Future Weapons
#301
Posté 15 juin 2012 - 11:00
I miss the avalanche.
#302
Posté 15 juin 2012 - 11:02
The pistol looks like what a Batarian's handcannon would look like...Which brings me to my next point. After I finish designing the Mantax, I'm going to design the Bloodletter SMG, incorporating some of the illustrated pistol's designs.pureblooded88 wrote...
Pistol
#303
Posté 15 juin 2012 - 11:12
#304
Posté 15 juin 2012 - 11:24
#305
Posté 16 juin 2012 - 01:00
#306
Posté 16 juin 2012 - 01:06
#307
Posté 16 juin 2012 - 02:50
Nicely done. Edited the picture into the appropriate post. For a moment, I was concerned about where the Thermal clip would be loaded, but then I recalled that the Mantis loads from the bottom, so that design should work more or less.
Just a reminder, though I don't know how necessary this reminder is, but ensure you've taken into consideration how the models reload certain weapon types using thermal clips, including load and ejection ports, especially when defining rate of fire and reload speed on certain weapons. This works, as I could even see it even having a slightly faster reload animation (same as the Kishock) to increase its effectiveness (especially given its relatively low power).
And since we're on the Mantax, it didn't get as much of an over view as I would've liked. Right now I've it listed as a single shot with a Mantis reload, but given its damage is effectively the same as the Valient but only one shot as opposed to three per thermal, does anyone think a faster reload will radically change the balance?
Only point where it 'might' become an issue is rapidly stumbling multiple boss types, or possibly even effectively locking down a single one. Just food for thought.
Modifié par Nydus Templar, 16 juin 2012 - 02:50 .
#308
Posté 16 juin 2012 - 03:03
Nydus Templar wrote...
Nicely done. Edited the picture into the appropriate post. For a moment, I was concerned about where the Thermal clip would be loaded, but then I recalled that the Mantis loads from the bottom, so that design should work more or less.
Just a reminder, though I don't know how necessary this reminder is, but ensure you've taken into consideration how the models reload certain weapon types using thermal clips, including load and ejection ports, especially when defining rate of fire and reload speed on certain weapons. This works, as I could even see it even having a slightly faster reload animation (same as the Kishock) to increase its effectiveness (especially given its relatively low power).
Thank you for the feedback, I'll keep that in mind next time.
And no problem, Lokiwithrope! Glad that you love it!
#309
Posté 16 juin 2012 - 08:40
#310
Posté 16 juin 2012 - 02:26
Maybe he can do my Reaper Weapons!Soja57 wrote...
By the way, Nydus Templar, anymore weapons that you could potentially revive in this thread, or perhaps certain species/weapon types that we should try to create?
Modifié par Lokiwithrope, 16 juin 2012 - 02:27 .
#311
Guest_KproTM_*
Posté 16 juin 2012 - 03:20
Guest_KproTM_*
Soja57 wrote...
Turian Shotgun finished.
Shotgun that has an extremely wide pellet spread (wider than any current shotgun), but can charge up to tighten the spread of pellets for longer range engagements (minimum spread at max charge should = Eviscerator accuracy). Charging up does not equal more damage, but it increases the chance of each individual pellet to hit targets, therefore potential damage at range increases. Firing in default firemode decimates any enemy up close, but if you miss (though near impossible too) or use it for beyond close range, it should feel punishing. Undecided as to give it only one shot per mag or more.
For anyone who has played Gears of War 3, think of the Sawed-off Shotgun, except that it can charge up to equal the range of the Gnasher or even Retro Lancer. This is perhaps the easiest way to explain how this weapon works.
I want this!
#312
Posté 16 juin 2012 - 03:55
Soja57 wrote...
By the way, Nydus Templar, anymore weapons that you could potentially revive in this thread, or perhaps certain species/weapon types that we should try to create?
I'll take another run back thru and look, but so far the ones I've chosen have had some moderate level of feedback, and have also had some measure of utility and at least be alittle unique. I suppose I can start a dialogue on certain weapons that I feel have some potential to get them to a place where they can be worked on.
#313
Posté 16 juin 2012 - 04:07
Could you do my Reaper weapons?Nydus Templar wrote...
I'll take another run back thru and look, but so far the ones I've chosen have had some moderate level of feedback, and have also had some measure of utility and at least be alittle unique. I suppose I can start a dialogue on certain weapons that I feel have some potential to get them to a place where they can be worked on.Soja57 wrote...
By the way, Nydus Templar, anymore weapons that you could potentially revive in this thread, or perhaps certain species/weapon types that we should try to create?
#314
Posté 16 juin 2012 - 04:58
M-3 Predator:
M-4 Shuriken:
M-5 Phalanx: Alliance Heavy Pistol
M-6 Carnifex:
M-8 Avenger:
M-9 Tempest:
M-11 Wraith: Mercenary Shotgun
M-12 Locust: Alliance / Mercenary Submachine Gun(Most likely Devlon, given the hints in the info)
M-13 Raptor: Alliance / Turian Sniper Rifle
M-15 Vindicator:
M-22 Eviscerator:
M-23 Katana:
M-25 Hornet: Cerberus Submachine Gun
M-27 Scimitar:
M-29 Incisor: Law Enforcement Sniper Rifle
M-37 Falcon: Alliance Assault Rifle
M-76 Revenant:
M-77 Paladin: Law Enforcement Heavy Pistol
M-92 Mantis:
M-96 Mattock:
M-97 Viper:
M-98 Widow: Geth / Quarian /
M-99 Saber: Alliance Assault Rifle
M-300 Claymore:
M-358 Talon: Cerberus Heavy Pistol
N7 Crusader: Alliance Shotgun
N7 Eagle: Alliance Heavy Pistol
N7 Hurricane: Alliance Submachine Gun
N7 Valiant: Alliance Sniper Rifle
Quarian Arc Pistol: Quarian Heavy Pistol
Quarian Reegar Carbine Shotgun: Quarian Shotgun
Salarian Scorpion: Salarian Heavy Pistol
Turian Krysae Sniper Rifle: Turian Sniper Rifle
Turian Phaeston: Turian Assault Rifle[/quote]
Fixed a couple of things for you since we are talking about weapons
Modifié par WaffleCrab, 13 juillet 2012 - 05:29 .
#315
Posté 16 juin 2012 - 05:07
Mercenary Kishock Harpoon Gun:
M-3 Predator:
M-4 Shuriken:
M-5 Phalanx: Alliance Heavy Pistol
M-6 Carnifex:
M-8 Avenger:
M-9 Tempest:
M-11 Wraith: Mercenary Shotgun
M-12 Locust: Alliance / Mercenary Submachine Gun
M-13 Raptor: Alliance / Turian Sniper Rifle
M-15 Vindicator:
M-22 Eviscerator:
M-23 Katana:
M-25 Hornet: Cerberus Submachine Gun
M-27 Scimitar:
M-29 Incisor: Law Enforcement Sniper Rifle
M-37 Falcon: Alliance Assault Rifle
M-76 Revenant:
M-77 Paladin: Law Enforcement Heavy Pistol
M-92 Mantis:
M-96 Mattock:
M-97 Viper:
M-98 Widow: Geth / Quarian /
M-99 Saber: Alliance Assault Rifle
M-300 Claymore:
M-358 Talon: Cerberus Heavy Pistol
N7 Crusader: Alliance Shotgun
N7 Eagle: Alliance Heavy Pistol
N7 Hurricane: Alliance Submachine Gun
N7 Valiant: Alliance Sniper Rifle
Quarian Arc Pistol: Quarian Heavy Pistol
Quarian Reegar Carbine Shotgun: Quarian Shotgun
Salarian Scorpion: Salarian Heavy Pistol
Turian Krysae Sniper Rifle: Turian Sniper Rifle
Turian Phaeston: Turian Assault Rifle[/quote]
Fixed a couple of things for you since we are talking about weapons
[/quote]Sure, make the humans get more bonuses.
#316
Posté 16 juin 2012 - 05:42
As for the Reaper Ashwarp, currently its describing a narrow beam, longer range Reegar, or perhaps a Particle Beam with a carnage effect on death. We've already got the Reegar, and I don't think we really need another of its ilk quite yet. However, going back to the microwave gun concept with the M-20whatever referenced in the original Mass Effect, we can shift it into working much like the Reaper Darkstar, and even add an interesting tidbit about its past. Beyond that, its a shotgun grenade launcher, functionally at least.
The big issue here is that it'd become yet another Infiltrator weapon, a powerful AoE one at that. Just cloak and fire to destroy entire spawns. The single shot doesn't hold back Claymore infiltrators and it wouldn't hold them back here, nor would it having a relatively generous travel time. Shotgun infiltrators would just need to get close like they already do.
As for the Cindernova, there's nothing really in the game which supports the mechanisms you've got listed there. Parts of it, sure, but nothing really listed. The game already defines what limitations are on charging, and I don't know if they are specifically related to the gun. I also, after reviewing what we've got so far, think there's enough Assault Rifles for the time being. Not that extras would really, truly hurt, but we have a lack of SMGs, and pistols that aren't mini-snipers.
If I had to change the concept on the Cindernova, it'd be a burst fire SMG. We currently lack SMGs which make effective use of the scope attachment. Essentially, it'd be a mix breed of the Geth Plasma SMG, the Shuriken, and the Locust, having an extremely high rate of fire, very low recoil, limited to six round bursts, and decent accuracy. It would have a relatively small clip, but its designed around the general principal of placing most, if not all shots, on the head.
The low recoil combined with high rate of fire means you can secure this at long range from in cover, or at medium range out of cover. Its supposed to be a burst SMG in the truest sense, without making it another Hurricane.
Damage would have to be high enough to allow this to function on gold, though, perhaps the entire six shot burst being greater than a single shot from a Paladin of the same level, but with a greater refire time in addition to the natural drawback of having recoil at all. Upside would be that it'd make a mockery of shield gate, but the down side is the fact that you have to compensate for multiple shots on target and lose some damage to body shots.
#317
Posté 16 juin 2012 - 06:58
Lokiwithrope wrote...
Sure, make the humans get more bonuses
Well those are the real manufacturers, you only need to be so ignorant to not realize it
all you need to do is play the game series, read wikis and codex entries and poof, you know which ones is made by who.
Edit: Also you would notice but in your negligence, you missed atleast one asari weapon(widow, Quarian design, adopted by geth and Armali sniper teams. only alliance model is the black widow) and some turian manufactured ones you had labeled as something else. And volus/Elkos combine manufactured ones(basically belong to turians also since the volus are a protectorate under the turian hierarchy)
Modifié par WaffleCrab, 16 juin 2012 - 07:05 .
#318
Posté 16 juin 2012 - 08:05
You're probably right, but also misinformed. When I first came up with those guns, it was just a little time after Resurgence was released, so the Reegar wasn't thought of yet. The Ashwarp was meant to be an effective short-shotgun that has a wide spread while the Cindernova was supposed to be a new, long-range burst-fire capable of charging.Nydus Templar wrote...
@Lokiwithrope - Alright, but let's start things off with the dialogue and discussion on each of the weapons. By now you should know I don't mind biting back when it comes to feedback on things, but only as a function of improvement.
As for the Reaper Ashwarp, currently its describing a narrow beam, longer range Reegar, or perhaps a Particle Beam with a carnage effect on death. We've already got the Reegar, and I don't think we really need another of its ilk quite yet. However, going back to the microwave gun concept with the M-20whatever referenced in the original Mass Effect, we can shift it into working much like the Reaper Darkstar, and even add an interesting tidbit about its past. Beyond that, its a shotgun grenade launcher, functionally at least.
The big issue here is that it'd become yet another Infiltrator weapon, a powerful AoE one at that. Just cloak and fire to destroy entire spawns. The single shot doesn't hold back Claymore infiltrators and it wouldn't hold them back here, nor would it having a relatively generous travel time. Shotgun infiltrators would just need to get close like they already do.
As for the Cindernova, there's nothing really in the game which supports the mechanisms you've got listed there. Parts of it, sure, but nothing really listed. The game already defines what limitations are on charging, and I don't know if they are specifically related to the gun. I also, after reviewing what we've got so far, think there's enough Assault Rifles for the time being. Not that extras would really, truly hurt, but we have a lack of SMGs, and pistols that aren't mini-snipers.
If I had to change the concept on the Cindernova, it'd be a burst fire SMG. We currently lack SMGs which make effective use of the scope attachment. Essentially, it'd be a mix breed of the Geth Plasma SMG, the Shuriken, and the Locust, having an extremely high rate of fire, very low recoil, limited to six round bursts, and decent accuracy. It would have a relatively small clip, but its designed around the general principal of placing most, if not all shots, on the head.
The low recoil combined with high rate of fire means you can secure this at long range from in cover, or at medium range out of cover. Its supposed to be a burst SMG in the truest sense, without making it another Hurricane.
Damage would have to be high enough to allow this to function on gold, though, perhaps the entire six shot burst being greater than a single shot from a Paladin of the same level, but with a greater refire time in addition to the natural drawback of having recoil at all. Upside would be that it'd make a mockery of shield gate, but the down side is the fact that you have to compensate for multiple shots on target and lose some damage to body shots.
If I didn't get it across, the Ashwarp isn't like the Reegar at all. The closest image I can provide you with is a flaming phoenix emerging from the barrel, extending its wings further and further, making a cone-like shape, until it dissapates at medium range. The Reegar shoots a limited beam; the Ashwarp shoots a dissapating cone.
As for the Cindernova, I added the special charging mechanisims because I thought the Cindernova would be overpowered if I didn't have something in place. I thought it would be a fresh new rifle being a chargable burst rifle and all. I also thought an SMG wouldn't fit as well given their unintimidating size. Finally, at the time of the Cindernova's conception, I thought we needed more AOE weapons.
#319
Posté 16 juin 2012 - 11:30
Lokiwithrope wrote...
Nydus Templar wrote...
Stuff.
You're probably right, but also misinformed. When I first came up with those guns, it was just a little time after Resurgence was released, so the Reegar wasn't thought of yet. The Ashwarp was meant to be an effective short-shotgun that has a wide spread while the Cindernova was supposed to be a new, long-range burst-fire capable of charging.
If I didn't get it across, the Ashwarp isn't like the Reegar at all. The closest image I can provide you with is a flaming phoenix emerging from the barrel, extending its wings further and further, making a cone-like shape, until it dissapates at medium range. The Reegar shoots a limited beam; the Ashwarp shoots a dissapating cone.
As for the Cindernova, I added the special charging mechanisims because I thought the Cindernova would be overpowered if I didn't have something in place. I thought it would be a fresh new rifle being a chargable burst rifle and all. I also thought an SMG wouldn't fit as well given their unintimidating size. Finally, at the time of the Cindernova's conception, I thought we needed more AOE weapons.
No, I got that actually when you said it, but mechnically, its effectively a long range Reegar with a much narrower cone. I don't think there is a true damage dissipation over distance mechanic aside from the way shotguns spray normally. The example in my mind of how it would work was basically the Meltagun from WH40K: Space Marine. Its not that I have a problem with that design, in fact, I liked the Meltagun (much as everyone hated on it), but aside from, say, Shockwave or Smash, there's no mechanic in the game to support this.
I suppose it 'could' be a shotgun form of Shockwave/Smash with a different firing effect (must resist color change ending joke). However, I'm not terribly sure how new or interesting that would be. Either way, though, its still a close range AOE monster, which Infiltrators will abuse. As such, a weapon like this will need a way to nullify Tactical Cloak abuse, or it'll just be overpowered and then nerfed.
As for the Cindernova, I suppose it is possible to have a burst fire weapon be chargible, as with the Arc Rifle, for extra damage on each shot fired during the burst. If recoil is too crazy, however, you're basically looking at a beefed up Argus, and I've never found that weapon particularly inspiring. Not that I don't want to play around with in multiplayer, or have them balance it for use in multiplayer, but you get what I'm saying. Infact, having it like I said, but toning down the base damage to Tempest level, and then giving it a charge for double damage would make it a very interesting SMG.
However, this is the point of opening dialogue about a weapon, not to treat an idea as double platinum chocolate and never touch it. Making the design molten and pouring it into different molds allows for seeing which one will over flow and which one won't. Our real limitation here is not knowing the precise limits available. Until then, we can only guess at the engine's limitations based on empirical evidence the game provides.
#320
Posté 17 juin 2012 - 12:32
|:{ <----- This is a guy with a mustache, by the way.Nydus Templar wrote...
No, I got that actually when you said it, but mechnically, its effectively a long range Reegar with a much narrower cone. I don't think there is a true damage dissipation over distance mechanic aside from the way shotguns spray normally. The example in my mind of how it would work was basically the Meltagun from WH40K: Space Marine. Its not that I have a problem with that design, in fact, I liked the Meltagun (much as everyone hated on it), but aside from, say, Shockwave or Smash, there's no mechanic in the game to support this.Lokiwithrope wrote...
You're probably right, but also misinformed. When I first came up with those guns, it was just a little time after Resurgence was released, so the Reegar wasn't thought of yet. The Ashwarp was meant to be an effective short-shotgun that has a wide spread while the Cindernova was supposed to be a new, long-range burst-fire capable of charging.Nydus Templar wrote...
Stuff.
If I didn't get it across, the Ashwarp isn't like the Reegar at all. The closest image I can provide you with is a flaming phoenix emerging from the barrel, extending its wings further and further, making a cone-like shape, until it dissapates at medium range. The Reegar shoots a limited beam; the Ashwarp shoots a dissapating cone.
As for the Cindernova, I added the special charging mechanisims because I thought the Cindernova would be overpowered if I didn't have something in place. I thought it would be a fresh new rifle being a chargable burst rifle and all. I also thought an SMG wouldn't fit as well given their unintimidating size. Finally, at the time of the Cindernova's conception, I thought we needed more AOE weapons.
I suppose it 'could' be a shotgun form of Shockwave/Smash with a different firing effect (must resist color change ending joke). However, I'm not terribly sure how new or interesting that would be. Either way, though, its still a close range AOE monster, which Infiltrators will abuse. As such, a weapon like this will need a way to nullify Tactical Cloak abuse, or it'll just be overpowered and then nerfed.
As for the Cindernova, I suppose it is possible to have a burst fire weapon be chargible, as with the Arc Rifle, for extra damage on each shot fired during the burst. If recoil is too crazy, however, you're basically looking at a beefed up Argus, and I've never found that weapon particularly inspiring. Not that I don't want to play around with in multiplayer, or have them balance it for use in multiplayer, but you get what I'm saying. Infact, having it like I said, but toning down the base damage to Tempest level, and then giving it a charge for double damage would make it a very interesting SMG.
However, this is the point of opening dialogue about a weapon, not to treat an idea as double platinum chocolate and never touch it. Making the design molten and pouring it into different molds allows for seeing which one will over flow and which one won't. Our real limitation here is not knowing the precise limits available. Until then, we can only guess at the engine's limitations based on empirical evidence the game provides.
I'm just saying... an SMG? Really? If you look at every single Reaper infantry and an actual Reaper, you'd never think that a Marauder would use such a small and un-intimidating weapon. No matter how its shaped, a Reaper SMG won't look right to me.
#321
Posté 17 juin 2012 - 01:45
Lokiwithrope wrote...
|:{ <----- This is a guy with a mustache, by the way.Nydus Templar wrote...
Even more stuff.Lokiwithrope wrote...
Other stuff.Nydus Templar wrote...
Stuff.
I'm just saying... an SMG? Really? If you look at every single Reaper infantry and an actual Reaper, you'd never think that a Marauder would use such a small and un-intimidating weapon. No matter how its shaped, a Reaper SMG won't look right to me.
I don't think this is quite the case, because aside from the Reaper Darkstars you find laying about, and converted turians using the Phaeston, all Reaper Infantry units have inbuilt weaponry. They aren't even using what would probably be a superior weapon in this game, the Collector Assault Rifle. Cannibals have their arms fused with a human and turned into a gun, and the Rachni have some sort of tank cannons lashed onto their 'shoulders'.
The reason I say an SMG versus an assault rifle is simply that we have alot of assault rifles, and we have less SMGs. Look at the Geth? Why would they use a submachinegun? What purpose is given for a Geth Trooper or any Geth to trade off their Pulse Rifle for a Plasma SMG? Why would Geth Troopers even be using Geth Pulse Rifles when there are more powerful rifles (and more effective) weapons available? There's no real solid answer available, but there the weapon is anyway, because the concept was interesting.
In addition, if any Reaper weapon is found and converted, its going to converted into something using currently existing technology. The one thing which has been almost universally true is that everything the Reapers bring to bare, technologically, is far beyond us. It took time for the turians to figure out the Reaper dreadnought class weapons Soverign had and make them into a usable prototype, and we can only speculate that, since everyone who covers their ship in those weapons isn't beating the tar out of the Reapers in ship to ship combat, ours simply aren't as good.
Heck, even in ME1 and ME2, they talk about how difficult it was to understand geth weaponry enough to use them effectively. Geth aren't even that far ahead of us by comparison to the Reapers. Its not like every Reaper weapon comes complete with a how to guide to replicating it, so while the Reapers might equip their forces with intimidating weapons, but they'll also be smart enough to make sure we can't make ready use of their superior weapons to level the playing field.
#322
Posté 17 juin 2012 - 05:30
Why argue...Nydus Templar wrote...
Lokiwithrope wrote...
|:{ <----- This is a guy with a mustache, by the way.Nydus Templar wrote...
Even more stuff.Lokiwithrope wrote...
Other stuff.Nydus Templar wrote...
Stuff.
I'm just saying... an SMG? Really? If you look at every single Reaper infantry and an actual Reaper, you'd never think that a Marauder would use such a small and un-intimidating weapon. No matter how its shaped, a Reaper SMG won't look right to me.
I don't think this is quite the case, because aside from the Reaper Darkstars you find laying about, and converted turians using the Phaeston, all Reaper Infantry units have inbuilt weaponry. They aren't even using what would probably be a superior weapon in this game, the Collector Assault Rifle. Cannibals have their arms fused with a human and turned into a gun, and the Rachni have some sort of tank cannons lashed onto their 'shoulders'.
The reason I say an SMG versus an assault rifle is simply that we have alot of assault rifles, and we have less SMGs. Look at the Geth? Why would they use a submachinegun? What purpose is given for a Geth Trooper or any Geth to trade off their Pulse Rifle for a Plasma SMG? Why would Geth Troopers even be using Geth Pulse Rifles when there are more powerful rifles (and more effective) weapons available? There's no real solid answer available, but there the weapon is anyway, because the concept was interesting.
In addition, if any Reaper weapon is found and converted, its going to converted into something using currently existing technology. The one thing which has been almost universally true is that everything the Reapers bring to bare, technologically, is far beyond us. It took time for the turians to figure out the Reaper dreadnought class weapons Soverign had and make them into a usable prototype, and we can only speculate that, since everyone who covers their ship in those weapons isn't beating the tar out of the Reapers in ship to ship combat, ours simply aren't as good.
Heck, even in ME1 and ME2, they talk about how difficult it was to understand geth weaponry enough to use them effectively. Geth aren't even that far ahead of us by comparison to the Reapers. Its not like every Reaper weapon comes complete with a how to guide to replicating it, so while the Reapers might equip their forces with intimidating weapons, but they'll also be smart enough to make sure we can't make ready use of their superior weapons to level the playing field.
Any other weapon ideas?
#323
Posté 17 juin 2012 - 05:34
#324
Posté 17 juin 2012 - 05:39
#325
Guest_KproTM_*
Posté 17 juin 2012 - 06:39
Guest_KproTM_*
EmberPulsar
Reaper weapon
Shotgun
The Sling
EUCC Weapon
Submachine gun

Scissor Heavy Carbine
EUCC weapon
Light machine gun

The Sica
EUCC weapon
Shotgun

The Cestus
EUCC weapon
heavy pistol

The Trident
EUCC weapon
sniper rifle

Batarian assault rifle
(Imagine it shot out spike-bullets)

+

Batarian SMG
(It's like a nailgun, but deadlier)
*No image Available*
Batarian Shotgun
(Imagine a chainsaw as a gun)

Krogan SMG
*No image available*
There are more weapons I'm trying to think of, but I keep forgetting when I think too hard





Retour en haut







