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Saint Winter
THE N.O.O.B.S
61
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Posted - 2015.08.28 04:38:00 -
[1] - Quote
Hello I'm bringing a new heavy weapons are heavy machine guns on each race.
Thanks to the idea that had neurono92
1. Heavy Weapons
1) Ion Heavy Machine Gun (Gallente)
How does it work
Functions like the HGM Minmatar , the diference is that shoots plasma projectiles.
Parameters
Damage Per Shot = (STD) 29.50 / (ADV) 31.00 / (PRO) 33.00 PR Charge Time = No need Clip Size = 400 Max Ammunation = 1600 - 400 of initial clip size Cadence = 1500.00 RPM Recharge Time = 5.05 sec Overheat :Every 125 plasma bullets fired Overheat Damage = 50 PR Overheating Blocking Time= 3.05 seconds Effective Range = 50 mts Accuracy = 55.38 Recoil = Recoilless
2) Rail Heavy Machine Gun (Caldari)
How does it work
Functions like the HGM Minmatar , the difference is that it works with a period of charge to gain more power when firing the projectiles and shoot Rail proyectiles .
Parameters
Damage Per Shot = (STD) 38.50 / (ADV) 40.00 / (PRO) 41.50 PR Charge Time = 2 Secs Clip Size = 250 Max Ammunition = 1000 - 250 of initial clip size Cadence = 700.00 RPM Recharge Time = 6.45 sec Overheat = No Overheat Overheat Damage = No Damage Overheat Blocking Time = No Block Effective Range = 50 mts Accuracy = 55.67 Recoil = After 75 bullets you fired causes recoil and dispersion . (High Dispersion)
3) Laser Heavy Machine Gun (Amarr)
How does it work
Functions like the HGM Minmatar , the difrence is that soot laser proyectiles .
Parameters
Damage Per Shot = (STD) 34.50 / (ADV) 36.00/ (PRO) 38.00 PR Charge Time = No need Clip Size = 350 Max Ammunition = 1050 - 350 of initial clip size Cadence = 750.15 RPM Recharge Rime = 4.30 sec Overheating = Every 150 laser bullets fired Overheat Damage : 100 PR Overheating Blocking Time = 4.40 sec Effective Range = 40 mts Accuracy = 56.32 Recoil = After 100 bullets you fired causes recoil and dispersion . (Low Dispersion)
Take this idea of this post :By neurono92
This is if they want to see, is in Spanish : The Link
Nuevo armamento para cada raza ...
I made many modifications and add several new things so I hope you like it.
These are created by me.
4) Laser Cannon (Ammar)
How does it work
Works just like a laser gun, damage increases over 2% more damage per second the fire is maintained and you have the ability to aim
Note : This weapon have full damage to the vehicles .
Parameters
Damage Per Shot = (STD) 20.0 / (ADV) 21.0 / (PRO) 22.0 PR Splash Damage = Do not have Splash Radius = Do not have Charge Time = 2 sec Clip Size = 500 Max Ammunition = 1500 - 500 of initial clip size Cadence = 2000.00 RPM Recharge Time = 5.00 sec Overheat = Every 125 rounds of the laser cannon Overheat Damage = 300 PR Overheating Blocking Time= 4.00 seconds Effective Range = 120 mts Accuracy = 53.73 Recoil = After 50 rounds (Low Dispersion)
5) Plasma Mortar (Gallente)
How does it work
It works like this, first press R1 (the button to aim ) and move the joystick you extend the range of the shot and the joystick looking gun point to where you want to fire a mortar and finally press R1 to fire.
The limit depends on the weapon.
Note: You can not move when aiming.
Parameters
Damage Per Shot = (STD) 2000.00 / (ADV) 2200.00 / (PRO) 2400.00 PR Splash Damage = (STD) 300.00 / (ADV) 400.00 / (PRO) 500.00 PR Splash Radius = (STD) 5.0 mts / (ADV) 10.0 mts / (PRO) 15.0 mts PR Charge Time = 2 Secs Clip Size = 1 Max Ammunition = 6 - 1 of initial clip size Cadence = 1 Shot Recharge Time = 2 secs Overheat = No Overheat Overheat Damage = No Damage Overheat Blocking Time = No Block Effective Range = (STD) 50 mts / (ADV) 75 mts / (PRO) 100 mts Accuracy = 55.67 Recoil = Recoiless
6) Flaylock Cannon or Missile Bazooka ( Minmantar )
How does it work
The function is simple press L1 to aim and R1 to shoot , you can also shoot the projectile without aiming .
Parameters
Damage Per Shot = (STD) 500.00 / (ADV) 750.00 / (PRO) 1000.00 PR Splash Damage = (STD) 50.00 / (ADV) 75.00 / (PRO) 100.00 Splash Radius = 2 mts to all levels Charge Time = No need Clip Size = 3 Max Ammunition = 13- 3 of initial clip size Cadence = 100.00 RPM Recharge Rime = 3.00 sec Overheating = None have Overheat Damage = None have Overheating Blocking Time = None have Effective Range = (STD) 50 mts / (ADV) 100 mts / (PRO) 150 mts Accuracy = 55.00 Recoil : 1 shot (Medium Dispersion)
All these weapons are AV and heavy weapons , but can also be used against infantry .
Then I'll bring new ideas. (Coming soon) |
Vulpes Dolosus
Sardaukar Merc Guild General Tso's Alliance
3
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Posted - 2015.08.28 08:49:00 -
[2] - Quote
The thing is these either are just carbon copies of each other or don't fit the racial characteristics of the respective races.
Reviewing:
Caldari: prefer long range rail and missile weapons Gallante: up close blasters (and drones but I don't see that happening in Dust) Amarr: Lasers (pew pew!) Minmatar: Close range autocannon with long falloff and high alpha artillery; explosives
I do think there should be either a anti-infantry and AV weapons for each race, or at least a weapon that can function as both. So my ideas:
Gallante: Plasma 'Flamethrower': Creates a cone of green flame roughly 10-15m. Perfectly matches the Gallante play style and very useful in CQB/breaching/hunkering situations. Can also be used as AV upclose.
Caldari: Maybe a stretch, but I wanted to incorporate more missile systems into Dust: TOW Missile: A missile that can be guided by the launcher depending on where he's looking. Ideally it will have a fairly large radius with respectable splash (though not the dps of a MD) and high direct damage for AV. Low rof will keep it balanced and its main roles would be long ranged disruption and bunker-busting (blowing up equipment and consistently damaging grouped enemies). Variants could be EM with higher radius for destroying equipment and Packed for more AV application. Pretty niche but still useful.
Amarr: Beam Laser: AV; essentially a larger laser rifle with short charge up time. Aim speed is reduced when charged/firing and has much shorter range than a forge (125 optimal, 175 falloff).
Heavy Pulse Laser: infantry, laser HMG; slight spool-up time, but very accurate starting out (ideally the HMG and pulse laser will, at a decent range, initially delay dealing max damage, requiring sustained fire).
Minmatar: Howitzer cannon: artillery with slightly higher alpha than a forge and faster projectile speed, but lower rof, clip size, and projectile arc (same range too). Explosive damage, projectile glows and leaves a slight smoke trail.
Dust is there! I was real!
Dear diary, Rattati senpai noticed me today~
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Aile Striker
TRAILS AND TRIBULATIONS No Context
0
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Posted - 2015.08.29 04:58:00 -
[3] - Quote
I like the second idea for the most part, my sticking point is that Gallente is hybrid (blasters and railguns), with that being said blasters are mostly cqc combat and rails are the snipers.
So for example, the Gallente racial mercenaries would receive the following as a better balance:
Long Range fights -> replace the sniper rifles with the rail rifles all together and make the forge gun for the heavy dropsuit function as a mortar for grouped enemies
Short Range fights -> replace the shotguns with the flamethrower (usable for breaching and crowd control at close range). for PDW purposes the SMGs are the best in tight quarter engagements (more compact compared to the Assault Rifles (Combat Rifles included).
Basically, Im trying to say that most of the current ingame weapons can be retasked to function as the ground counterpart to the ones used in space on the racial ships of EVE Online. |
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