I've seen a couple posts about LMGs so i decided to put my ideas out there. I chose gallente cause almost all our weapons are out shined the other races. That and i just want a ******* lmg
Now there are 3 types of this "Plasma LMG" i'm going to talk about, Standard, Assault, and Breach. They all share a general purpose to suppress the enemy, and therefore is intended to be used on more support based suits like commandos.
Operations Skill3% Reduction to recoil per level.
u]Standard[/u]
Base Damage: 35.0 (Increases 1.5 points each tier)
Rate of Fire: 500RPM
Clip size: 140
Effective range: 77m
Efficiency Rating: 110% Shield, 90% Armor
Nothing special really stands out about the standard variant. This one offers moderate suppression and effectiveness in and outside CQC. However because this is an LMG the hipe spread is quite large making it far more difficult for any dropsuit not well suited to take damage, nonetheless it will perform quite well in CQC when used properly. The first rounds fired will cause the most recoil, but when fired continuously the recoil will dissipate giving the user more control over longer firing periods.
AssaultBase Damage: 33.5 (Increases 1.5 points each tier)
Rate of fire: 620RPM
Clip size: 110
Effective range: 75m
Efficiency Rating: 110% Shield, 90% Armor
This lmg shines brightest when used by the gallente assaults, with it's higher rate of fire and moderately smaller hipe spread. When combined with their passive dispersion bonus it's spread can become equivalent to that of a standard assault rifle. This one is designed for assault more than suppression and hence it has better capabilities. Being an assault variant the recoil is less, but because of it's rate of fire the starting rounds will kick similar to the standard, though will quickly smooth over.
BreachBase damage: 34 (Increases 1 point each tier)
Rate of fire: 450RPM
Clip size: 160
Effective range: 81m
Efficiency Rating: 110% Shield, 90% Armor
This one is for those players who love unloading their entire clip for ***** and giggles, and still support their teammates in the process. Intended for heavier suits because it lacks in rate of fire, and CQC potential. With the slow rate of fire the first rounds of the heaviest recoil seem quite moderate, and quickly smooth over. This is intended fully for suppression as it causes an effect similar to what people experience in battlefield. When bullets fly past their target they become suppressed, blurring their vision and increasing their recoil for a short period of time. The way this is gauged is by the gun's currect efficiency rating.
From 110% to 90% people receive the full 3 second duration of the suppression effect, and 30% bonus to their recoil. This effect can stack up to a maximum of 3 times for a total of 9 seconds, the recoil increase does not go past 30%. After the 9 seconds there is another 9 second delay before the same person can be suppressed again, which is where your teammates come into play. The same concept will apply to each of the other effects i will go over. Now from 89% - 50% the target will be suppressed for a maximum of 2 seconds, and will receive a recoil bonus of 20%, however the cooldown duration remains at 9 seconds. From 49% - 20% the target will receive a 1 second suppression effect and a 10% recoil bonus, once again cooling at 9 seconds. Giving this lmg a strong support roll, and a large crutch when the user is not part of a group.
And there is my idea do with it what you will.