing that makes a bright light... or frag which shoots 'shards' everywhere... stunning... killing energy of a ship...


    Just some kind of real world type of gun suggestions... that's all.

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