Elemental Sniping - Countering and Canceling

#1
What I thought extremely strong, low fire-rate sniper-builds would be capable of with the elements. Doesn't apply to faster, scoped weapons, like the M36 from Firefall. You'll see why.

The stuff in brackets miiiight be (asking for) too much. But, it's just neat things. It could promote team-work. Give more opportunities for support and to use the environment and its natural hazards and turn them against the enemy.

...


Incendiary: Fire-ball released on impact can light smaller enemies on fire, in melee-range of the target, while the latter is more severely burned.
(Shots can instantly ignite hazardous gas vents and fissures to produce a wall of flame. Hits can thaw out and warm friendly units, object, emplacements and structures affected by frost.)

...

Cryo: Snap-freezing shots automatically slow smaller targets, while the build-up of ice can cause them to become frozen from multiple shots. Larger enemies may be slowed by consecutive hits.

(Individual limbs can become effected by frostbite, reducing movement and attack-speed, when the legs and arms are targeted.)

Targets more susceptible to cold are slowed faster and more severely, while smaller ones may freeze faster from less shots.

(Hits can put out fires on friendly units, object, emplacements and structures. They can also plug and stop liquid chemical leeks.)

...

Shock: Lightning strike that can chain to multiple targets within melee and close-range, doing reduced damage and with a chance to stun. Main target struck is guaranteed to be stunned, unless it is specifically resistant to it and the element.

(Can remotely power-up generator devices, wherever that might be needed. Make it thunder, after a shot! Mwahaha!)

...

Corrosive: Delivers a high-impact payload filled with a thermite-like* solution that's spread on impact. It rapidly eats through flesh and metal, while producing a debilitating, toxic gas cloud that impairs the aim of the target and enemies within melee range.

(Can corrode the limbs of mechanized, unmanned enemy transports, walkers...etc. rendering them immobile for easier destruction or salvaging. Can also destroy support structures under enemy emplacements, taking them out of commission, but leaving them salvageable or even reusable.)

*Or whatever stronger stuff they could've come up with in 300 years.
 
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Pandagnome

Kaiju Slayer
Happy Kaiju
Jul 27, 2016
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#2
Got me thinking about elemental defense/enhancment

If an object or individual has an elemental property that is the same as your weapon
the damage is reduced

If for example it was a fire elemental and your weapon is a cryo you could neutralize it well and some damage

What if mech have elemental defense say you are going to an extremely toxic region you can slot in a
toxic defense module to reduce that damage or whatever the environment could be.
Would that be too much maybe just for 1 or 2 elemental option but not for every single elemental hmm


What if medics could specialise is elemental enhancement buffs to boost whatever elemental someone is using
or even debuffs but that is a special area of medic training to unlock.
 

Omnires

Well-Known Member
Aug 14, 2016
390
533
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#3
Sonic bullets.
On low setting, makes special sound-waves that can scan the surrounding area as they pass by. Can be used to explore areas where normal radar doesn't work. Can also be used to lure enemies to where the shot lands as they follow the sound.

On medium settings, makes sound-waves that stun and confuse enemies within range of the sound. Can also be used to highlight weak points in enemy armor, structures, and rocks. Can be used to find hidden caves and objects that are invisible to human eyes. Can also be used to push things around.

On high settings, makes resonance sound-waves. Resonance waves make vibrations in things around them in such a way that they fall apart. Can be used to make small earthquakes if aimed at the ground. Can also be used to kill enemies with sound by using resonance on vital organs to make them stop working.

Example of resonance.

Also let's try to keep the things sound weapons can do realistic. Don't want to have something like this happen.
 
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PIghead Elderberry

Kaiju Slayer
JUMBO KAIJU SLAYER
Jun 4, 2017
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CA USA
#7
What I thought extremely strong, low fire-rate sniper-builds would be capable of with the elements. Doesn't apply to faster, scoped weapons, like the M36 from Firefall. You'll see why.

The stuff in brackets miiiight be (asking for) too much. But, it's just neat things. It could promote team-work. Give more opportunities for support and to use the environment and its natural hazards and turn them against the enemy.

...


Incendiary: Fire-ball released on impact can light smaller enemies on fire, in melee-range of the target, while the latter is more severely burned.
(Shots can instantly ignite hazardous gas vents and fissures to produce a wall of flame. Hits can thaw out and warm friendly units, object, emplacements and structures affected by frost.)

...

Cryo: Snap-freezing shots automatically slow smaller targets, while the build-up of ice can cause them to become frozen from multiple shots. Larger enemies may be slowed by consecutive hits.

(Individual limbs can become effected by frostbite, reducing movement and attack-speed, when the legs and arms are targeted.)

Targets more susceptible to cold are slowed faster and more severely, while smaller ones may freeze faster from less shots.

(Hits can put out fires on friendly units, object, emplacements and structures. They can also plug and stop liquid chemical leeks.)

...

Shock: Lightning strike that can chain to multiple targets within melee and close-range, doing reduced damage and with a chance to stun. Main target struck is guaranteed to be stunned, unless it is specifically resistant to it and the element.

(Can remotely power-up generator devices, wherever that might be needed. Make it thunder, after a shot! Mwahaha!)

...

Corrosive: Delivers a high-impact payload filled with a thermite-like* solution that's spread on impact. It rapidly eats through flesh and metal, while producing a debilitating, toxic gas cloud that impairs the aim of the target and enemies within melee range.

(Can corrode the limbs of mechanized, unmanned enemy transports, walkers...etc. rendering them immobile for easier destruction or salvaging. Can also destroy support structures under enemy emplacements, taking them out of commission, but leaving them salvageable or even reusable.)

*Or whatever stronger stuff they could've come up with in 300 years.
All these ideas sound good to me.

It is nice to have heat counter cold and visa versa. It makes sense environmentally, and as OP points out it makes support in game play more than just using a healing beam or such.

Fire and lightening are always tops for visuals. Cold is harder to reproduce well in games visually. FF did a decent job with poison - like the poison grenade that left the blob on the ground. Corrosive the other hand is not poison, and could have lots of nice visuals on destructibles.

Maybe shock on friendlies could in some way be a support mechanism by jolting them to a higher movement speed or reviving them like a remote heart restart?
 
Likes: Pandagnome
#8
All these ideas sound good to me.

It is nice to have heat counter cold and visa versa. It makes sense environmentally, and as OP points out it makes support in game play more than just using a healing beam or such.

Fire and lightening are always tops for visuals. Cold is harder to reproduce well in games visually. FF did a decent job with poison - like the poison grenade that left the blob on the ground. Corrosive the other hand is not poison, and could have lots of nice visuals on destructibles.

Maybe shock on friendlies could in some way be a support mechanism by jolting them to a higher movement speed or reviving them like a remote heart restart?
I thought about a lightning-shot being able to revive downed frames, restarting their system, like how Iron Man got a 400% power boost from Thor's lightning, heheh. But, then I thought it would fry circuits. So, I dunno...
 
Dec 27, 2016
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#9
I'd like to be able to switch ammunition types by reloading a different clip instead of just having your gun(s) 'fixed'. Not for every weapon, so that 'versatility' is a weapon property. This is assuming enemies come in varied flavors so that sacrificing a bit of raw power for versatility could make sense (but still not feel mandatory, please no enemy specific immunity everywhere!).
Going further, weapon alt fire having completely different effects (including mechanically) based on ammunition type would be awesome. Expand your arsenal horizontally, keep the lower 'level' guns (note the '' please) simple and give the more experienced players room to let their own style take shape and their resources to be put to good use.
Ammunition type could also change the base weapon properties like RoF, spread and consumption. For ex: a sniper cryogenic shot shortens the weapon effective range, incendiary bullets lower the RoF, etc..
The more you advance in the tech tree the more complex and dynamic (customizable) SOME guns COULD become (player choice must be respected for those who like to keep it simple and effective too). That was the idea, right?
 
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Likes: MattHunX