SouLNibbleR said:In the category of a shield weapon to protect you this might be a fun one that requires some skill. How about a gun that shoots out a shockwave at about 45 degrees from the gun, which absorbs an attack at a 1-1 level. IE, you shoot this gun, the wave comes out and expands infront of you, and if say a disc came at you and it hit the shield it would explode and the shield would dissapear. After a certain short distance the shield would become to wide and lose it's strength to repel attacks. So it would take alot of skill to time your shield guns attack because if you did it too early the enemy fire would pierce your weakened shield "shockwave" and hit you. Alot of timing could also be used to block mine explosions and it could even be used to reduce some damage from really powerful weapons such as mortars. I don't think it should work physically against people, because that would eliminate body blocking, but it could protect a body blocker from being disced out of the way. The shield COULD have a physical effect on vehicles such as stopping them from ramming you as hard, or damaging the vehicle by acting as a soft wall that slows it down and hurts it somewhat. It could defend people from being rammed by vehicles in this way as well. Lotsa other uses could be thought of i'm sure.
Amadeu5 said:Anyway, I was thinking of an EMP gun. It feeds off your energy resources, using up all your available energy (like laser rifle). When you fire it, a well visible shockwave would be released to all directions (i.e. sphere), wich would explode every projectile it touches. Those who played Deus Ex already know this as 'Agressive Defense System'. It should have a very slow fire rate though so it won't be overpowered, and the max range should not exceed the mortar's damage range.
An EMP pack should be just like Agr. Def. Sys. in Deus Ex: continuos effect and energy drain. Or you'd have to make a reactivation delay, so you won't be able to continuosly release mini-EMPs wich would make you invulnerable against blaster, laser and CG (since they don't explode). Or, you could just make a minimum energy level that is needed to cast it.|MrSniper|Nyx said:I see that making a HoF way too powerful. Maybe make and emp pack, and not a gun. If you had an emp gun + shield pack that could be a problem. EMP pack might be interesting though. It could inflict damage on objects/players in the area too, but be energy based like the laser rifle: full energy, largest strongest sphere, less energy, weaker smaller sphere. Also you could vary the strength based on armor size. Heavy, with the largest energy bank, would get the best EMP blast, but obviously heavies recharge much slower than light so it would balance.
what you want is....renegades?DarkHound said:I'd like to see a bigger variance in deployable turrets.
Clamp turrets are nice.. but also I'd like to see the following.
Bring back the old turrets from t1 call it the ion turret or something.
Spike turrets are ok, but they need to fire a bit faster or hit a little harder.
An emp turret would be nice, make it indoors only so people aren't throwing one on top of the flag. Would help defend against shieldpack heavies.
Some sort of chaingun turret to replace the current AA turret. Also make it respond just a little faster.
I'd like to see deployable base inventories, not attached to an mpb, and make it a 1 time per map drop. Once it's placed it cannot be moved or destroyed. Well the station itself can be destroyed but repaired. The small hut it's in cannot be destroyed.
I'd like to see deployable forcefields. With a special tool (emp grenades?) which would render them useless. Or make them destroyable by placing 2 emitters which could be destroyed. Like what is in unreal 2.
I'd like to see the teleport station that is in the MPB in classic, be deployed separately from the mpb, in a spot within range of the MPB (for power reasons).
I'd like to see the rocket turret be controlable by a person and fired manually without lock.
I'd like to see plasma mines, intrusion detector beacons, and variable speed seting on a plasma gun (fastest setting would replace a blaster) and make it an energy based weapon.
DarkHound said:I'd like to see a bigger variance in deployable turrets.
Clamp turrets are nice.. but also I'd like to see the following.
Bring back the old turrets from t1 call it the ion turret or something.
Spike turrets are ok, but they need to fire a bit faster or hit a little harder.
An emp turret would be nice, make it indoors only so people aren't throwing one on top of the flag. Would help defend against shieldpack heavies.
Some sort of chaingun turret to replace the current AA turret. Also make it respond just a little faster.
I'd like to see deployable base inventories, not attached to an mpb, and make it a 1 time per map drop. Once it's placed it cannot be moved or destroyed. Well the station itself can be destroyed but repaired. The small hut it's in cannot be destroyed.
I'd like to see deployable forcefields. With a special tool (emp grenades?) which would render them useless. Or make them destroyable by placing 2 emitters which could be destroyed. Like what is in unreal 2.
I'd like to see the teleport station that is in the MPB in classic, be deployed separately from the mpb, in a spot within range of the MPB (for power reasons).
I'd like to see the rocket turret be controlable by a person and fired manually without lock.
I'd like to see plasma mines, intrusion detector beacons, and variable speed seting on a plasma gun (fastest setting would replace a blaster) and make it an energy based weapon.