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Mounted Arms http://www.runningwithrifles.com/phpBB3/viewtopic.php?f=6&t=1278 |
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Author: | Alaskafish [ Tue Jul 02, 2013 11:57 pm ] |
Post subject: | Mounted Arms |
Hey all, and Devs and such, alaskafish here! I was just thinking wouldn't it be quite fun and game changing to have people having mountable machine guns? If any of you have played ARMA II you'll know. It's a bag with a tripod in it, and the actual gun on the other. So you carry those and then set up. My idea is that you carry a tripod and the gun in your inventory. Not sure how it would work but, you would either have no weapons and the tripod and weapon in your 2 main slots or something else. Anyway it would take you some time to set up, and time to pack up. It would work like a vehicle, but when the user dies the set breaks(?). It would require two people to use it. The gunner, you, and some AI threading the bullets to the gun. It would go to an AI job, so it doesn't suck to just sit there. So... Like all other of my Suggestion Threads, let me start by spitballing all of my ideas out of my Rocket Science head: M2 Browning The orignal... well not really, but you get my point. Two man crew, gunner and feeder. Lots of bullets and lots of shooting, long reload time... LONG. Up to the Devs, but you can either be in the laying down style tripod and the standing up. I guess standing would make it less OP. Mk 19 Grenade Launcher So a lot of people think this would be OP, but I honestly don't. It's a mounted grenade launcher. Like the Browning, 2 man crew. Now in order for it not to be OP; 5 rounds, low explosives, rapid fire, SLOW reload, and I do mean slow so you don't just shoot five times and reload and countinue. It would be you shoot and reload..... Grenade wouldn't do that much damage. Low explosive radius, mainly for soldiers, 2-3 the jeep? Duds? Arch fired? BGM TOW Yah, yah, yah... I know the TOW has been suggested, but this is the tripod version. So, 2 man squad like always.... fires one at a time. High damage, high radius, incredably slow reload. Mainly used for taking out a tank or lots of people. Mortar You have the streak of a mortar strike. But this would be a much shorter range but high arch firing weapons, so you can shoot over buildings. One shot, reload. Reload time takes a long time, etc. Explosive like a rocket launcher, same damage. Mainly these would be used for stationary defensive areas, such as those chokepoint bridges, narrow roads, where your Comm truck is, or your last base. Sniper rifle rare-ish. Remember, when on death the station destroys it self. So you wont have a billion of these things all over the place, and they wont be easy to set up. If the gunner dies, it won't shoot even with the feeder. If the feeder dies, the gun will jam after a few fires, which then it breaks. If you stop firing when the feeder dies, find a new one, countinue. Don't think these are over powered. You wouldn't see that many people and especially AI with them. Like I said, I'm not sure if the Tripods are going to be ARMA II like where you kneel/stand up to fire, which I think would be less OP, or laydown/crouch. Anyway. Vote, comment, etc. -Alaskafish |
Author: | Modest [ Wed Jul 03, 2013 10:08 am ] |
Post subject: | Re: Mounted Arms |
In my opinion it those are very interesting (but not surprising) ideas Alaskafish. Prsonally - if I would have to choose one (actually I had to in voting) I would choose standard heavy machine gun. I know that there is already M240, which may be considered to filling this role already (correctly in my opinion), however M240 is more support weapon which is supporting assault squads, and does not require pre-mount. Heavy Machine Gun is on other hand rather defencive weapon, mounted before enemy assault come and needs use more than one person in order to be operate. Also, carrying M240 does NOT make You helpless target for enemy - yes, You are more vulnerable than when carrying PKM or AK47 and so... But not helpless. Having Heavy Machine Gun would render You practically defencless in face of the enemy. Important note from me - all those fixed weapons should be easy to counter with good sniper. Also I disagree that they should be destroyed when operator is killed. I would say they shoud stay just as vehicles say when it's crew leave it (or is being killd in case of jeep). To destroy it properly one should use grenade, rocket, or just kill all crew (easy to say ![]() Also, because those weapons would reguire You to have somebody to help, it would be logicall to make them impossible to be carried by those who can't have their squad. Also, possible problem - what if I can have one soldier under my command (and theoretically I can use HMG) but there is no privates that can actually join me? So I can use it, but I can't... I would recommend making sure that most of bots are privates (more than 50%), that would help maybe. But that is diffrent story, for diffrent theard. PS. Why do we need to choose only one? All are great ![]() Also, I would advice You to insted of using precise weapons (like M2 Browing) use more generic names related to their roles - like Mountable Machine Gun. Just in case if somebody would like idea of such weapon, but would really don't like M2 Browing (not my case actually). PS 2. Obviously I am blind, stupid or both as I did not seen that I can choose up to 5 in voting... So my previous PS regarding choosing one is not in place. Second part (that all are great) is still in place ![]() |
Author: | pasik [ Wed Jul 03, 2013 3:56 pm ] |
Post subject: | Re: Mounted Arms |
The support for this is actually going to be almost there in 0.90, though it seems we won't be enabling creatable stationary weapons yet in 0.90 vanilla ourselves. I'll leave the test resources in for those who wish to experiment with the system. How it works is that there's e.g. a TOW resource item available in the armory, which is basically "a weapon" similar in how Medikit is "a weapon", and by equipping and firing it, an animation is played and at a specific point in that animation the instance spawning occurs in front of the soldier oriented in the same direction the soldier is. It is possible to spawn about the same stuff calls can spawn, including vehicles in 0.90. For example, I just spawned a tank by making a call, it dropped right on a team mate. He apparently thought he was inside the tank when it was falling, the guy was turning around frantically when the tank finally hit him, lol. Didn't quite expect him to panic, but it was hilarious and fitting nonetheless ![]() What will still be missing is some logic for checking whether the spot is good for spawning something, and of course the actual content we want to use in vanilla. Spawning a static TOW into a tank in front will cause the tank to get a huge collision hit and crush the one installing the TOW, so yea, have fun modding once 0.90 is out ![]() |
Author: | joneau [ Wed Jul 03, 2013 6:13 pm ] |
Post subject: | Re: Mounted Arms |
is the system going to be like press button places it and other button to mount and dismount gun. or more complicated? |
Author: | pasik [ Wed Jul 03, 2013 6:48 pm ] |
Post subject: | Re: Mounted Arms |
joneau wrote: is the system going to be like press button places it and other button to mount and dismount gun. or more complicated? Yea, that's it. 0) obtain a resource deployment item, in e.g. armory 1) Use the resource deployment item by holding shoot button -> animation plays, stationary weapon appears, the resource deployment item gets consumed and it disappears 2) anyone can mount/dismount the weapon by pressing jump near it, it's merely a immovable vehicle with a gunner seat There are already stationary TOWs in Al Tabul, but you can't deploy them yourself, they spawn automatically on predefined spawn points. |
Author: | joneau [ Thu Jul 04, 2013 7:27 am ] |
Post subject: | Re: Mounted Arms |
k, can you place the gun on open vehicle like jeep or boat? |
Author: | pasik [ Thu Jul 04, 2013 10:32 am ] |
Post subject: | Re: Mounted Arms |
No |
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