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#1 |
![]() Join Date: Oct 2010
Reputation: 54
Posts: 599
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Laser Minigun Idea...
Hey guys. I thought of another idea for a weapon, but this time for the Heavy. Please don't flame this idea so harshly, for this is only just for fun.
EDIT: I based this idea from this video. Credit goes to whoever made it. The HyperDrive Level 10 Gatling Laser Gun Has a tighter firing cone Penetrates through enemies Infinite Ammo Requires a reload animation to get a full clip Picked up ammo or dispensers does not fill ammo for this gun 25% less clip size Possible Craft Recipe: (Direct Hit? +) Pomson 5000 + Brass Beast + Reclaimed Metal Read the Explanations of Stats below!: Tighter firing cone: This counts as a neutral stat because with a tighter firing cone, the bullets/lasers would hit a smaller area, but would also shoot with more accuracy. A Direct Hit sort of idea. However, with a smaller firing cone, it requires the Heavy to aim more precisely. Penetrates through enemies: A Righteous Bison sort of idea. Basically, the tighter firing cone makes it easier to cut through enemies. Also, Valve likes the idea of lasers cutting through enemies, so this would be perfect. Ideal for swiping enemies off the payload cart or cut through enemies trying to defend their medic. Infinite Ammo: What this basically means is that it is not required to pick up ammo packs to refill your clip. The gun still stats out with a clip of 150 shots and goes down when you shoot. You could reload it at anytime to bring it back up to 150 shots. Requires a reloading animation to get a full clip: The animation would take a little longer than the length of the Sandvich eating animation. Since ammo picked up doesn't go to this weapon, it is required to find a safe spot to stand still and reload your gun. You can either find a safe spot yourself or use TEAMWORK and ask for cover while you reload. Picked up ammo or dispensers does not refill gun: Goes with the "reloading animation" downside. Although it is a more offensive gun, it still requires the user to constantly find safe areas to not get ambushed. 25% less clip size: That would leave the heavy with a clip of 150 rounds. Sort of thought of this last minute, but with a Heavy that could penetrate enemies, I think he should look for reloading spots more frequently. BENEFITS -Good for Payload Defense when enemies are all in one area pushing the cart -Good for Heavy/Medic pair matchups to where the enemy Medic tries to hide behind the Heavy he's healing (Damage both at once, kill the Medic first, then the Heavy soon after -Has good Synergy with a shotgun for when the primary gun is out of ammo -Good for hitting farther targets with less bullet/laser drop off -Recommended for players that could aim at targets directly with a Minigun DOWNSIDES -Bad for dealing with enemies that tend to scatter when in groups -Bad for dealing with close-up enemies like Pyros or Scouts because of the tighter firing cone -If equipped with a lunchbox item, you have no way to defend yourself when you absolutely need to reload -Needs to constantly take short breaks from mayhem to hide and reload primary -Not a really good "Heavy Rusher" kind of weapon -Not recommended for players that rely on ammo pick ups to reload their gun. Last edited by pyroforpres: 04-02-2012 at 03:22 PM. |
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#2 | ||||||
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Banned
Join Date: Sep 2011
Reputation: 38
Posts: 507
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My reaction to each of these stats:
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Yep. Checked. I like the idea but add the following: +25% more falloff This is just to discourage sniper-harrasing hoovies. Anyways, balanced. I congratulate you for making the first truly balanced heavy weapon suggestion that I've seen. You should get a prize. |
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#3 |
![]() Join Date: Dec 2008
Reputation: 1074
Posts: 5,278
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#4 |
![]() Join Date: Jan 2010
Reputation: 293
Posts: 3,995
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I am all for more accuracy as a heavy. Heavy has a "point in general direction to kill everything" playstyle, so something that rewards accuracy would be good.
Penetration would be a useful ability as heavy. Now, while those two would be useful, there needs to be an actual downside to counteract them being too powerful. Such as: Less damage, slower fire rate (more than tomislav), less ramp up, etc. Still needs to be hitscan though. |
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#5 | |
![]() Join Date: Oct 2010
Reputation: 54
Posts: 599
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#6 |
![]() Join Date: Jan 2011
Reputation: 457
Posts: 2,513
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To be honest, with all the laser weapons being projectiles I'd like to see the Heavy's minigun continue the trend, but at a faster speed. Faster than the Man Melter, but not hitscan.
If it's going to penetrate enemies, it shouldn't be hitscan. |
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#7 | |
![]() Join Date: Jan 2010
Reputation: 293
Posts: 3,995
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I thought of another potential downside. Lasers are made of energy, not matter (or at least not as much as a bullet), so they wouldn't carry much force behind them. So maybe it has less knockback. |
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#8 |
![]() Join Date: Jan 2012
Reputation: 356
Posts: 5,508
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less damage to buildings
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#9 | |
![]() Join Date: Oct 2010
Reputation: 54
Posts: 599
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Yea that's probably a good idea. I think I said that in one of the replies to this thread, but not change the OP because I'm lazy :P |
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#10 |
![]() Join Date: Oct 2010
Reputation: 54
Posts: 599
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I like it how troll threads get bumped more frequently than my possibly legitimate game ideas because of the SPUfers that constantly rage against them.
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#11 |
![]() Join Date: Oct 2010
Reputation: 479
Posts: 2,307
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how about the cone tightens after x amount of kills, meaning you have to work for it
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#12 |
![]() Join Date: Oct 2010
Reputation: 54
Posts: 599
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Unless it's a magic gun, I don't see a reason as to why it would. Besides, a tighter cone could be a good or a bad thing. You could fire farther, but you'll have to hit the target right on or else youll miss them. Not good for strafing scouts/pyros that are right up in your face.
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