[Suggestion] Give TR Auraxium Weapons belt-fed system

Discussion in 'PlanetSide 2 Gameplay Discussion' started by sL360, Oct 17, 2014.

  1. Demigan

    Yes, and the horizontal accuracy modifier goes one way: right.

    NC only needs to pull their weapons down to counter their (higher) vertical recoil. TR need to move them slightly diagonal, VS need to do less diagonal than the TR, but the VS have the most horizontal recoil going both left and right, with the most recoil going right (from what I saw in pictures posted by someone else).

    So it's not exactly that big a problem. In fact, I never really noticed a lot when handling TR weapons myself. I adjusted within seconds. I made a new TR toon recently and I instantly got a 10 killstreak with an LA, no problem. Even at range I felt that my bullets weren't less accurate than the NC one's. It felt like i needed to employ trigger discipline with the same time interval as with NC weapons, despite the higher fire-rate and additional bullets in mag.

    How exactly are you going to resupply bullets? Only when you run out of ammo? When you run out of ammo, do you need to resupply the belt?

    What kind of advantages will the VS and NC get? If VS get's a heat mechanic... eyw. Unless the VS get a heat mechanic that allows them to fire the exact same amount of bullets with the weapon regardless as well as a cooldown time equal to the reload speed. Then they end up with infinite ammo on Auraxium weapons and a "reload" system (cooldown) that they can interrupt whenever they need. That's a big advantage, although you only have a small advantage compared to the no-reload TR aurax weapons.

    What could NC get? Bullets pass through enemies and can hit multiple?
    Doubled bullet velocity? (or just an increase)
    Both of the above combined?
    The ability for a shotgun-burst (like a normal burst you shoot 3 bullets, but now they come out simultaneously instead of one at a time)
    A new firing mode on every auraxed weapons: railgun/overcharged Gauss. Decreased fire rate, increase in damage, bullet velocity and the ability to hit multiple enemies if they are in a row?
    Multi-scopes, allowing NC weapons multiple zoom modes/different scopes on one weapon?
    Specialised ammo options: When you auraxium your weapon you can select several additional ammo options for a much more improved control over bullet velocity, damage falloff, and possible abilities such as: headshots cause (low amounts of) concussion effect, any hit gives a larger accuracy penalty to the target, any hit gives a slower movement speed to the target, bullets have a tiny explosion (0,2-0,5 m) to hit stacked players and damage those nearby lightly, Ammo that is partially explosive damage to avoid nanoweave armor reduction partially, EMP ammo that disables HUD elements (but not shield and not every element at the same time), could deal increased damage against shields and deployables, Tracker ammo that tracks any damaged target for 20 seconds (this includes any target that can be hurt by small-arms such as Flashes, Harassers and ESF).
  2. Xhaleon

    A heat mechanic for a TR belt-fed weapon would work. Since you wouldn't have unlimited ammo, the heat bar would need to be much longer to be fair but there would also be no way to cool it down faster other than waiting.
    • Up x 1
  3. sL360

    Great, loving all the replies so far. This is all I really wanted, people trying to come up with ideas too.


    You'd get bullets like normal, whenever you needed them from engineers or spawn consoles. You'd still have to reload if you do manage to go through your entire mag capacity and live. When I said 'belt-fed' I didn't necessarily mean that they'd have the gun in one hand and bullets in the other. I just meant to imply that they would have their entire ammo capacity in one mag. I don't see SOE putting an animation for that for all of TR's aurax weapons...

    I don't mean to brag, but I really am intrigued by my Overclock idea...imagine being an NC heavy with the Godsaw, and you come across a room with a few enemies. Before you go inside, you overclock your godsaw and it gets an increase of stats, say, the RoF, Velocity and/or something else, and you run in and wipe em all. Then for a period of time, you have an even slower rof than its original, a slower muzzle velocity, etc. Basically like a cool down period. You still have the same magsize the whole time, though. For other weapons, it'd be the same idea, but with different effects depending on the weapon, say the Moonshot having a higher velocity exclusively, coupled with a temporary increase to its damage range? The drawback period would have to be significant enough to count for having a temporary God(saw) weapon. Of course if they do this, they would also have to take the attatchments (or lack of) into account...

    Still, I like it in the fact that you can save it until you really need it, or if you just like to play it safe, you can never use it at all. NC's arsenal is one of my favorites due to its versatility.


    As for TR, I think the CoF, bloom and accuracy would be the necessary stats to mess with, or at least a good place to start. They might even need to touch up on the actual ammunition pools if they allow this. The best idea I've heard so far imo was the degrading accuracy. It starts out average, no more than normal, but as you keep shooting, you effectively lose control.

    For example, if you run in guns blazing for too long, then your bullet hose (butcher, unity, trac-shot, etc) starts to spew everywhere. You can still kill something...if you're like 5m away from them. In that regard, the havoc should still do well...but the pull would be so horrible, continuing to fire could perhaps result in your aim flying upward from the recoil?




    Also, to all the naysayers, I understand your trepidations, but SOE managed to implement a heat mechanic with relative success. It works, it's interesting and most VS reaction I've seen has been positive, if not outright joy at the prospect of never having to rely on ammunition again. If no reload times on TR auraxiums seem overbearing, make up something! Nothing gets anywhere if you simply dismiss the idea without thought. I'd be interested to know the community's output.
  4. Rovertoo

    TR drawback for no reloads would be a considerably smaller ammo pool, opposite of VS's need to reload more often for infinite ammo. This would be a pretty good balancing factor in my eyes.

    NC Auraux guns could have piercing ammunition that can travel through multiple targets, (and since this isn't as useful as no reloads or infinite ammo) the drawback could be 1.75 headshot multiplier instead of 2.


    No damage droppoff at all would be really nice too. Railguns everywhere!
    • Up x 1
  5. Saool

    The thing is, with the current VS ones, you don't need to reload more often. Quite the opposite. I only reload after going full Rambo. True it has be an issue when facing two or more people in close quarters, but certainly the way I play, I avoid that if I can.

    I have seen this suggested before, but I do like the OP's expansion of the idea to being belt fed. Though I think you would have to make it a long belt.

    The heat mechanic on the VS weapons is just superb. I would be quite happy to see the TR and NC get something unique for your weapons, as in my opinion you are losing out enormously.
    • Up x 2
  6. Saool

    Some further thoughts on this...

    Vanu Sovereignty

    Remove batteries altogether, replace with micro fusion reactor (see my post here https://forums.station.sony.com/ps2...ons-heat-mechanic-change.204152/#post-2967950). Increase cool down (reload) time by 2 seconds so that it is not a straight upgrade to the TR ability

    Terran Republic

    Belt fed guns. No reloads. Can go full auto for a long time before depleting. Reload time is considerable (so much so that would would be better just finding a terminal)

    New Conglomerate

    True rail guns. Zero drop (like Vanu guns) but also extreme bullet velocity to the point of being near instant hits at even long ranges (this might not work due to latency)
    • Up x 3
  7. -Synapse-

    The Auraxium weapons might need new models to support this mechanic, but it would be pretty sweet.
  8. Rovertoo

    I like the NC idea (maybe not the bullet drop part, I think that should stay a VS thing), but what would the drawback be?
  9. Alchemist44

    Low(-er) RoF?
  10. BobSanders123

    NC Supercoil Auraxium Weapons. Muzzle Velocities increase by 50% and Damage is increased by 25%. Downside is that the weapons need to charge for 1.5s before firing. After that, full auto.
    • Up x 1
  11. Saool

    Well there is no drawback to the Vanu weapons really. Other than they have fixed or no attachments. The 'magazine' size is slightly smaller. That's about it.

    So the GODSAW would be a stock Gauss SAW. Statistically the same bar the bullet velocity which would be massive (and therefore the drop for all intents and purposes, non existent). No attachments apart from sights (like the Betelgeuse).

    The bullets would create a clear distortion in the air as they blast through it. Like the Lancer but clear. Enough to trace them back to the gun. Or perhaps just loud, so you show up on the mini map at a slightly longer range.

    And also, give them a unique sound.
  12. AdmiralArcher


    i dont like the OP's solution entirely either


    how about our Butcher gets a 250 round mag that is belt fed that has an 8 second reload period, it would be 125 damage and it would have a CoF similar to the TMG-50 but worse and it would have a higher CoF bloom per shot

    it would fire at 850 RPM, it would come with a foregrip a flash suppressor



    (if weapons can ever have abilites, this thing would make you walk pretty slow and allow you to fire it at 950 RPM)



    unique enough for you?
    • Up x 1
  13. AdmiralArcher


    yep



    but its not the worst idea......what could happen is their ammo count could lower drastically..like....30 ->15 or less
    and then the damage could get much better, but it would remove the headshot multiplier and make the gun have extreme recoil, the RoF would decrease drastically as well

    this ablility would be on a recharge time and would consume implant energy? (NC weapons are railguns and coilguns....they need time to charge
  14. sL360


    Actually, that gentleman up there mentioning the carv was back lashing against another fellow, not my idea. Still, I understand your response. I don't think it's a perfect idea, hence why I've kindly asked the community to think with me.



    I actually don't mind so much how they change the Butcher itself to compensate for the huge magsize, if that's the direction they choose to take. I was actually just using the Butcher as a reference, really, but it's a good place as any to start I suppose.


    It does make me wonder though, what the possibilities would be, especially if you have the extra ammunition pouches certed out.
  15. sL360

    I don't know, but I wouldn't want the NC's ability to consume implant energy. The VS mechanic and the supposed TR one wouldn't consume any energy. I'd prefer to keep it simple, so perhaps just a recharge time. There's also that supposed period of cooldown where the weapon is at its weakest.

    Err...all hypothetically speaking of course. I somehow doubt SOE is going to seriously consider this idea, if at all. I at least want to try...
    • Up x 1
  16. RottenHeart

    i don't know, the butcher are bad enough, even give it infinite ammo will not help, just don't give godsaw or battljuice any buff, let's just forget about the AUX LMGs..i mean that is what the DEVs want, right, or why they make the AUX weapons that we have to work so hard to get turn out to be more useless then the default weapons?
  17. Hatesphere

    fire non stop while standing on a ammo pack with no reload gap? sounds balanced....
  18. Rovertoo

    So, here's my thoughts:

    VS get their Heat Mechanic. They get Infinite ammo at the cost of needing more trigger discipline, or failing that, smaller clip sizes.

    TR, being the faction that don't know the words 'trigger discipline', get the opposite. All Aurax weapons draw ammo straight from the ammo pool, at the cost of having a smaller total pool to pull from (so LMGs with a current pool of 300+clip of 100 would get a total pool (clip) of 250, carbines get a total pool of 100).

    NC get the Railguns they deserve, with no damage falloff at range and bullets that pierce enemies through (maybe?), at the cost of a short 'charge time' delay as soon as the trigger is pulled (think Railjack).
  19. GhostAvatar


    Finally, someone who gets TR :p
  20. Rentago


    well although me and others have pitched the idea of "belt fed" tr weapons, essentially if necessary they could implement the heat mechanic for them too, just that they actually have an ammo pool where as VS dont.

    Still TR need to feel unique and what they don't have are weapons that properly represent them, all factions have guns that all functions the same with minor tweaks, except for the TR's minigun (underslung chaingun when?), VS's lasher (handheld PPA), and NC's jackhammer (Exhaust pipe with a box of ammo)

    Which is why, auraxium weapons should focus on showing stronger faction traits, that being VS alternative and different, TR bullet hoses and suppression, NC experimental and powerful.