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Ein Ta'ryus
0
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Posted - 2014.12.21 04:49:00 -
[1] - Quote
I just wanted to give my thoughts on how WE can HELP CCP flesh out the Amarr Arsenal for Dust514 and beyond.
Heavy Weapon: Either the Anti-infantry Gatling Laser (long range, Moderate-High DMG, Slow-Moderate rpm) or the AV/AI "Scrambler Cannon" (Think Tesla cannon from the fallout series w/o dot) Long Range, High DMG, Slow rpm, and maybe a 1-3 round clip. It fires instantly so maybe it takes a couple seconds to between rounds and/or has a really long reload.
SMG: Not sure on a name but something without the word scrambler in it, Medium range, Moderate DMG, Moderate rpm, semi auto/charge like scrambler rifle, 75-95 round clip.
Melee: Something that would look and feel "Holy" but deadly
Grenade: Easy! a Stun grenade for those jack rabbit minmater, it would do x amount of damage to stamina and either slow stam regeneration by x% or stop regeneration for x seconds slowing them down but not freezing them still in which would be OP. (can be partially negated by cardiac regulators). Also it could work on vehicles by cancelling speed boost and locking/starting the cool down timer (again can be partially negated by vehicle skills) close to an emp but not all electronics/mods just movement mods passive and active.
I was using the AR/ACR/ARR/ASR as guides for the smg base stats (tho I wasn't specific), but I'll let the experts fill in the numbers I'm just trying to supply a "starting point" hope it helps. |
CELESTA AUNGM
Kang Lo Directorate Gallente Federation
377
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Posted - 2014.12.21 06:25:00 -
[2] - Quote
Nice thread, Ein. Kudos to you for starting this. I am NOT an Amar fan (Gallente all the way), but I do admire their technology for being the most unique (lasers and "scramblers", whatever science a scrambler actually uses...). Amarr's attitude is "center of the universe", so I don't think they saw themselves as ever having to create a gun-type and grende-type that "matches" or responds to another race's technology. Slaves didn't get a chance to create counter-tech against them, and Gallente/Caldari were too busy clocking each other over the centuries.
So I like the way Amarr address "defensive tech" by just being the ones who can generate the highest EHP in their suits. I like the way Amarr use "Light" to slice victims, and .44 Magnum-style rounds to stop a moose with a single shot.
I'd like it if their "explosives" ('grenades' look like Cald/Gall designs, so maybe Amarr never took a "grenade" approach), were based more on something that turns "on" for a TIME INTERVAL, causing any dropsuit's HP to "burn gradually down", and continues to have that effect on anyone who steps in range until the explosive's "energy" expires. Picture an Amarr merc tossing this capsule into the room---it "activates" instead of exploding, and every dropsuit within 5m range starts losing EHP at the rate of 60HP per second. The victims have to hurry out of range, and they have to STAY out of the range, because the capsule continues to "burn" for about 8 seconds. And it doesn't know friend from enemy.
I personally wouldn't like to see Amarr (or any other race than the Minmatar) look to introduce dumb-brute weapons like Hammer (Forge) guns and Gatling (HMG) guns. The ruthlessness of those chunky guns seems to have come from late-arrival desperation technology. The same way, given time and weapons mastery, the Gallente's idea of "heavier" guns results in Cannons (so far, just the plasma cannon), I'd like to see Amarr and the other two races create energy cannons instead of rapid-RoF slugs to kill crowds with.
Universe of good wishes for the 49, especially CCP Eterne...
No story can have life without writers and publishers.
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Dimitri Rascolovitch
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
285
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Posted - 2014.12.21 06:30:00 -
[3] - Quote
The scramblers are pulse lasers whereas the lr is a beam laser
Bring back the Marauders, Enforcers, Logistic, and Scout LAVS and Dropships
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Fizzer XCIV
Heaven's Lost Property Negative-Feedback
1458
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Posted - 2014.12.21 07:20:00 -
[4] - Quote
Dimitri Rascolovitch wrote:The scramblers are pulse lasers whereas the lr is a beam laser
Scrambler are electrolasers. <-- Wiki link on electrolasers if you want to know more.
Calling them pulse lasers would be like calling Predator Missiles "infrared weapons". The laser is merely the guidance, not the damaging factor.
Someone's gotta tell the stupids that their ideas are bad, and I guess it's my job...
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Dimitri Rascolovitch
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
285
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Posted - 2014.12.21 07:31:00 -
[5] - Quote
Fizzer XCIV wrote:Dimitri Rascolovitch wrote:The scramblers are pulse lasers whereas the lr is a beam laser Scrambler are electrolasers. <-- Wiki link on electrolasers if you want to know more. Calling them pulse lasers would be like calling Predator Missiles "infrared weapons". The laser is merely the guidance, not the damaging factor.
I had always heard them described as pulse lasers, but hey
The more you know...
Bring back the Marauders, Enforcers, Logistic, and Scout LAVS and Dropships
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Malleus Malificorum
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
180
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Posted - 2014.12.21 08:05:00 -
[6] - Quote
I've been experiencing a bit of other games recently, and I feel that a 'proper' amarr pulse laser heavy weapon would feel almost identical to the fusion rifle from destiny.
Essentially after a short charge they fire a heavy burst of lasers, and would continue to fire in these full auto 'bursts' until capped by heat. It'd be a long range weapon (relatively speaking, I'd guess it's ideal range could be about 150m) capable of functioning both for AI and AV purposes, though it performs 'well' across all ranges for vehicles, it only really tears infantry up when at short ranges (and even then it has to deal with the drawbacks of heat and seizing, making the users want to stay at range with it).
https://www.youtube.com/watch?v=l6mcIZg-WcY Essentially a copy of this without the vast majority of 'unique' perks that destiny has, I'd keep the full auto but have nothing to do with ammo returned to magazine.
Weep not poor children, For life is this way, Murdering beauty and passion.
I bring the light.
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Ein Ta'ryus
0
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Posted - 2014.12.22 00:31:00 -
[7] - Quote
CELESTA AUNGM wrote:Nice thread, Ein. Kudos to you for starting this. I am NOT an Amar fan (Gallente all the way), but I do admire their technology for being the most unique (lasers and "scramblers", whatever science a scrambler actually uses... ). Amarr's attitude is "center of the universe", so I don't think they saw themselves as ever having to create a gun-type and grende-type that "matches" or responds to another race's technology. Slaves didn't get a chance to create counter-tech against them, and Gallente/Caldari were too busy clocking each other over the centuries. So I like the way Amarr address "defensive tech" by just being the ones who can generate the highest EHP in their suits. I like the way Amarr use "Light" to slice victims, and .44 Magnum-style rounds to stop a moose with a single shot. I'd like it if their "explosives" ('grenades' look like Cald/Gall designs, so maybe Amarr never took a "grenade" approach), were based more on something that turns "on" for a TIME INTERVAL, causing any dropsuit's HP to "burn gradually down", and continues to have that effect on anyone who steps in range until the explosive's "energy" expires. Picture an Amarr merc tossing this capsule into the room---it "activates" instead of exploding, and every dropsuit within 5m range starts losing EHP at the rate of 60HP per second. The victims have to hurry out of range, and they have to STAY out of the range, because the capsule continues to "burn" for about 8 seconds. And it doesn't know friend from enemy. I personally wouldn't like to see Amarr (or any other race than the Minmatar) look to introduce dumb-brute weapons like Hammer (Forge) guns and Gatling (HMG) guns. The ruthlessness of those chunky guns seems to have come from late-arrival desperation technology. The same way, given time and weapons mastery, the Gallente's idea of "heavier" guns results in Cannons (so far, just the plasma cannon), I'd like to see Amarr and the other two races create energy cannons instead of rapid-RoF slugs to kill crowds with.
Thank you celesta just trying help. I'm not so much an amarr fan either (pro caldari) just starting with the faction which the least amount to work with. Your grenade sounds awesomely devastating maybe merge our nades into a vitality drain aoe/dot nade that truely fits the amarr dominative nature. Also I Chose those heavy weapons for easy gameplay mechanics but I see wat u mean. |
Ein Ta'ryus
0
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Posted - 2014.12.22 00:32:00 -
[8] - Quote
Malleus Malificorum wrote:I've been experiencing a bit of other games recently, and I feel that a 'proper' amarr pulse laser heavy weapon would feel almost identical to the fusion rifle from destiny. Essentially after a short charge they fire a heavy burst of lasers, and would continue to fire in these full auto 'bursts' until capped by heat. It'd be a long range weapon (relatively speaking, I'd guess it's ideal range could be about 150m) capable of functioning both for AI and AV purposes, though it performs 'well' across all ranges for vehicles, it only really tears infantry up when at short ranges (and even then it has to deal with the drawbacks of heat and seizing, making the users want to stay at range with it). https://www.youtube.com/watch?v=l6mcIZg-WcY Essentially a copy of this without the vast majority of 'unique' perks that destiny has, I'd keep the full auto but have nothing to do with ammo returned to magazine.
That would be brutal yet tactical just like the amarr. |
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
16198
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Posted - 2014.12.22 00:55:00 -
[9] - Quote
When it comes to the Amarr I've always considered them as overly elegant and aesthetically unique....but at the same time not wholly concerned with the practicalities of weapon operation and maintenance when destructive power and showiness is concerned.
If I was ever thinking of an Amarrian Anti Tank weapons I would have a few ideas.
One is the Beam/Scrambler/Energy Lance which I envision as either an actual long hafted lance or something more akin to an angular Forgegun.
The weapon itself would be a simple thing. It is nothing more than a mount for the focusing crystals which are encased in a small chamber designed to contain the immense radition, heat, energy emissions from the projectile which is expended after the trigger is pulled.
Once the beam has been fired all of the safeties of the weapon activate and the energy is dispersed into the chamber, which is removed, cast aside (or depending on the design rotated manually so that the next focusing chamber is presented), and loaded on the mount before firing can recommence.
*"He spoke, and we made it so all worlds were one, all peoples were one, all faiths, creeds, and nationalities were one.
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Feldt-Grace
Anaheim Electronics Manufacture Company
50
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Posted - 2014.12.22 00:56:00 -
[10] - Quote
Dual Chain-Scramblergun~ Gatlings are so lame.
TRANS-AM!
Gundam, DUST and more Gameplays
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DeadlyAztec11
Ostrakon Agency
6518
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Posted - 2014.12.22 01:12:00 -
[11] - Quote
Ein Ta'ryus wrote:...deadly...
You called?
Put your flags up in the sky.
And wave them side to side.
Show the world where you're from.
Show the world we are one.
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Skullmiser Vulcansu
221
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Posted - 2014.12.24 20:55:00 -
[12] - Quote
I think that the Amarr Heavy weapon should emit an intense, damaging light over a relatively wide area. At its optimal range of maybe thirty meters, projected on a wall perpendicular to the aiming, it could produce a circle of radius 6 meters. It should do about half of what a heavy machine gun would do if it was perfectly aimed with similar heat buildup.
If this game was fun, I wouldn't be playing it.
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