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Jadek Menaheim
Xer Cloud Consortium
428
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Posted - 2013.11.24 17:19:00 -
[1] - Quote
After seeing how under used Kinetic Catalystizers seem to go in the wake of new changes to hit detection I think I've come up with a brilliant Idea to bring them back--by tying them to the use of a new gun mechanic in the unreleased Ion Pistol.
I'm calling it the Run Gun initially (please suggest better names).
The premise is that the gun does not carry ammo or exchangeable battery cells, but rather uses the electrical potential of the entire dropsuit. It converts friction and the kinetic force needed to move a given mass over a 1m distance into a charge that's usable by the gun.
Additional Points:
-Overcharging the weapon is possible but only by running a longer distance at a high intensity. The weapon fires immediately at trigger depression; however it pays not to miss as you don't immediately have reserve munitions unless you run again and build up more charge.
-The weapon would come in either a one shot breach, or three shot assault variant.
Breach 3.2 kj = 195 hp 7.8 kj = 292 hp 16.2 kj = 365 hp
Assault 0.8 kj = 65 hp x 3 4.4 kj = 82.7 hp x 3 11.8 kj = 97.3 hp x 3
-You may carry more than one pistol however there is a stacking penalty on charge time.
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Jadek Menaheim
Xer Cloud Consortium
428
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Posted - 2013.11.24 17:20:00 -
[2] - Quote
It would help to know the exact masses of each dropsuit to better calculate Kilo-joule measures. I may have lowballed my estimates.
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Jadek Menaheim
Xer Cloud Consortium
428
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Posted - 2013.11.24 17:27:00 -
[3] - Quote
Where are the physics experts of the Dust Community? I need your help!
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Jadek Menaheim
Xer Cloud Consortium
430
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Posted - 2013.11.24 17:33:00 -
[4] - Quote
Jadu Wen wrote:What are we looking at for the fitting requirements and weapon accuracy? I was thinking along the lines of that it takes to fit nova knives, but with less PG draw. The weapon would be on par with the scrambler pistol for accuracy just with a greater range.
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Jadek Menaheim
Xer Cloud Consortium
431
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Posted - 2013.11.24 17:41:00 -
[5] - Quote
DeadlyAztec11 wrote:Could just use the suit's stamina as ammo, makes good use if the Cardiac Regulators. That doesn't quite solve the issue of KinCats going under used. Kinetic Catalyzers allow mercs to generate more force to move across a given distance, therein doing more 'work,' which translates into a given number of Joules as a measure of energy.
Using Kilo-Joules as a measure of ammo reserve and damage potential would encourage both the use of Cardiac Regulators and Kinetic Catalyzers to build up charge faster. Technically putting these on a heavy frame suit would boost your numbers as you have to move a object of greater mass.
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Jadek Menaheim
Xer Cloud Consortium
431
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Posted - 2013.11.24 17:47:00 -
[6] - Quote
MySpaceTom wrote:+1 Jadek for turning deadly combat into a weight loss program. Lolz!!!
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Jadek Menaheim
Xer Cloud Consortium
431
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Posted - 2013.11.24 17:51:00 -
[7] - Quote
DeadlyAztec11 wrote:Jadek Menaheim wrote:DeadlyAztec11 wrote:Could just use the suit's stamina as ammo, makes good use if the Cardiac Regulators. That doesn't quite solve the issue of KinCats going under used. Kinetic Catalyzers allow mercs to generate more force to move across a given distance, therein doing more 'work,' which translates into a given number of Joules as a measure of energy. Using Kilo-Joules as a measure of ammo reserve and damage potential would encourage both the use of Cardiac Regulators and Kinetic Catalyzers to build up charge faster. Technically putting these on a heavy frame suit would boost your numbers as you have to move a object of greater mass. I understand, I was just offering something to think about. Hey, while we're talking about underused mods, have any ideas for Myofibril Stimulants? Now that you say it, Myofibril Stimulants would also work to charge the gun. The measure of energy converted into the gun would be determined by the power of the suit's melee stats. This would work nicely for heavies...albeit it would look silly to see a merc swinging his arms in the air.
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Jadek Menaheim
Xer Cloud Consortium
431
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Posted - 2013.11.24 18:03:00 -
[8] - Quote
Jadu Wen wrote:Jadek Menaheim wrote:Now that you say it, Myofibril Stimulants would also work to charge the gun. The measure of energy converted into the gun would be determined by the power of the suit's melee stats. This would work nicely for heavies...albeit it would look silly to see a merc swinging his arms in the air. A part of me feels like that is going to be abused. Stacking Myofibril Stims and Cardiac Regulators to charge up your gun. No it's perfectly reasonable. Yet, I would opt for running generating more charge than melee strikes, unless those melee strikes connected with an enemy target.
I see a whole new brawler play style coming on.
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Jadek Menaheim
Xer Cloud Consortium
431
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Posted - 2013.11.24 18:08:00 -
[9] - Quote
#Space Magic!
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Jadek Menaheim
Xer Cloud Consortium
432
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Posted - 2013.11.24 18:36:00 -
[10] - Quote
Mobius Kaethis wrote:This is a very unique idea which I like just for its out of the box nature if nothing else. I would like to point out that this would really limit user base for this weapon as most people don't try to speed tank; a fitting I don't think this gun would bring back into favor.
+1 for creativity though. Unless, the damage potential was increased giving players the ability to almost OHK other mercs.
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Jadek Menaheim
Xer Cloud Consortium
432
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Posted - 2013.11.24 18:47:00 -
[11] - Quote
Mobius Kaethis wrote:Jadek Menaheim wrote: Unless, the damage potential was increased giving players the ability to almost OHK other mercs.
Perhaps. It would still be so situational though. Speed fits are just too impacted by the low TTK to really be viable in almost any situation, and while giving speed fitters a OHK weapon would be fun your description would only give them a single shot. I understand that this is for balance but it has a huge negative impact on utility. You miss and you're boned after all. This might be a bit more viable if running enough would fill the weapon's capacitors to the point where you could have 2 OHK shots, or even three. Perhpas the different tiers of weapons would have a different amount of capacitor storage with the proto-level being able to hold 3 overcharged shots. This would make the weapon a favorite with sneaky fast scouts who rely primarily on the stealth to close distances and accuracy to make their kills. I like that. I would still have to figure out what a fair overchrage capacitor level would be. How many joules would you need to produce either by running or melee damage to charge a multiple shots? With the overchrage figures you suggested a breach proto pistol could hold 3 shots, while an assault variant could hold a total of 9.
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Jadek Menaheim
Xer Cloud Consortium
433
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Posted - 2013.11.24 20:07:00 -
[12] - Quote
Arkena Wyrnspire wrote:I like it.
Seeing as you like the idea of it being physics-based, what do you think of the exponential scaling from adding kincats?
As the kinetic energy of a dropsuit is 1/2 its mass multiplied by its velocity squared, there'd be an exponential increase in charging for the ion pistol.
Personally, I think it'd be quite nifty. Scouts would get even more use out of it and kincats would become even more valuable when combined with the ion pistol. I love it!
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Jadek Menaheim
Xer Cloud Consortium
435
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Posted - 2013.11.24 22:01:00 -
[13] - Quote
Jadu Wen wrote:I'm going to repost this here. Now there's something I didn't think of before. I wonder if the use of inertial dampeners could play into your mechanic of capacitor charge. There must be some type of heat build up when you use those dampeners. This might work in some neat ways if there was a way to vary the strength of your dampeners (i.e. the longer you hold them down, the less force you hit the ground with. This was my game!!)
If you could change the speed at which you hit the ground this would give armor tanked fits a way to use the Ion Pistol by soaking the force of an arrested fall into a given energy value.
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Jadek Menaheim
Xer Cloud Consortium
435
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Posted - 2013.11.24 22:11:00 -
[14] - Quote
MySpaceTom wrote:Regardless of what I think about the Minmatar, how would this gun interact with their sidearm ammo capacity bonus? *Strokes Neckbeard* Mmmm....good question. I would suggest a maxed racial bonus offers a 25% decrease to charge time but that seems a little extreme.
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Jadek Menaheim
Xer Cloud Consortium
435
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Posted - 2013.11.24 22:20:00 -
[15] - Quote
Joel II X wrote:What if we made it the same as the Scrambler Pistol, except it is Gallente tech and uses smaller bolts, dealing a bit less damage,but a greater RoF and bigger clip size maybe?
When is the Ion Pistol coming anyways? The idea is not to have an ammo clip. It's a weapon that's charged by the kinetic potential of a moving dropsuit. I only proposed that this take the place of the ion pistol to conserve on developed art assets.
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Jadek Menaheim
Xer Cloud Consortium
436
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Posted - 2013.11.24 23:33:00 -
[16] - Quote
Joel II X wrote:What about removing the ammo clip and just have a single battery? That way you can either shoot various low-charged bolts, or a single mega-bolt? How would the battery system work? Are you suggesting a reload mechanic similar to the particle riffle?
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Jadek Menaheim
Xer Cloud Consortium
436
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Posted - 2013.11.24 23:41:00 -
[17] - Quote
Dust 514 is set thousands of years into the future. On that token, humanity on all accounts should have figured out how to either end war or imagine some new and inventive ways to kill one another. The premise of this video game has somewhat settled on the later, but it's stuck with some of the conventional trappings of modern FPS titles *cough* AR *cough*
We already have this charging technology to some extent.
[Phone-charging boots: Walk (a lot) to talk]
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Jadek Menaheim
Xer Cloud Consortium
447
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Posted - 2013.11.25 03:36:00 -
[18] - Quote
Ehhhhh...I don't think my body is ready to cross that bridge in a game Jadu. I can imagine that actual soldiers train for that kind of emotional and psychological bombardment.
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Jadek Menaheim
Xer Cloud Consortium
447
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Posted - 2013.11.26 19:48:00 -
[19] - Quote
Does anyone have any input on the mass of suits so I can better balance charge times on Kilojoule rates?
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Jadek Menaheim
Xer Cloud Consortium
447
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Posted - 2013.11.26 19:53:00 -
[20] - Quote
Jadu Wen wrote:Jadek Menaheim wrote:Does anyone have any input on the mass of suits so I can better balance charge times on Kilojoule rates? Still can't help you out, but if you are going by suit mass it would be interest to branch out into planetary gravity as a factor that 'technically' impacts your charge time for this weapon. Of course you'd being using stamina more quickly on heavier planets. That's still an interesting thought. If you really wanted to get creative, fighting more battles on larger mass planets would condition your body better to operate in those conditions, then when you switched to battles on lighter mass planets you'd perform better, stamina and strength wise.
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Jadek Menaheim
Xer Cloud Consortium
712
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Posted - 2013.12.18 19:44:00 -
[21] - Quote
Still on my wish list. Does anyone have input on this?
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Jadek Menaheim
Xer Cloud Consortium
769
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Posted - 2013.12.23 08:36:00 -
[22] - Quote
Holy smokes! Yes! That's basically what I'm talking about without the actual uber mode. Awesome find.
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Jadek Menaheim
Xer Cloud Consortium
772
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Posted - 2013.12.23 16:11:00 -
[23] - Quote
I question is, would this be a weapon you'd like translated into Dust 514?
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