Assault rifles

Do you event want Assault Rifles in this game


  • Total voters
    26

NightStroke

Base Commander
Base Commander
Jul 26, 2016
135
231
43
#21
Oh, but it was balanced. It had primary fire and secondary was scope. Nothing too OP here. Assault rifles may be extremely accurate and have let's say a tesla cannon as alt-fire making them complete jack of all trades at almost any distance against any target. That's the problem with them.

P.S. I really preferred your old, blue-black avatar :)
So just make the assault rifles in the game like the r36. When did we ever have a tesla cannon on an assault rifle??? Are you referring to the AoE that came from electricity-chaining?

P.S. I like the blue scheme more too but I'm going orange to fit thematically with "ember" :p It seems like blue is the dominant color anyway so I will probably go back.
 
#22
meh, i would say we have to use components while crafting, so in the end you can hive different subtypes of weapons e.g. normal assault rifles (M4A1), compact assault rifles (MDR-C, AKS-74U), battle rifles (HK 417D) and then you can still craft other weapons e.g. carbines (RFB, SVD-S), PDWs (KAC, P-90, MP7), compact PDWs (magpuls PDR-C *lol*), semi automatic sniper rifles (SRS, EBR), full automatic sniper rifles (VSS Vintorez), pumpaction shotguns (KSG, MP-133, M3 mod.2), SA shotguns (Saiga 12k), FA shotguns (Saiga FA), SMGs (MP5, UMP45, Bizon-2, Scorpion EVO, PP-91 Kedr) LMGs (PKP Pecheneg, Degtyaryov MG (RPD), HK243) and all that stuff

So, ARs maybe just as Stock weapons?
 
Jul 27, 2016
76
86
18
#23
To weigh in on the omnirifle, I believe Blacklight Retribution HAD (or maybe still has) a similar system, though we need to go even more horizontal.

You should be able to customize every part of a weapon, from the chamber, caliber of bullet, base "type", barrel, extensions, stock, grip, etc. Make it gun porn, and have enough modifications to completely swing any weapon to the extreme of any one stat at the expensive of the others. Want a super high caliber weapon that does a ton of damage per hit? Small magazine size, insane recoil. Want a bullet hose with excellent recoil? Bad damage and effective range. You need to carefully specialize to be effective, but you still have absolute freedom to design for specific circumstances and playstyles.
 
#24
To weigh in on the omnirifle, I believe Blacklight Retribution HAD (or maybe still has) a similar system, though we need to go even more horizontal.

You should be able to customize every part of a weapon, from the chamber, caliber of bullet, base "type", barrel, extensions, stock, grip, etc. Make it gun porn, and have enough modifications to completely swing any weapon to the extreme of any one stat at the expensive of the others. Want a super high caliber weapon that does a ton of damage per hit? Small magazine size, insane recoil. Want a bullet hose with excellent recoil? Bad damage and effective range. You need to carefully specialize to be effective, but you still have absolute freedom to design for specific circumstances and playstyles.
yeah, thats how i would like it, and they should many ammo types, and not just normal bullets but also railgun ammo (eg. 10x100mm hollow for elemental dmg *lol* or 11x100mm fullmatel for full destruction :3)

and we should be able to customize even stuff that seems pretty useless (but is still kinda important for the overall, like cheek rests (for the different recoil strengths and RoF speeds, and teh duration of aiming), mods, grips, sight etc.
 

NoahDVS

Deepscanner
Jul 27, 2016
182
133
43
#25
The Assault Rifle should be a primary in this game, similar to what R36 was in the past with options for low power scopes and suppressors. I kind of like the idea of having all secondaries light enough that you could plausibly shoot them with one hand.
 
Likes: EvilKitten

TankHunter678

Well-Known Member
Ark Liege
Jul 26, 2016
369
311
63
#26
Star Wars Republic Commando had an Omni Rifle.

It was either in Blaster Rifle, Blaster Sniper Rifle, or Anti-Armor Grenade Launcher.

The weapon was modular so changing out a few external parts rerouted the power systems to the correct outputs.
 

Daynen

Active Member
Aug 3, 2016
184
246
43
#27
An "assault rifle" should be a generic, well-rounded weapon that doesn't fulfill any specialized role, but performs acceptably in lots of situations. It needs physical ammo, makes a moderate amount of noise, needs to be reloaded, and maybe has room for some accessories, depending on the scope of the game in question. Other guns should use the assault rifle as a benchmark when trading off one kind of advantage for another.

It's the "basic" weapon with room for growth and mastery, but not one that obsoletes any other specialty weapon. "Jack" of all trades, not "king." If you're not sure what kind of secondary or conventional weapon to bring, an assault rifle should be a dependable "default" weapon you can use first or fall back on. It should never be a "bad" choice, but if it ever gets "OP" there's a problem.
 

NitroMidgets

Tsi-Hu Hunter
Jul 27, 2016
590
474
63
Dupont, WA
#28
If fired in full auto it shouldn't have perfect accuracy. Sadly in games they often do. The problem is that too many games give the weapon characteristics and stats that make it the only real option for a go to weapon. Fired full auto it should reflect the recoil on the lighter weapon. It should also have drop off. They are just so often incorporated poorly.