locust smg
#1
Posté 21 mars 2010 - 03:30
#2
Posté 21 mars 2010 - 03:50
#3
Posté 21 mars 2010 - 03:51
#4
Posté 21 mars 2010 - 03:53
#5
Posté 21 mars 2010 - 04:04
#6
Posté 21 mars 2010 - 06:36
#7
Posté 21 mars 2010 - 08:45
Collector's Assault Rifle(I like having more ammo versus more damage with this)
Tempest Submachine Gun
Eviscerator Shotgun
Handcannon
Various Heavy Weapons
But I would like if we got a better SMG.
Maybe a little less ammo, but more damage?
Maybe automatic?
#8
Posté 21 mars 2010 - 11:44
#9
Posté 22 mars 2010 - 12:28
The only classes that could really benefit from it would be the Vanguard and Infiltrator because they need that collector ship upgrade for their primary weapon.
The other smg classes could just upgrade to assault rifle at which point the smg is useless again.
Modifié par LxLegend, 22 mars 2010 - 12:32 .
#10
Posté 22 mars 2010 - 01:36
Modifié par OniGanon, 22 mars 2010 - 01:37 .
#11
Posté 27 mars 2010 - 03:16
OniGanon wrote...
Contrarywise, if the Tempest is an accurate longer range SMG, there is no more use for Assault Rifle on those classes that can have it, which means you can choose Shotgun if you like.
That's what I was thinking. My Sentinel, still my favorite class, relies on charging enemies so they pop his armor, everybody falls over, and he drops inferno grenades on them, throws them to sit them back down if there's more than two, and just beats people to death with his weapon. If the SMG is good enough at range, I wont feel like I have to pick sniper rifles or assault rifles to whittle down the crowd before I charge in. The shotgun would be a nice addition.
I personally think they should add a special-training weapon of each type, one for SMGs, one for Hand Cannons, and one for melee, my Shepard really wants a tech-battle axe to go with his tech-armor.
I was thinking a nice Tazer or Stungun for hand cannons, or just for class that has biotic training, they mention in the codex that biotics build up excess electrical charge in their bodies that discharges as static, and causes various neurological problems, I can't see why they wouldn't invent a weapon that stores that charge over time to release it in combat, would be a nice way to give Biotics a built-in anti-shield attack. Instead of running off of thermal clips, it could only fire when your abilities are on cooldown.
Similarly, Biotic Barriers are just repulsive mass effect fields created by biotic's minds. An omni-tool could overwhelm them by spraying them with thousands of tiny particles that wouldn't really hurt armor or flesh, and the computer of a hardsuit's shields would ignore, give tech-classes the option to equip an upgraded omni-tool as their special training aboard the collector vessel, be kind of cool to just have the omni-tool out all the time like a real weapon, not just a brief animation.
Anyway, kind of off topic,
TLDR: Shepard's Pie is my favorite food, and not just because of Mass Effect.
#12
Posté 27 mars 2010 - 03:35
the handcanon is all you need in a backup sidearm. i actually use the handcannon untill i run out of ammo. its a deadly weapon, i dont know how another pistol could really be any better. i also dont see tazers or stun guns being implemented, considering CC abilities dont work untill enemies protection is gone. why switch to a stun gun with only health left?
#13
Posté 27 mars 2010 - 03:53
The Spamming Troll part 2 wrote...
you have to think about what roll the locust is going to fill in terms of weapon variety. we have a burst fire SMG thts fairly accurate and a high rate of fire but highly inaccurate SMG in the tempest. i think were missing an SMG that is highly accurate, constant but slower rate of fire, and slightly less damage. atleast thats what id like the locust to be. i dont know if silenced weapons would make a difference in gameplay tho.
the handcanon is all you need in a backup sidearm. i actually use the handcannon untill i run out of ammo. its a deadly weapon, i dont know how another pistol could really be any better. i also dont see tazers or stun guns being implemented, considering CC abilities dont work untill enemies protection is gone. why switch to a stun gun with only health left?
I actually only meant tazer or stungun in terms of what we'd call it, keep in mind that the Arc Projector and Overload, as well as disruptor ammo, are all electric based, but actually more effective on armor, shields, and barriers than against health. The idea was that they'd be a training option for classes that aren't weapon focused, and who lack something specially designed to combat shields, namely Adepts and Infiltrators.
As for an upgrade of the Hand Cannon/Heavy Pistol, we've got a higher-capacity, fire as fast as you can squeeze, awesome pistol, and an incredibly slow, but accurate and crazy powerful hand cannon, I've used both to great effect for various roles on all difficulties, but just because they're good doesn't mean we can't fill another role with heavy pistols. I had an idea for a Double-Barrel hand Cannon that fires two rounds as quickly as you can pull the trigger, but must be reloaded after two shots, less accurate than the other two, but more powerful, a close range weapon that's good against armor, which is actually nonexistent in the game.
I hope the Locust is in the same vein of being a long-range weapon that's good against shields and barriers, the closest thing we have for that role being the Geth Pulse Rifle, but Assault Rifles are decent at everything, so sort of hard to justify as filling a niche.
#14
Posté 27 mars 2010 - 03:59




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