New MAX weapons

Discussion in 'MAX' started by brutes359, Oct 10, 2021.

  1. brutes359

    So, I am really kinda surprised I haven't seen these posts more often considering the number of intersting ideas people have for MAX weapons. That said, here are some ideas I had or others have had that I thought were interesting.

    NC:

    Gauss SAW gauntlet: A pair of stander gauss SAWs rigged up on an alternating fire mount that gives it excellent fire rate at the cost of REALLY high recoil. Fits the NC profile of jury rigging equipment and experimenting with basic gear. I could see it going in two directions. As a steady high fire rate but medium damage weapon that has decent range but cannot damage vehicles. Or a high damage fast firing short range infantry shredder that would be amazing for suppressive fire. and would sound really intimidating when it fired.

    Pros: Fast fire rate, extremely good ammo reserve and suppressing fire capabilities, high AI damage. one handed weapon.

    Cons: Inaccurate at long range, no vehicle damage, significantly lower damage to MAX suits per shot, burns through ammo quickly.

    Two handed Railgun: A slow firing super high damage anti vehicle sniper rifle that has to charge to fire, but has incredibly fast projectile velocity and good armor penetration value. Alternate ammo for flak or HE shot. Flak does medium damage to aircraft but is slow firing, HE is good for damaging infantry, but has a small (or NO) blast radius and slow fire rate, but can 1 hit kill stander infantry, decent against MAX units.

    Pros: No drop on projectile, High damage per shot, high muzzle velocity, good armor penetration, built in scope, pinpoint accurate. Adaptable for AA, AV, AI but must specialize by ammo type.

    Cons: No blast damage, slow firing, small magazine (or even single shot) with medium reload speed, useless in CQC, two handed weapon, must specialize ammo type to be good against different targets

    Welding torch: Melee weapon, takes up a weapon slot, but gives the MAX the ability to repair other maxes and vehicles. Must be within melee range to use. Can be used to great effect against enemy MAX suits and can damage tanks as well.

    Pros: provides a tankier engineer units for vehicle repairs in hostile environments, one hand weapon means another weapon could still be used for defense, or to double down with another for twice the results, can be used to repair other MAX suits, high enemy MAX damage and medium to high vehicle damage

    Cons: Cannot disarm tank mines (they go off if you get within melee distance), melee only, takes up a weapon slot, cannot repair owns own MAX suit, garbage against infantry. Single target weapon (must be looking AT the target to be used on it).

    Hammer (one handed): melee weapon, takes up a single weapon slot, has a sweeping attack that is capable of hitting multiple targest at close range, or (more imporantly) hit fast moving targets like LAs. Has single target heavy attack that is good against vehicles and MAX suits. Can be used while holding up MAX shield, but doing so lowers the shield for the attack duration.

    Pros: Devestating against MAX suits and vehicles, good against infantry, good for hitting fast moving targets with sweep attack. Usable with MAX shield.

    Cons: Melee only, no utility function.

    Two handed hammer: Much the same as the mention before, but now two handed and with larger sweep radius and higher damage single target strikes. Cannot be used with shields

    Pros: Extremely high per hit damage, devestating to MAX suits and vehicles, larger sweep attack.

    Cons: two handed weapon, slow attack speed, cannot be used with MAX shield, Melee only


    TR:

    Twin linked .50 AA or 20MM mount: Exactly as it sounds, two large caliber AA machine guns mounted on the wrists that are capable of decent aa defense. Like the Gorgons but much faster firing. They are more accurate when locked down (making them decent long range ground combat options as well) and have really low damage drop off, but they have low damage per shot to compensate and are extremely innaccurate when not locked down.

    Pros: long range, accurate when locked down, fast firing, armor piercing, low damage drop off, good ammo capacity, damage boost against aircraft (compensates for low damage per shot against ground target to ensure it is primarily an AA weapon only), decent damage to infantry.

    Cons: extremely inaccurate when not locked down, long reload speed (for TR anyway), low per shot damage (good for slowly draining a tanks health but wont melt it like Vulcan), bright tracers shots make tracking it easy, no flak function (must DI targets for effect), terrible against infantry at close range.

    Stacked projectile gun (Shotgun variation): charging projectile weapon. Takes about 2 seconds to charge before unleashing a massive blast of bullets in a single attack. Good for deleting MAX suits and infantry at close range. Decent ammo capacity. Useless against armored vehicles.

    Pros: Super high damage per burst, one handed weapon, medium spread for melting infantry in single shots, good against harassers (if you can hit them)

    Cons: Charge fire, short range, cant penetrate armored vehicles, small overall ammo capacity, high damage falloff.

    Stacked projectile gun (minigun variation): Tri-barreled charge shot machine gun with either a 30 round or 50 round magazine. Takes moment to charge before rapidly firing all 50 rounds in a single burst. accurate while locked down, inaccurate while not locked down. Medium to long range weapon.

    Pros: Decent against MAX suits, great against infantry at medium range, decent against aircraft (but not as accurate as the dedicate AA gun), good overall ammo capacity, insane fire rate. one handed weapon

    Cons: inaccurate when not locked down, useless against armored vehicles, must reload after every burst, cannot interrupt bursts in progress.

    powered chain gauntlets: chainsaw melee weapons, one handed, armor piercing with medium damage per hit but extremely high (fire rate) when it touches a vehicle. Has a sweep attack, amazing at killing MAX units (on par with NC MAX hammer), can be used to harvest cordite crystals that can be stored in a new MAX suit slot item (Cordite transport backpack).

    Pros: one hand weapon, armor piericing, high dps, sweep attack, cordite harvesting.

    Cons: Melee weapon, does not have a power attack like NC hammer, useless with lockdown.

    Morter: Two handed morter gun, has two fire modes, one that pulls up the map, the other as a direct line of side shot. Must be deployed to be used, can be loaded with AP, HE, Smoke, Nanite repair bomblets (yea that's right, repair your buddies at range), revive bomblets (think revive grenades' that can be lobbed from a half mile away), healing bomblets, flak bomblets, AT mine Shells, AI mine shells, emp shells, concussion shells, flash shells. Obviously not all of these would be used in the final version, and of course each must be equipped from a terminal to use. Small to medium blast radius (5 ft radius, 10 at max depending on dev preference)

    Pros: Super long range artillery's piece (300 ft range, same as phoenix launcher, could be made longer if the devs are alright with it), extremely customizable in terms of ammo, indirect fire capabilities.

    Cons: Must be locked down to fire, two handed, no close range options, leaves behind a tracer trail to the launch position, no AA potential.


    VS:

    Plasma cannon: Fairly simple idea, like a rocket launcher with a huge blast radius but low armor damage. Good against infantry, splash damage is bad against MAX suits and vehicles, but DIs do high damage to max suits and medium damage to vehicles. could be one or two hand depending on dev preference. medium range, medium projectile drop. leaves behind a puddle of plasma that does low damage to anything that stands in it.

    Pros: Fast reload speed, good AI damage, high blast radius, scorching puddle. versatile anti ground weapon, REALLY good with ZOE.

    Cons: short to medium range, single or double shot weapon, no AA potential, slow fire rate.

    Plasma (Or Laser) lance: A long range beam weapon that ramps up damage the longer it is hitting the target, has a magazine size of 100 that drains at a rate of 5% per second. Starts off low damage but ramps up quickly. Two handed weapon, no damage drop off, decent against slow aircraft such as hovering liberators and sky whales. Less so against ESFs, but could be useful in chasing them off. Armor piercing, no drop (obviously), medium fire rate (damage increases between 5-10% per second on target at devs discretion), capping at +50%.

    Prose: Extreme range weapon (lancer grade range), adaptable for AA, and AV, amazing against shields and armor (sundy buster anyone?), no drop or damage fall off. Decent at killing vehicles close range with ZOE active but not its strong suit. Pinpoint accurate, X6-X12 scope (devs discretion again).

    Cons: not good at AI (unless you can keep the beam on them, but good luck at the range this thing is intended for), two handed, poor at close range, bright laser reveals MAX units location. Useless with ZOE at long range, needs between 5 or 20 seconds to reach MAX damage (depending on % increase devs decide on).

    Vampiric plasma Gauntlets (or sword): 1 handed weapon, armor piercing damage with sweep attack, secondary attack eigther does a power attack or activates a close range health psyphoning beam that can target any mechanical object (turrets, terminals, tanks, MAX suits, even landed aircraft), and slowly drain health from them to heal the Vanu MAX itself. can be used against organic targets. possibly add a lunge feature to close distance to targets.

    Pros: 1 handed weapon, AMAZING with ZOE, high damage single target DPS (Melee Tank and MAX buster), armor piercing, vary high per damage per attack with decent attack rate.

    Cons: Melee weapon, no sweep attack (unless the devs decide to make it a sword) no utility function like NC or TR.

    Plasma Flak Cannon: (this is a good one) fires a plasma projectile that bursts like a flak round near aircraft and causes burn damage for 5-10 seconds after the hit. Slower fire rate and projectile speed then bursters but much higher damage potential. prevents aircraft from repairing. highly accurate and decent at anti infantry work as well (but not as good as dedicated AI weapons).

    Pros: high damage AA, medium damage against infantry, prevents aircraft repairs and continues to damage, flak round means it doesn't need to be totally accurate, one handed weapon. Can boost damage with ZOE against close range targets, making it actually possible to defend ones self against infantry with it.

    Cons: useless against armor, does not detonate rounds on ground targets, medium fire rate and low per shot damage against ground targets limits its defensive potential without ZOE. garbage against other MAX suits.


    And that's all I got for now. Tell me what you guys think, and what ideas you have for MAX weapons.
  2. brutes359

    edit. Spotted a typo. The plasma gauntlets CANT siphon health from organic targets. sorry about that.
  3. brutes359

    spotted another skipped detail. the twin linked AA guns mentioned for the TR MAX are single handed. if both gauntlets are equipped it should give the MAX a total of 4 machine guns for anywhere between 900-1000 rounds per minute when locked down. Low damage on ground targets VS air targets would mean it is only really useful for air or suppressive fire. (We know devs have a means of having bullets differentiate ground and air targets because they use it on flak rounds.) So against infantry it might take around 5-7 hits to kill a standard medic for instance. perhaps giving it a 2-3 second TTK when locked down if we factor in the inaccuracy of the weapon itself. Against aircraft though the damage would be much higher. it would certainly be a high skill weapon to use when shooting at ESFs but brutally effective if it can be kept on target.