Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 [15] 16 17 18 19 20 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 7 post(s) |
Alldin Kan
Imperfects Negative-Feedback
169
|
Posted - 2012.11.06 02:35:00 -
[421] - Quote
Assault Rifle:
Alldin's S-19 Assault Rifle
-A full-auto assault rifle that fires scrambler pistol bullets but with the same range as an AR and 42 damage (could be higher... or not). -RoF is the same as a standard AR. -Clip size is 40-45. -Proto Tactical Assault rifle must still be able to slightly surpass it should it have been full auto. |
Sleepy Zan
Internal Error. Negative-Feedback
2047
|
Posted - 2012.11.06 04:25:00 -
[422] - Quote
I'm telling you when we go live or open beta we need Beta-Tester Officer Weapons. |
Reimus Klinsman
BetaMax.
320
|
Posted - 2012.11.06 04:35:00 -
[423] - Quote
Sleepy Zan wrote:I'm telling you when we go live or open beta we need Beta-Tester Officer Weapons.
I agree. Prototype or better level BPOs!!! I think CCP will go for it. |
Sleepy Zan
Internal Error. Negative-Feedback
2047
|
Posted - 2012.11.06 04:37:00 -
[424] - Quote
Reimus Klinsman wrote:Sleepy Zan wrote:I'm telling you when we go live or open beta we need Beta-Tester Officer Weapons. I agree. Prototype or better level BPOs!!! I think CCP will go for it. No sarcasm needed, I'm talking about rare salvage drops. The weapons will just be named after some of the closed beta testers. |
Pranekt Tyrvoth
Pink Fluffy Bounty Hunterz RISE of LEGION
177
|
Posted - 2012.11.06 05:08:00 -
[425] - Quote
Lord Tyrvoth's Derp HMG
2000 rounds per minute damage doesn't even matter Fires rockets Breaks the game Rockets home in on players Rockets make laughing noises when they hit players Never has to cool down
:]
lolol. |
Reimus Klinsman
BetaMax.
320
|
Posted - 2012.11.06 06:48:00 -
[426] - Quote
Pranekt Tyrvoth wrote:Lord Tyrvoth's Derp HMG
2000 rounds per minute damage doesn't even matter Fires rockets Breaks the game Rockets home in on players Rockets make laughing noises when they hit players Never has to cool down
:]
lolol.
Damage delt is zero but it makes the merc giggle like the tickle me elmo. I'd lvoe it. |
Xander Mercy
SVER True Blood Unclaimed.
91
|
Posted - 2012.11.06 06:54:00 -
[427] - Quote
"Mercy" tactical Scrambler Pistol Black and Red variant with increased damage and faster reload plus 2 more shots in cell rare scavenge find only
|
2-Ton Twenty-One
Imperfects Negative-Feedback
235
|
Posted - 2012.11.06 08:54:00 -
[428] - Quote
My ideas Shotgun or laser scrambler pistol ( high damage extremely short range or low dmg long range
Tracking scrambler pistol (fires a little tracker onto the trg so they cant disappear from map and can be removed by a repair gun)
Flare scrambler pistol
Flash grenades
Smoke grenades
Forge gun with tracking software (shows where you should shoot ahead to hit trg does not auto track)
Stealth forge gun - that only makes you have a high signature profile and visual effects after firing so no big lighting ball during charge
Forge gun that can hold a charge without having to hold down the trigger so you can run around while it still has a charge
HMG with deploy-able tripod (takes time to set up)
HMG with frontal protective metal shield (significantly slows movement when carried)
|
Musta Tornius
BetaMax.
265
|
Posted - 2012.11.06 10:05:00 -
[429] - Quote
Haven't read the thread so apologies if the idea has popped up earlier. As charge sniper rifle can do two different amount of damages I thought this would be possible:
A two mode laser rifle. Keep the continuous beam, model it after ELM-7 and tweak if need be too but add a second firing option. If trigger is pulsed as a tactical AR then shoot a short range maybe 40m max range, 20m optimal pulse beam which can use the same graphics as the laser beam currently does. This short range beam would do AR level damage but if trigger is kept down then the damage would lessen and the beam would change into standard laser beam.
This would probably mean the first laser shot would always be a short one but that doesn't matter as people usually aim in the air first before putting the beam on target to increase initial damage and give the target less time to respond. |
Bhor Derri
Legion of Eden
95
|
Posted - 2012.11.08 17:56:00 -
[430] - Quote
"Bhor's" VT-28 Blast Shotgun Holds 4 charges Knocks enemies back Hold R1 to push people further at the cost of charges (deals 1/3 knockback of a normal charge so it is less efficient) Could backfire if not managed carefully (like the laser rifle).
And what I mean by knockback is making them stagger or fall down , heavies are more resistant but staggers more. |
|
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.11.08 21:15:00 -
[431] - Quote
Still would like some optional charge shotguns, charge scrambler pistols, and charge mass drivers (MD charge makes grenades fly straighter to hit farther targets easier) |
Mace Karren
IMPSwarm Negative-Feedback
24
|
Posted - 2012.11.08 22:36:00 -
[432] - Quote
Perhaps a series of small companion drones with low hp that perform different tasks (fire support, repairing dropsuit armour etc.) |
J'Jor Da'Wg
KILL-EM-QUICK RISE of LEGION
648
|
Posted - 2012.11.08 22:46:00 -
[433] - Quote
"Katana" Nova Knife
Greater damage, but longer refresh on being able to charge and swing again.
Of course, this needs the fix that allows sprinting and charging at the same time and holding the charge while sprinting. |
Zat Earthshatter
Osmon Surveillance Caldari State
304
|
Posted - 2012.11.15 12:18:00 -
[434] - Quote
Heat Ray (Open to a more Amarr-type name): An Amarrian design, this device appears as a simple handheld satellite-style dish. Instead of radio waves however, the Heat Ray uses a combination of microwave and far-infrared focused radiation to heat whatever surface it is aimed at to hundreds of degrees. This "gun" wouldn't do much direct damage to humans within rugged dropsuits and vehicles, but it will overheat any sensitive equipment - like weapons, modules, or on rare occasions the mobility system of the target.
>Effect: does one of the following things at random: disable a random module/equipment on the target for a short time (can't use for X seconds), overheat the equipped weapon (no matter the type of weapon), or disable something critical, such as primary optics (black-screen "anti-flashbang") or suit/vehicle mobility (slow or stun effect).
It will always do one of the effects above, but the weapon and critical effects are much rarer than the temporary equipment disable. Effected by diminishing returns, similar to any other form of Electronic Warfare. |
Vallud Eadesso
Subdreddit Test Alliance Please Ignore
63
|
Posted - 2012.11.15 12:25:00 -
[435] - Quote
CCP Wolfman wrote:Hi there, Over the course of the coming update weGÇÖre going to be testing some of our fancy new content streaming systems. To do this I need to create one new variation of an existing weapon , vehicle, dropsuit and module to add to the game. However since I am a kind and benevolent Wolfman, I have decided to give you the opportunity to suggest what kind of variations you would like to see. IGÇÖll then pick my favourite from each category, make variations based on them, and we can all test them in the game Keep in mind these are variations on existing items, not completely new items so they need to use the existing models and features in the game. For example, is there a type of mass driver you wished existed? Well I want to know about it! IGÇÖm really looking forward to seeing what you come up with. CCP Wolfman
I'm going to repeat another i've seen in this thread and a 'vent' button for the HMG would be so~ nice. If you've ever played Space marine, it'd work exactly like that. You can't shoot while venting and you move slower, but it's quicker than letting the weapon cool down 'naturally' sacrifice momentary mobility for cooling. In the cases of heavies, that seems fair. |
SCAT mania
Seraphim Initiative. CRONOS.
76
|
Posted - 2012.11.15 14:21:00 -
[436] - Quote
more variants of the grenades please, we all love stickies, flash bangs aint so bad too. cluster bombs decoy grenades that make noise to detract the enemies
|
Ty 'SweetCheeks' Borg
Seraphim Initiative. CRONOS.
192
|
Posted - 2012.11.15 14:42:00 -
[437] - Quote
I'd like a bright pink variant of the Sagaris called the "SweetCheeks". |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.11.15 16:12:00 -
[438] - Quote
Sleepy Zan wrote:Reimus Klinsman wrote:Sleepy Zan wrote:I'm telling you when we go live or open beta we need Beta-Tester Officer Weapons. I agree. Prototype or better level BPOs!!! I think CCP will go for it. No sarcasm needed, I'm talking about rare salvage drops. The weapons will just be named after some of the closed beta testers. I think some of the big names in the beta should have officer-level weapons named after them, and could be given a finite supply.
It would also be pretty awesome if we ALL got a chance to have "unique" (not actually unique, except for the name) gear with Militia or Standard stats and our names on them. Different players could be either randomly assigned a version of one of their favourite items, or given a choice of item to have their name attached to.
And those tester-named items, at either Standard or Militia level, could be given as BPOs to the player they're named after, and also come up occasionally as single-use items a player can earn as salvage when fighting against someone in the beta. |
Valmar Shadereaver
Lost-Legion
18
|
Posted - 2012.11.15 19:25:00 -
[439] - Quote
some extra grenade type's like cluster/smoke/nanite (either repair or damage) maybe the medium and large grenade varient's for logi and heavy suit's
beter proximety explosive's whit smaller signature so enemy lav/tanks dont see them from other side of the map maybe more damage and a smaller look so its harder to see bye infantry personel going around the field maybe a burrow proximety explosive that buries itself in the ground to avoid detectoin at a reduced blast range and increased damage cause it pop's from the ground underneath the vechical causing more critical damage |
Simon Havoc
ZionTCD Legacy Rising
26
|
Posted - 2012.11.15 20:56:00 -
[440] - Quote
jenza aranda wrote:'Napalm' Mass Driver Very very low direct damage but creates an area of damage which lasts for several seconds causing damage to all who walk in this area
I think it would be best to expand upon this and other ideas to encompass a greater variety available by allowing different ammo for weapons. |
|
Volgair
Tritan-Industries Legacy Rising
200
|
Posted - 2012.11.16 08:00:00 -
[441] - Quote
Been a while since i was last on this thread:;
First; "Swift judgement" variant of the Heavy drop suit. has the armor, shield and mobility of an equivalent level assault 3-4 high and 3-4 lows. no equipment slots. heavy weapon slot and a side.
this would provide a fast platform for forge gunners, enabling some players to swiftly move into a position of assault for the purpose of AV. or a more lightly armored version of a Heavy drop suit to support shock squad.
Second; "Tower Forge" Variant of the forge that emits a 180 degree large caliber shelling barrier whilst charging. Would be used to redirect large rounds around the heavy to mitigate damage from incoming vehicles while still making the heavy a target against foot units.
normal forge gun damage and charge time, inability to move similar to the breach.
could also serve to make the heavy into a mobile large round bulwark against shelling for his teams if he were to charge and not release. |
Overlord Zero
Doomheim
75
|
Posted - 2012.11.16 08:16:00 -
[442] - Quote
Shield variant of the hive, the bubble instead of emitting ammo or health emits a barrier which is impervious to turret fire up to a certain amount of damage. Can be used to provide temporary relief from dropship and tank shelling while taking objectives, trying to charge up a forge gun, etc. |
Zat Earthshatter
Osmon Surveillance Caldari State
304
|
Posted - 2012.11.16 10:17:00 -
[443] - Quote
Volgair wrote:Second; "Tower Forge" Variant of the forge that emits a 180 degree large caliber shelling barrier whilst charging. Would be used to redirect large rounds around the heavy to mitigate damage from incoming vehicles while still making the heavy a target against foot units.
normal forge gun damage and charge time, inability to move similar to the breach.
could also serve to make the heavy into a mobile large round bulwark against shelling for his teams if he were to charge and not release. I add one more thing to this - That "shelling" shield will need to be fed from a capacitor, which would mean a definite max time for use, 30s or so is long enough to get squaddies out of dodge.
Now for my suggestion:
"Aperture" Laser Rifle: >Description: The Aperture is an example of the power of field testing. Many Templar assault units complained that, because the standard LR was absolutely accurate, they were ironically missing much more often. Amarrian engineers responded by replacing the main "barrel" lens with an electromagnetic choke and guidance system - thus, the Aperture LR was born.
>Use: This rifle has a psuedo-locking system. When you aim down the sights, the lock-on causes the laser beam to aim a miniscule amount closer to the center-of-mass of the nearest unidentified target. As it is only a fraction of a degree, the user still has to be a good shot - The weapon simply compensates for human "still" motion.
>Drawback: This simple change has one drawback - a reduced maximum DPS. However, as the weapon is likely to hit more often, the total damage is about the same, if not better, than the standard version. |
Innova Discs
WarRavens
3
|
Posted - 2012.11.17 04:23:00 -
[444] - Quote
Decoy beacons.
Deployable decoy beacons that have a high profile to lead enemy players away from your position. |
Overlord Zero
Doomheim
75
|
Posted - 2012.11.20 01:06:00 -
[445] - Quote
Innova Discs wrote:Decoy beacons.
Deployable decoy beacons that have a high profile to lead enemy players away from your position. Decoy drones. Little deployable spiderlike drones that act as you described, but wander around instead of remaining stationary. |
Velvet Overkill
Seraphim Auxiliaries CRONOS.
104
|
Posted - 2012.11.24 15:05:00 -
[446] - Quote
Large missle turrets are basicly burst fire turrets. I propose a variant that fires each missile individually so it can reload as other missile slots are reloading. This will result in an uninterrupted stream of missiles. |
Magpie Raven
ZionTCD Legacy Rising
161
|
Posted - 2012.11.24 15:10:00 -
[447] - Quote
A swarm launcher like weapon that fits into a sidearm slot.
Sort of like a BoomBoom Stick.
Single shot dumb fire rocket that does similar damage as maybe 1 or 2 missile from a swarm. You can carry no more than 2 rounds. Its meant to just be something for the regular infantryman to do some damage to vehicles. Not strong enough to be a strong threat to a tank. But deffinetly make LAVs think twice before running people over. |
Tammerion
Codex Troopers
7
|
Posted - 2012.11.24 21:14:00 -
[448] - Quote
Id like a grenade launcher that works...
|
Sleepy Zan
Internal Error. Negative-Feedback
2047
|
Posted - 2012.11.24 21:18:00 -
[449] - Quote
Tammerion wrote:Id like a grenade launcher that works... Learn to use it, there were guys that were good with it last build and CCP has buffed them since then. |
Scheneighnay McBob
Bojo's School of the Trades
1058
|
Posted - 2012.11.24 21:22:00 -
[450] - Quote
Active scanners you can throw (or better yet, fire from a weapon) These would have many obvious uses such as watching a flank or an objective.
They could also be stuck to enemy vehicles and players. Ofc a player (unless they're the one with the scanner stuck to them) could take it off and place it somewhere else. |
|
|
|
|
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 [15] 16 17 18 19 20 :: one page |
First page | Previous page | Next page | Last page |