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Thokk Nightshade
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Posted - 2014.04.23 05:08:00 -
[1] - Quote
An auto-firing Claymore equipped with a motion sensor. Anyone passing within 25 meters of the device in front of it on a 100 degree arc automatically sets off a timer on the claymore.The sensor is set to the middle of blast zone. The hit rate is dependent on the distance from claymore (closer to the claymore, tighter grouping, higher hit rate. Farther away, spread grouping, lower hit rate). It is able to do damage to multiple individuals dependent on location. It can be detonated by vehicles but will not do any damage. Friendlies are able to detonate claymore. Will do damage to friendlies in matches where friendly fire is allowed.
Optimal Range 25 meters Max Range 40 Meters at Militia (add 3 meters per level (Standard/Adv/Proto) Slot Type: Grenade or Equipment (not sure if it should be a replacement to grenades or a separate piece of equip) Total carried: 3. Setting new claymores do not remove the old ones (just like RE's).
Militia: Ball Bearings: 250 Each bearing damage: 8 HP CPU usage: 34 PG usage: 14 Skill Level: N/A
Standard: Ball bearings: 500 Each bearing damage: 9 HP CPU Usage: 31 PG usage: 12 Skill Level: 1
Advanced: Ball bearings: 750 Each bearing damage: 9 HP CPU Usage: 38 PG usage: 17 Skill Level: 3
Prototype: Ball bearings: 1000 Each Bearing Damage: 9 HP CPU Usage: 46 PG usage: 21 Skill level: 5
I know the damage on this seems excessive. Remember, however, that this is if every single ball bearing hits. The farther away you are, the less you are going to be hit. At the extreme range, only 2 or 3 of them may hit so we're talking like 30 damage. However, someone running right in front of it is going to catch a large number of them and it should basically shred him. If this is tactically placed and you are able to catch a squad of 3 or 4 guys trotting by all in the kill zone, it should be able to take out all of them. . If the CPU/PG needs to be upped, that is something to look at. because we are talking about a weapon that can do serious damage.
On the flip side, it can also be detonated by vehicles which it won't damage (if we want to add damage to vehicles, I'm sure that could be figured out.) It can also be detonated by friendlies so if you have a blueberry not paying attention, he'll set it off and the claymore is now useless. |
Thokk Nightshade
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87
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Posted - 2014.04.23 21:48:00 -
[2] - Quote
Then what is the point of having a claymore? If a grenade can take out pretty much any dropsuit on the battlefield. A claymore that may or may not do damage depending on who sets it off (since it is indiscriminate). Like I said, if you want we can up the PG/CPU if it's too low, but we need a viable anti-personnel mine that acts like the mines that explode automatically when vehicles run over them. This way if a cloaked scout runs in front of it, the motion sensor is still going to pick it up. It is going to have to be tactically placed to ensure it is used to max effectiveness. |
Thokk Nightshade
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87
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Posted - 2014.04.23 21:49:00 -
[3] - Quote
How about instead of just dismissing it, give some justification as to why. |
Thokk Nightshade
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Posted - 2014.05.02 22:31:00 -
[4] - Quote
Luke Trollwalker wrote:I think 40 meters is probably too long of a range, maybe 7m for militia, 8m for standard, 10m for advanced, and 12m for proto?
Yeah, I've been thinking about that and agree it's a little long. I think your numbers are closer to realistic. Maybe a slight bump to 7-9-12-15? But yeah, after thinking about it, 40 M is way too long. |
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