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N1ck Comeau
Planetary Response Organisation Test Friends Please Ignore
173
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Posted - 2013.03.29 01:54:00 -
[1] - Quote
Obviously this thread is about weapon attachments.
Now i think that we need them because they add variety to the game and keep reading for a list of possible weapon attachments.
So i believe that we should be able to have up to 3 attachments on the primary and 3 on the secondary.
You wouldn't be able to have more then one sight on the same weapon or more then one barrel attachment. Or more then one under-barrel attachment.
You would need to skill this up in order to unlock the maximum of 3 attachments. There would be a skill called Light weapon attachments and like heavy weapon attachments and so on (No attachments for vehicles sense i don't see a way they could work)
For example upgrading light weapon attachments to one would allow 1 attachment on a light weapon. Upgrading it to 3 would allow for two attachments on your light weapon and levelling it to 5 would allow three attachments for your light weapon. Light weapon proficiency would decrease the amount of CPU and PG these attachments take up. (The amount they take up would already be pretty low)
Some possible attachments would be a 4x zoom scope and 8x zoom scope a 12x zoom scope (these would only work for sniper rifles)
A basic red dot sight and some different colour dots for variety.
A suppressor attachment that would go on the end of your barrel that would make your gun fire almost dead quiet making it so no enemys or friendlies can hear your shots unless insanely close. While firing you wouldn't have an increased scan signature.
A Anti muzzle flash that would remove the trace of bullets leaving the gun. (Wouldnt apply to snipers sense there bullets come out to fast)
An underbarrel attachment that enhances melee damage maybe a knife on the bottom of the gun to stab people with
Maybe a weaker version of a mass driver that only does 100 damage with a 3 meter splash radius that would mainly be used for finishing people off if you need to reload.
If you have any more attachment ideas comment them below |
Kane Fyea
BetaMax. CRONOS.
118
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Posted - 2013.03.29 01:57:00 -
[2] - Quote
N1ck Comeau wrote:Obviously this thread is about weapon attachments.
Now i think that we need them because they add variety to the game and keep reading for a list of possible weapon attachments.
So i believe that we should be able to have up to 3 attachments on the primary and 3 on the secondary.
You wouldn't be able to have more then one sight on the same weapon or more then one barrel attachment. Or more then one under-barrel attachment.
You would need to skill this up in order to unlock the maximum of 3 attachments. There would be a skill called Light weapon attachments and like heavy weapon attachments and so on (No attachments for vehicles sense i don't see a way they could work)
For example upgrading light weapon attachments to one would allow 1 attachment on a light weapon. Upgrading it to 3 would allow for two attachments on your light weapon and levelling it to 5 would allow three attachments for your light weapon. Light weapon proficiency would decrease the amount of CPU and PG these attachments take up. (The amount they take up would already be pretty low)
Some possible attachments would be a 4x zoom scope and 8x zoom scope a 12x zoom scope (these would only work for sniper rifles)
A basic red dot sight and some different colour dots for variety.
A suppressor attachment that would go on the end of your barrel that would make your gun fire almost dead quiet making it so no enemys or friendlies can hear your shots unless insanely close. While firing you wouldn't have an increased scan signature.
A Anti muzzle flash that would remove the trace of bullets leaving the gun. (Wouldnt apply to snipers sense there bullets come out to fast)
An underbarrel attachment that enhances melee damage maybe a knife on the bottom of the gun to stab people with
Maybe a weaker version of a mass driver that only does 100 damage with a 3 meter splash radius that would mainly be used for finishing people off if you need to reload.
If you have any more attachment ideas comment them below Grenade launcher on gun.... Fk no. |
Sloth9230
Reaper Galactic
663
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Posted - 2013.03.29 01:57:00 -
[3] - Quote
1, This sounds a lot like CoD... 2. Gun customization is confirmed.... |
Sloth9230
Reaper Galactic
663
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Posted - 2013.03.29 01:59:00 -
[4] - Quote
Kane Fyea wrote:Grenade launcher on gun.... Fk no. F, yeah bro!
Mass Drivers should get Mass Driver attachments, so they can mass drive while they mass drive. |
Zhar Ptitsaa
The Red Guards
26
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Posted - 2013.03.29 01:59:00 -
[5] - Quote
Eh, sights are the only thing really needed imo |
Winscar Shinobi
Better Hide R Die
120
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Posted - 2013.03.29 02:00:00 -
[6] - Quote
I just want to get rid of these god awful iron sights please. |
N1ck Comeau
Planetary Response Organisation Test Friends Please Ignore
176
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Posted - 2013.03.29 02:09:00 -
[7] - Quote
Kane Fyea wrote:Grenade launcher on gun.... Fk no. They would be really bad though and would only really be used against guys with little to no health already sense they do so little damage. Would be best to use them if you have to reload and the enemy is weak. |
N1ck Comeau
Planetary Response Organisation Test Friends Please Ignore
176
|
Posted - 2013.03.29 02:10:00 -
[8] - Quote
Sloth9230 wrote:1, This sounds a lot like CoD... 2. Gun customization is confirmed.... Just cause cod has attachments doesn't mean another game can't |
Zekain Kade
BetaMax. CRONOS.
1091
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Posted - 2013.03.29 02:11:00 -
[9] - Quote
assault forge gun with a scope.
The tears............... |
N1ck Comeau
Planetary Response Organisation Test Friends Please Ignore
176
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Posted - 2013.03.29 02:12:00 -
[10] - Quote
Zekain Kade wrote:assault forge gun with a scope.
The tears............... Only sniper rifles could have the good distance scopes. Forge guns would be limited to the red dot sight just like the rest |
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Galthur
CrimeWave Syndicate
30
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Posted - 2013.03.29 02:21:00 -
[11] - Quote
Kane Fyea wrote:Grenade launcher on gun.... Fk no. The gallente Assault Rifle already has one on it (not functional) but keep in mind 3 things You get only shot compared to 6
It's smaller thus weaker then the MD
[*] You don't get to stabilize your gun with a foregrip as shown on Caldari Gauss Rifle |
Zhar Ptitsaa
The Red Guards
27
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Posted - 2013.03.29 02:25:00 -
[12] - Quote
N1ck Comeau wrote:Zekain Kade wrote:assault forge gun with a scope.
The tears............... Only sniper rifles could have the good distance scopes. Forge guns would be limited to the red dot sight just like the rest
Then what's the point?
N1ck Comeau wrote:Kane Fyea wrote:Grenade launcher on gun.... Fk no. They would be really bad though and would only really be used against guys with little to no health already sense they do so little damage. Would be best to use them if you have to reload and the enemy is weak.
Again then whats the point, you want something in the game that is a piece of **** and underpowered? |
Iron Wolf Saber
BetaMax. CRONOS.
3285
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Posted - 2013.03.29 02:29:00 -
[13] - Quote
Soon (tm) |
Kaze Eyrou
Rogue Spades
101
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Posted - 2013.03.29 02:54:00 -
[14] - Quote
Iron Wolf Saber wrote:Soon (tm) IIRC, gun customization was already confirmed a while back.
Especially since we saw red dot sights on Assault Rifles in two different DUST trailers...
And I think they mentioned them in Fanfest 2009 and 2012? |
Spademan
Hydra II-Omega
0
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Posted - 2013.03.29 03:08:00 -
[15] - Quote
N1ck Comeau wrote:
You wouldn't be able to have more then one sight on the same weapon or more then one barrel attachment. Or more then one under-barrel attachment.
You want to prevent me having a red dot sight, reflex sight and acog scope on the same AR? What kind of monster are you |
Paladin Sas
Veldspar Incorporated The Big Dirty
6
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Posted - 2013.03.29 03:26:00 -
[16] - Quote
the slot layout could work like EVE's Rig slots, i have 4 slots in mind
- Barrel - short barrel: faster ROF, reduced accuracy - long barrel: slower ROF, increased accuracy - laser sight: marginally increased accuracy - plasma recycler: chance to cause a shot to not consume ammo (non-projectile weapons) - heat sinks: reduced heat buildup, reduced damage
- Under Barrel - underslung shotgun: exactly what the name implies (tiny ammo supply) - Grenade launcher: (work with me on this) launches your currently equiped grenades allowing further range, disallows cooking the grenade for obvious reasons. - bayonette: increased melee damage - taser: brief stun - grip: reduced recoil - cutting torch: increased hack speed (maybe something other than a torch, data spike?)
- Sight - oh so many things to put here, but you get the idea
- Mag - double mag: 25% reduced mag capacity, increased reload speed (rough numbers to give an idea) - extended mag: increased mag size, slower reload - solid state ammo: reduced shield damage, increased armor damage - EM rounds: increased shield damage, reduced armor damage - extra mags: increased max ammo capacity (i can never seem to carry around enough AR ammo, even with capacity upgraded as is ) - overcharged rounds: more damage overall, increases signature when firing
as for the skills required to use these weapons, make a skill for each attachment slot with higher teir attachments requiring higher level skills, also, make every attachment cost a bit of CPU and PG so you cant juts load up, itll cost ya. and maybe put the slots on the dropsuit fit, that way, you have to choose between upgrading your primary, sidearm, or a little of both. (IE. only one barrel attachment, gotta choose between a light weapon or sidearm attach, cant have both). This should also help with ease of programming and simplification in fitting. lemme know what you guys think, and please be kind :) |
Iron Wolf Saber
BetaMax. CRONOS.
3285
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Posted - 2013.03.29 03:47:00 -
[17] - Quote
Now in my opinion weapon customization should be unique for EVERY weapon. Including Nova Knives.
The only items that wouldn't be unique to each one would probably be ammo/lenses/charges/missiles.
But every gun and launcher and weapon system gets something. As for the 'slot system' I have to agree and maybe can work it into the game a bit such as.
3 for heavy 4 for light arms 2 for side arms |
Garrett Blacknova
Codex Troopers
2196
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Posted - 2013.03.29 03:54:00 -
[18] - Quote
Kaze Eyrou wrote:Iron Wolf Saber wrote:Soon (tm) IIRC, gun customization was already confirmed a while back. Especially since we saw red dot sights on Assault Rifles in two different DUST trailers... And I think they mentioned them in Fanfest 2009 and 2012? Here, have a source.
Quote:[REQUEST] Weapon customization: Subsystem, Rigging, Slots, or Add-ons - The design for this is ready, but it is a very large task to implement it in-game. Expect this at a later date. I'm inclined to think that you're correct about gun customisation being confirmed. That was a long time ago though, and no clear word on a timeframe since then.
I'm personally hoping the system works similarly to Brink, where each attachment alters various aspects of the weapon's handling. So you can stick a big scope on a small gun, but it'll make it unbalanced and it will kick more. |
Paladin Sas
Veldspar Incorporated The Big Dirty
6
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Posted - 2013.03.29 03:57:00 -
[19] - Quote
agreed, sry my post was a bit rough, obviously, different types of weapons would have different attachment available, i just thought my way of fitting would help keep it from becoming to complicated. i also like the slot numbers youve put up. i just want to try and avoid "fitting within fitting" where you have to fit your suit, then fit each weapon. which is why i suggested placing the attachment slots on the suit fit.
any thoughts on making attachments require CPU/PG, and are there any particular attachments that stand out?
- point of note, i think CPU/PG requirements should be counted from the suits fitting pool so we're not giving each weapon its own supply of CPU/PG pool that attachments would pull from. |
Iron Wolf Saber
BetaMax. CRONOS.
3286
|
Posted - 2013.03.29 04:02:00 -
[20] - Quote
I think guns should have a 'calibration' score to it.
And guns could have a tinkers variant.
Meanwhile I think the individual attachments may or should have their own costs or penalties as their cost. That can range form weapon to suit performance.
Lets talk skills though! |
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Paladin Sas
Veldspar Incorporated The Big Dirty
6
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Posted - 2013.03.29 04:08:00 -
[21] - Quote
Iron Wolf Saber wrote:I think guns should have a 'calibration' score to it.
And guns could have a tinkers variant.
Meanwhile I think the individual attachments may or should have their own costs or penalties as their cost. That can range form weapon to suit performance.
Lets talk skills though!
OOO skills well, i would thing one would have a skill per slot, unlocking more powerful attachments within that [weapon size> attachment slot] (IE. Light Weapon Underbarrel operation 1-5)
the operation skill "might" also reduce the fitting requirement of that slots attachments by percentage if using CPU/PG, or a set amount if using calibration
the profiency skill (if there is one) might reduce the negative side effects of that slots attachments |
Garrett Blacknova
Codex Troopers
2197
|
Posted - 2013.03.29 04:09:00 -
[22] - Quote
Iron Wolf Saber wrote:I think guns should have a 'calibration' score to it.
And guns could have a tinkers variant.
Meanwhile I think the individual attachments may or should have their own costs or penalties as their cost. That can range form weapon to suit performance.
Lets talk skills though! This is a good idea.
And obviously, first skill to discuss is the one which increases calibration values, allowing more customisation.
I think that most - not all - attachments should cost PG/CPU (maybe not both, but one or the other), but that should count towards the total PG/CPU of the weapon, and shouldn't be limited within the weapon customisation. |
Paladin Sas
Veldspar Incorporated The Big Dirty
6
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Posted - 2013.03.29 04:13:00 -
[23] - Quote
another thought entirely.... what if (im sorry if im making programmers cringe here) we could have a weapon variant within each weapon class that was built in a similar fashion to EVEs Tech3 cruisers. where we have different components to choose from and you put the parts together to create your gun.
(IE. Mag, Barrel, Sight, Stock, Body) were all the variants of each body type behave alittle differently creating different gun opportunities |
Goric Rumis
Amarr Templars Amarr Empire
123
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Posted - 2013.03.29 04:35:00 -
[24] - Quote
Paladin Sas wrote:another thought entirely.... what if (im sorry if im making programmers cringe here) we could have a weapon variant within each weapon class that was built in a similar fashion to EVEs Tech3 cruisers. where we have different components to choose from and you put the parts together to create your gun.
(IE. Mag, Barrel, Sight, Stock, Body) were all the variants of each body type behave alittle differently creating different gun opportunities I like it! However, remember that it took years for this level of customization to appear in EVE. I'm okay with starting out with cosmetic customization (sights) and expanding from there. |
Paladin Sas
Veldspar Incorporated The Big Dirty
7
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Posted - 2013.03.29 04:40:00 -
[25] - Quote
Goric Rumis wrote:I like it! However, remember that it took years for this level of customization to appear in EVE. I'm okay with starting out with cosmetic customization (sights) and expanding from there.
i know, just saying, if CCP likes it, might end up on the to do list :) |
Iron Wolf Saber
BetaMax. CRONOS.
3286
|
Posted - 2013.03.29 04:47:00 -
[26] - Quote
Handheld Modder -Field Mechanics II Increases Calibration of Handheld weapons
Munitions Modder Allows replacing default ammo/charges/lenses/warheads of hand held weapons. This changes Range vs Damage, Optimal vs Effectiveness, and Damage Effectiveness of Shields vs Armor Reduces the reduced magazine and reserve penalty per level.
Targeting Modder Allows replacing of the weapons targeting systems (scopes, designators, sights, HUDs, and melee methods) Alters Range, Visual Range, Visual Looks of aiming, Visual Spectrum, Locking Properties, Combat Melee methods (lunge or wide swipe with nova knives for example) Costs CPU to fit, skill reduces CPU amount
Delivery Modder Allows replacing of Emitters, Barrels, Chokes, and other various methods of weapons delivery. Alters weapon behavior such as noise reduction, visual reduction, Emissions reduction (spiking on tac net when firing), heat build up, charge 'requirement' (IE 10% reduced charge but 10% reduced range and damage). As well as recoil, sway, spread and weapon weight (slower to reload/rearm/put away.) Costs PG to fit, Skill reduces PG costs.
Attachment Modifier Allows attachment of very specific equipment to the weapon that alter its function entirely. Examples, Bayonettes, Grips, a Second Edge, Grenade Launcher (consumes current grenades), Slings, Twined, Safety Removal, Heat Sinks, Stocks. Costs various PG, CPU, and performance stats or even consume slots such as the bayonet option requires to fit a nova knife in the side arm. Leveling up unlocks more options. |
Chemical Death
Valor Coalition RISE of LEGION
11
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Posted - 2013.03.29 05:10:00 -
[27] - Quote
Kane Fyea wrote:Grenade launcher on gun.... Fk no.
Do you even lift bro?
Non-troll aside have you watched old gameplay vids? CCP shows off a GL and a green holographic sight on an AR... So yeah better get warmed up to the idea |
Rifter7
Improvise.
160
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Posted - 2013.03.29 05:26:00 -
[28] - Quote
rainbow six featured attachments long before call of duty came around, drop it people. cod ripped it off from someone that ripped it off someone else that ripped it off someone who ripped it off of a cavemen adding sharp rock attachments to their clubs. |
Sloth9230
Reaper Galactic
666
|
Posted - 2013.03.29 05:32:00 -
[29] - Quote
N1ck Comeau wrote:Sloth9230 wrote:1, This sounds a lot like CoD... 2. Gun customization is confirmed.... Just cause cod has attachments doesn't mean another game can't Wasn't saying that, i'm saying the way you to implement it sounds a lot like CoD, though I guess there's not many options as to how to actually do it. |
john 11700
Circle of Huskarl Minmatar Republic
2
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Posted - 2013.03.29 05:50:00 -
[30] - Quote
how about we put attachments under light/sidearm/heavy weapon upgrades since the skill only effects cpu and pg |
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Sloth9230
Reaper Galactic
666
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Posted - 2013.03.29 06:29:00 -
[31] - Quote
So I'm guessing Weapons will get their own fitting screen like dropsuits and vehicles. |
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