|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.11.11 23:37:00 -
[1] - Quote
Handheld railgun tech is already in the game.
It's called a "Sniper Rifle" - maybe you've heard of them?
Low RoF, and a chargeable version with variable damage based on charge time. |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.11.11 23:58:00 -
[2] - Quote
You're talking about adding a handheld weapon based on railgun tech. I was pointing out that they already have one.
It's kind of like a really slow-firing, high damage tactical AR... kind of.
And it has a charge mechanic - just not on every variant.
Laser Rifle isn't an AR either, and you used that as an example, so I don't see the point in disallowing Sniper Rifles as a relevant example. |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.11.12 00:27:00 -
[3] - Quote
Honestly, now your idea is sounding like a chaingun's wind-up time, but with a different explanation behind it.
Could be an interesting idea.
Sorry for not really getting the point at first. |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.11.12 20:42:00 -
[4] - Quote
Kharga Lum wrote:i don't understand why you'd charge a rail gun. A brief cool down after the shot I'd understand.
In eve rail guns are long range low damage weapons with a good rate of fire. Rail guns have the lowest dps out there and generally suck in Eve. They're good if you have a lot of them or if you're shooting at something small at range. Although in Eve blasters are ship mounted shotguns not the machine guns they are in Dust so who knows what they'll do.
Railgun turrets - small and large - on tanks in DUST require charge time to fire. Charge Sniper Rifle in DUST is, like all the game's Sniper Rifles, based on railgun tech, and also requires a charge to fire. There's in-game and in-universe precedent for railguns to work this way in DUST. |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.11.13 02:36:00 -
[5] - Quote
You're forgetting to account for something important.
Headshots.
ARs can land kills on Assaults with only 3 - 5 shots (depending on fitting) if you can get them all on-target in a smaller area. Less than 1/2 a second.
Yours would be maybe 1/3 of a second if you can line up the headshots. |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.11.13 14:18:00 -
[6] - Quote
If anything, I think a full second of charging might leave it feeling underpowered more than overpowered. Especially if you can't hold a charge on the weapon.
Well-used, it would be incredible. For ambushes, it would potentially be up there with shotguns for destructive capabilities. But if YOU'RE the one being ambushed, the delay before firing would probably kill you.
Seems fair to me. |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.11.13 15:40:00 -
[7] - Quote
I just had a different idea for a Burst version that I think would work nicely as a contrasting system.
Charge has to be built up for at least 0.5 second, at which point, a burst will be fired when you release the trigger. The longer you hold the trigger for after the 0.5s mark, the more shots will be fired in the burst. |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.11.13 16:55:00 -
[8] - Quote
Ops Fox wrote:Didn't think about that but that might border OP the streagth of the burst was being able to hold a charge and still move around but the fact that you have to do atleast 2 burst balanced. Most people would probably walk around always holding a charge so it would defeat the point of the standard But if it was a burst with variable amount of shots fired, holding the charge would just waste ammo when you run into a scout, and unless you landed every bullet int he head, you'd be struggling to take down a well-fitted Heavy even with a fully-charged burst. |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.11.13 19:03:00 -
[9] - Quote
0.5 second charge: 3 round burst 0.6 second charge: 4 round burst 0.7 second charge: 5 round burst 0.8 second charge: 7 round burst 0.9 second charge: 8 round burst 1.0 second charge: 10 round burst
Not necessarily those specific numbers, but just as an example.
If you spot a Scout, you can charge a short burst and fire at mid-range. If you're waiting for a Heavy, you can hold fire for longer and fire a more powerful burst. If you're up against a target you're unsure of the durability of, you can fire partial charges to conserve ammo. |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.11.14 14:27:00 -
[10] - Quote
Ops Fox wrote:To clarify I see it like this (early I called the breach version tactical ignore that early name)
Standard: high DPS, accuracy, and range balanced by second charge time and cant holding a charge Vs Breach: more power and more bullets balance by being unable to move while charging Vs burst: shorter charge time and holding a charge balanced by small burst I rather like how you've worded this. |
|
|
|
|