Oswald Rehnquist
Abandoned Privilege General Tso's Alliance
67
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Posted - 2013.07.13 14:24:00 -
[1] - Quote
This is a heavy slayer game with a huge slayer focus on weaponry. I was thinking more or less about adding weapons that needed to utilized team play or would in fact help the team with more unique mechanics.
Gallante
Swarm Rifle- A rifle with the range of a sniper rifle that shoots a payload containing thousands of tiny bug sized drones that cover a large area of effect that does slow damage to enemy health in the area of effect. Aesthetically look like black snow covering a given area. Weapon paths can increase duration or damage over time. It is the much needed drones.
Utility: As you know opposing teams of ARs usually get caught up in a form of trench warfare, if you can get a view of the enemy instead of killing one out at a time you can hit all of them with the swarm and as they run out of the swarm, you get kill assists from your AR buddies and if they decide to stay, the will not heal and be taking very slow damage instead and if they are all wiped out by your allies you get points like you took out half of them through based on assist points.
Caldari
Baleful Launcher- A midrange PDW that shoots a rapid 3 burst shot with mini kinetic missiles, it has to reload between every shot. Zero splash damage but payloads contain corrosive elements which do major damage over time to a single individual . Damage over time only takes effect if they lack shields. Weapon paths can increase distance or corrosive effect
Utility: Self-explanatory, this is a good finisher weapon as well as a good shoot and scoot weapon, which really plays well with the scout.
Minmatar
Flash Cannon- The cannon shoots a dumb bomb which flies straight for a given time and then blows up with a huge radius, producing minimal to moderate damage, but also blinds the whole area in a long bright flash.
Utility: A good weapon to give you cover as you move around since you know when to expect the loss of vision, can be utilized as a team to get a jump on an enemy or to make opponents lose line of sight as your team retreats.
Amarr
Photon Rifle- Medium range weapon that must charge to produce and maintain a laser that guides a plasma cluster/ball that travels down the laserGÇÖs path. Anything the ball/cluster gets near it zaps then with a bolt causing good damage to shields. The shot travels as fast as a regular lav.
Utility: Pretty self-explanatory, this is also a good area denial weapon like the Swarm Rifle, but it also serves as a good lead to soften targets which the rest of your team follows behind the shot.
TL:DR
What are your thoughts on support weapons in general? Are they viable or gimmicky? |