Weapon types and weapon abilities

What ideas do you like?

  • 2. This weapon classification

    Votes: 0 0.0%
  • 3. Weapon abilities

    Votes: 0 0.0%
  • 1 and 2

    Votes: 0 0.0%
  • 2 and 3

    Votes: 0 0.0%
  • 1 and 3

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  • Total voters
    4

Vedemin

Deepscanner
Jul 27, 2016
161
164
43
#1
Hello everyone!
Making a fully custom weapons can be a mess. How about making them divided into categories? By this way we can also make weapon-specific abilities. Like HKMs. For example, a revolver may have a HKM like McCree's Deadeye - locking on and killing max (drum size) enemies with headshots. I have a proposal list of primaries (not all of them can be used as alt-fire modules):

Kinetic:
BF - burst fire, AF - automatic fire, SA - semi-auto, BA - bolt action, HL - hand loaded (no mag)
- Assault rifle - low caliber automatic rifle, accurate, AF/BF SA
- Battle rifle - medium caliber automatic rifle, fires slower than Assault Rifle, AF/SA
- SMG - automatic weapon that fires very fast using pistol rounds or slow using high caliber pistol rounds, AF
- DMR - semi-automatic rifle firing low to high caliber rounds, SA/BF
- Semi-auto Sniper Rifle - heavy DMR, may use high caliber rounds, SA
- BASR - heavy sniper rifle, may use from low caliber to AT rounds, BA
- Railgun - like Raptor's Rifle, uses projectiles made of magnetic metal, SA
- Hand cannon - single shot, very high caliber rounds, HL
- Rocket launcher - fires rockets, HL
- Grenade launcher - fires grenades, SA/HL (if used as alt-fire weapon)
- LMG - low to medium caliber weapon, can use belt ammo, good for suppressive fire, really accurate, heavy, AF
- High-Caliber Burst Rifle - uses high caliber (12.7mm) rounds, very accurate, fires in 4 round bursts, slow RoF, long range, BF
- Shotgun - uses buckshot, frag or slug ammo, fires in a cone, devastating close range, AF/SA/Pump Action
- Your ideas

Thermal:
- Cannon (like plasma/thermal cannon from Firefall)
- All weapons from kinetic category except for rail gun, hand cannon and grenade/rocket launcher, with some changes of course
- Flamethrower
- Volatile fuel projector
- Your ideas

Electric (would also repair):
- Tesla Punisher - charge-up weapon, charges up when you hold LMB, fires when you release it. Medium range, very high damage at max charge
- Constant Arcer - a weapon that fires like Tesla for engineer from Firefall
- Your ideas

Toxic:
- Desolator - launches liquid toxins (they curve as they are affected by gravity) that leave spills on ground, only affects ground targets
- Coroder - launches a blob that explodes and leaves a small spill, corodes armor. Great as alt-fire for Desolator, first you use Coroder on armored enemy, than kill it with Desolator's toxins
- Lung Killer - a weapon that sprays toxins on short range, leaves gas clouds. A bit less deadly than Desolator, cannot damage armored enemies even if they are coroded, vanishes quicker than Desolator's toxins.

Healing/vampire:
- Heal gun - like Medigun from TF2, steals enemy hp
- All weapons from kinetic category except for rail gun, hand cannon and grenade/rocket launcher
- Bio needler - we all know it, also steals enemy hp

Cryo:
- Freezing blaster - like Mei's primary fire from Overwatch, short range
- Impaler - like Mei's secondary fire from Overwatch, deals kinetic damage and slows down the target
- Your ideas

Beam:
- All weapons from kinetic category except for hand cannon and grenade/rocket launcher, with some changes of course
- Focuser - emits a constant beam while LMB is pressed
- Your ideas


Now secondaries, only kinetic come to my mind:
- Revolver - RoF and mag size depends on caliber, alt-fire is fanning the hammer
- Pistol - low to high caliber pistol, alt fire is 3 round burst that is not really accurate
- Automatic Pistol - low caliber pistol rounds, full auto, alt-fire is firing accurate single shots
- Your ideas

What do you think? It would make crafting and balancing easier and players could get weapon-specific abilities and HKMs.
 

TankHunter678

Well-Known Member
Jul 26, 2016
369
311
63
#6
in thermal and vampire?
Do not really understand it either considering a grenade launcher could be setup to use Incendiary Grenades (thus fitting into Thermal). Railguns can be of a high enough caliber that you can fire off a incendiary shell, as the entire function of a railgun means you do not need a chemical propellent so more of the projectile can be filled with a material that ignites on contact with the air, which is gonna happen when the shell goes squish against a target and its frame breaks.

Similar with Handcannons. It would simply fire a bigger version of the same kind of shell used for lower caliber rifles (since he includes them in the Thermal section).
 

Vedemin

Deepscanner
Jul 27, 2016
161
164
43
#9
ideas:
electrical
- CTS (compact tesla sword)

Bio
- Bio injector (teh needler is the fast1 with shotgun mode)

and what do you mean with

in thermal and vampire?
I mean that they have same base mechanics but are different in terms of shooting. By "without" I meant that such weapon isn't in vampire or thermal category

Also, there is 9x18 that explodes XD But really, only high caliber shells could explode. Kinetic means that damage is applied by force instead of ice/heat/current. So in terms of bullets, they will be kinetic. And kinetic weapons are not always explosive.
 
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Vedemin

Deepscanner
Jul 27, 2016
161
164
43
#10
Do not really understand it either considering a grenade launcher could be setup to use Incendiary Grenades (thus fitting into Thermal). Railguns can be of a high enough caliber that you can fire off a incendiary shell, as the entire function of a railgun means you do not need a chemical propellent so more of the projectile can be filled with a material that ignites on contact with the air, which is gonna happen when the shell goes squish against a target and its frame breaks.

Similar with Handcannons. It would simply fire a bigger version of the same kind of shell used for lower caliber rifles (since he includes them in the Thermal section).
I was classifying them by what damage would a projectile do upon impact. Even if a shell has poison inside or is incendiary, the main damage is always gonna be kinetic. That's because of impact force. Such she'll can ignite (I'd see elemental ammo as one of ammo variants), but main damage will still be kinetic
 
#11
Make it a bit like Borderlands. But, not so much that one has to carry around multiple primary and/or secondary and even auxiliary weapons of different elemental types that there inventories would clog up and they'd be forced to keep switching in and out with every enemy they encounter. Though, they should be encouraged to adept to different enemy types. Perhaps all weapons would need to do basic kinetic damage, that would be complemented by a certain element.

Also, weapons could have different manufacturers or different kinds of weapons should have some gimmick, as in Borderlands games. More ammo, faster reload, burst-fire while scoping, different ways they deliver the same type of damage. Grenades that deal AoE or just explode on impact. Grenades that teleport to the location aimed at or ones that can bounce and be ricocheted off surfaces to throw behind cover...etc.