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Author Topic: flamethrower(Incinerator) rebalance/more viable for ZC  (Read 20754 times)

Myakot

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Re: flamethrower(Incinerator) rebalance/more viable for ZC
« Reply #40 on: October 09, 2014, 11:02:20 PM »

How about this silly little idea:
It's an EW, will work somewhat like an ARC from NS2 (http://wiki.unknownworlds.com/ns2/ARC).
Spoiler for Hiden:
The ARC can be deployed to unleash its experimental sonic-based weapon to deal massive damage to alien structures, regardless of any physical obstruction between the ARC and its targets. However, Marines are often required to escort, provide defense and line-of-sight for the siege vehicles, due to the long cooldown period between sonic blasts and absence of armor when the ARC is deployed.

It's range should be limited to 20hex max (preferably even 10), damage output astonishingly high (~150+ plasma, so that you will HAVE to move, and not just stand there and take it.) It should be deployable, and have a really slow attack animation (3-5 seconds should suffice), besides, that attack animation should be seen by everyone who is in it's range.

Pros: ZC toilet holds will seize to exist.
Cons: this'll break ZC, unless this weapon won't be T3 and REALLY rare (with huge mfc cost per shot).

Just brainstorming this, none of this is thought-out properly, hope this helps someone's idea.
« Last Edit: October 09, 2014, 11:05:02 PM by Myakot »
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I think it's time we blow this scene, get everybody and the stuff together...
Okay, 3, 2, 1, let's jam!

Duke

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Re: flamethrower(Incinerator) rebalance/more viable for ZC
« Reply #41 on: October 10, 2014, 02:06:43 AM »

Well if we talk about anti-camp weapon, i have suggest. How abot wall-piercing ammo\weapon (for hex-shooting ofc)? I know, make destructible walls it so difficult, but why not make shoot through wall, it is necessary i guess.

I've seen how Hyperboloid's act in TLAmk2.

That becomes a weapon for campers and the side with more wins!

However, a balacned wall pierce weapon might be OK if it doesn't do more than 40 damage and flies slower than the plasma cannon I think.

Oh well, you mentioned "TLAMk2". Because I played a lot on the TLAMk2 and present at the creation of a hyperboloid. The thing is that there is a player has seen all the enemies through walls, in the end it all came down to shooting through obstacles with hyperboloids. With both sides. I'm talking about something else. For example perk weapons "piercing-walls." For heavy machine guns and other large caliber weapons. Which will sweep into two hexes to the wall with cuts damage by ~25%.

As I see it - if opponents entered the building, then unfold and heavy gunners start firing bursts-hex-attack on the walls, behind which presumably hiding opponents. Thus opponents will not be close standing against a wall. I especially emphasize this point, it is sufficient to sweep 2 hexes to ward off enemies from the walls. After which it can try to shoot them through the windows \ doors or smoke out flamethrower \ grenades, it will only strengthen the tactical element of combat.
 But make special type of weapon for shoot through walls - I think it is not a very good idea, it would be unbalanced.
« Last Edit: October 10, 2014, 02:18:25 AM by Duke »
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Официальный представитель организации.

elxiz

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Re: flamethrower(Incinerator) rebalance/more viable for ZC
« Reply #42 on: October 14, 2014, 03:43:24 PM »

.
« Last Edit: October 14, 2014, 03:49:44 PM by elxiz »
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