[Suggestion] Next level of ES (ARs/ Carbines ideas)

Discussion in 'PlanetSide 2 Gameplay Discussion' started by patrykK1028, Nov 15, 2014.

  1. patrykK1028

    Nice!
    I like the idea of multiple sights! Maybe its not as futurstic as you said (we actually have HAMR scopes and some others - you can see them in BF4 for example)
    [IMG]
    (HAMR scope)


    But this idea is still very cool and would fit that weapon very well.
    And your NC gun suggestin is also great. I like the birds part the most :D
    However, I think that 18 bullets in mag is little too low, IMO it should have more bullets (20? 24?) but worse reload speed.
  2. TheKhopesh


    The sights would be more futuristic than what we have in the real world now, as the optic device could change it's entire physical structure, allowing you to change between a 1x reflex sight and a 4x magnification optic.
    There's no sight on Earth (to date) that converts itself from this to this in under a second.
    But thanks to the nanite magic of the Great and Powerful Higgles on the planet Auraxis, the VS could possess this technology. ;)
    (Queue Old Spice commercial: "Look at your sight, now back to me!" :p

    I'm glad you liked the bird names, I had a ton of fun finding those ones!
    But I want to start the NC out with a weak weapon on it's first conception when it hits PTS and improve it as needed rather than experience what the VS did with the Spiker.
    Better to start out with the best option only to have it nerfed into paste before release on Live, and have to wait forever and a day for it to become a viable combat weapon. :)

    My only concern is that they'd make it just barely more accurate than the usual ranged weapons, and I'm looking for something that can let loose from the start to the end of the mag and not have to burst whatsoever for ranges about 30-40m.
    This means abnormally low bloom per shot and easily predictable recoil are vital.
    It's also excessively powerful if you gave it too much ammo, and I don't want the accuracy nerfed at all (They did that to the Tross just shortly after it's release on PTS, and it just ruined the gun for me. The Reaper is more accurate if you're extremely familiar with it and know how to control it's right side dominant horizontal recoil, but the Tross has a wider horizontal left/right recoil pattern, making it truly impossible to predict where the next round will go from the position of the last.

    I'd rather have insanely low ammo and insanely high accuracy than a little higher accuracy with a little lower ammo. ;)
  3. patrykK1028

    Oh I see it now! It could have amazing animation: for example Sight 1 turning invisible (like cloak) and then Sight 2 appearing. That would be the most futurstic thing in the game!
    And I think you are wrong with Spikers history - it was bad on PTS, turned into useless on Live and then got buff making it good. I think Striker better fits what you mean (useless, then a lot of buffs).
  4. TheKhopesh

    The spiker actually had a very long charge in it's first itteration immediately after release.
    This let it be easily spammable like the TR's Repeater, but the VS who used it were bummed about the explosive charge round taking so long, and the devs changed it a day later to a faster charge.
    A while after that, they took down the weapons from PTS.
    The VS had complained that the charge was too low powered and ineffectual, so the devs reworked the spiker to a 4x burst.

    But originally, if you ignored the charge gimmick, you could spam it and it had a 0.539 TTK (as opposed to the TR's AMP with 0.576 TTK, the Mag Scatter's 0.500 TTK, and even the TR's repeater with 0.568 TTK).
    It was the best raw TTK sidearm to date, and as easy to use as the TR Repeater.
  5. DatVanuMan

    1. The VS sounds AMAZING. But it did slightly confuse me... Does it have 45 rounds, or INFINITE FREAKING AMMO?
    2. And yes, the war continues. Paragon is getting WRECKED like the inferior Forumsider he is!
  6. TheKhopesh

    Heat mechanic.

    45 in the heatsync, ∞ in reserve.
    (This would be a remarkably useful feature on a high accuracy 143, given that +80% the time that I run around with the NS-15M I don't run out, I use the short reload after a few kills, and if you didn't ever even need to reload except in large crowds or fighting a max, you'd be very powerful indeed. And the NS-15 is 625 RPM, rather than 652 like the NS-11C and NS-11A, so it's even slower in that regard!)
  7. z1967

    As a side note, I was playing around with ideas for an NC 250 damage automatic. Aside from out performing battle rifles in every measurable statistic (lol those things are horrible) I think it could be done. Although I was originally thinking it would replace the NC directive automatics as those are, well, pretty bad imo (especially GODSAW, vanu bless that turd of a weapon).

    Fairly straightforward, it would have a 250 damage tier (no **** sherlock), have higher bloom per bullet and crazy recoil (you get maybe 4 shots per automatic burst before you gotta reset your COF to still hit things), and will have a ROF of around ~400 RPM. Magazine size would be either 18 or 20 (balance v. logic I guess) for the AR/Carbine and 50 for the LMG.

    Could be OP (fastest headshot TTK in the game), so it would need to be heavily tested against non-directive weapons. Bloom would need to be heavy to counteract the deadly projectiles at such a decent fire rate. Also would encourage bursting, which is always good.
  8. DatVanuMan

    Thanks for clarifying! But I must ask, what type of new NC weapon do you want, Khope? It better deal some damage, man.
  9. TheKhopesh

    Automatic Railgun
    Assault Rifle
    (Doubling the ammo per mag, ammo reserve, and reload speeds will give you a decent LMG variant as well.)

    Prospective names-
    NC18 Fireback
    NC18 Quetzal
    NC18 Nightjar
    NC18 Habroptila
    My personal favorites are Fireback and Habroptila.
    (Habroptila Wallacii is the scientific name of the "Invisible Rail", a species of flightless bird in Indonesia.
    Get it? Invisible Rail. ;))
    Ahem, moving on...

    Stats-
    167 @ 15m 143 @ 85m
    577 RPM
    715 m/s
    18 round mag (60% of the standard 30 rounds Just enough to kill 3 with chest shots at max damage.)
    144 reserve (162 bullets total)
    1.25s short reload
    1.65s long reload

    Now for the defining feature:
    Perfect copy of NS-11A's accuracy stats (Including ADS 0.05 bloom per shot, which would make it insanely accurate for a 167).

    Attachments-
    1x through 6x & HS/NV Optics
    Compensator
    Flash Suppressor
    Suppressor (My goal for the suppressor on this weapon is for it to lower velocity to the same as max bullet velocity of NS-11A with attached suppressor and high velocity ammo. A random stab in the dark would put that at 450-500 m/s or so?)
    Forward Grip
    Laser Sight
    Flashlight (not sure why you'd use it, but there nonetheless.)

    My idea behind it is this:
    To Auraxium this weapon would be a high accuracy players wet dream, and a low accuracy player's worst nightmare.
    The perfect opposite of "spray and pray".
    These stats are meant to be along the lines of the RailJack (but obviously you can't put a delay on a full auto, or it would destroy it's viability, so the reload is longer relative to the weapon, and the ammo capacity is quite low to require a high headshot rating in order to sustain the same survivability in larger engagements.)

    So, less ammo demands that you hit more headshots, but you get fast reload speeds to compensate.
    Higher velocity means virtually zero loss of accuracy at range, but you'll need it as you cannot afford to spare the ammo.
    And tied with the Gauss Rifle S for slowest rate of fire of all NC AR's in the 167 damage range, but with a higher chance of killing fast with easier headshots than any NC AR to date.


    Here's a cool description to go along with how I picture it:

    "Due to their top marksmen's insistence on having a weapon that prioritized accuracy over fire rate and mag size, the NC set about designing a ranged weapon to deliver incredible accuracy without sacrificing their favored level of stopping power. The goal was to produce a weapon that could remain exceedingly accurate throughout the entire magazine, thus removing the high addition to the time required to kill a target caused by bursting.
    A small amount of ammo capacity in each magazine was sacrificed for the required space to fit high capacity energy cells, as power consumption from the the easily controllable and highly accurate electromagnetic rail apparatus requires an otherwise-prohibitively unfeasible battery size.
    Additionally, to solve the delay issue found on it's Auraxis Firearms cousin, the AF-8 the RailJack, the rail's capacitors are also stored in the magazine so that they are pre-charged upon the weapon's reloading. This further lowered the ammo capacity to it's low count of just 18 rounds.
    The result of these efforts was the NC18 (Insert awesome sounding bird name here :p) fully automatic railgun assault rifle."
    • Up x 1
  10. Nody

    So why would I ever pull a no recoil, slow fire rate, slow bullet rate, high ttk weapon that's not working at long range (due to high ttk, slow bullets) when I can simply grab a normal Carbine and be effective instead in the same range window?
  11. Kidou

    The TR design looks silly. Something like the Kel-Tec KSG Would be suitable in a carbine format.
    [IMG]

    VS could have a Heat weapon too, or an idea I had a while back that's a 'Hybrid'. You have 100+ish rounds and a heat meter. Maybe you could use an alternate fire mode that adds a burn or increases damage at the cost of heat or more battery.

    NC will just get something like a Carbine shotgun. :D You know it would happen.
  12. DatVanuMan

    HMMMMMMMMMMMMMMMMMMMMMMM.
    Increase velocity by 100 and mag size to 24, and I might actually play medic as NC:p Also, 167 only? Why not 184 instead? Deals a BIT more damage (still not a 5-shot kill), but it'll definitely help out a bit.
  13. TheKhopesh

    Nah, past 750 m/s for an AR seems unnecessarily excessive to me.
    Just the weapon as I originally stated is enough to make a skilled VS/TR player green with envy already, but the low ammo is what keeps it as a side grade, and not a straight up "OP beyond belief" upgrade to every non-CQC AR ever. Don't get me wrong, it would be an absolutely amazing weapon, but sticking it up against more than one person at a time would be it's weak point. The user would have to avoid going on the offensive as much as possible, as defensible safe areas would be a regular requirement to regularly duck in to reload.
    As well, having lower ammo capacities will make the weapon very weak against light armor such as ESFs, harassers, and even max suits.

    The mag size is meant to make it difficult as a way of reigning in how incredibly unfair it would be otherwise to have a gun like this.
    It would feel like it couldn't miss.
    At most I'd let the mag size hit 21 rounds (3 kills per mag, one missed bullet for each).

    As for the damage, 184 would do nothing but extend the range it could kill in 6 bullets to about 25ish meters.
    What would be the point in that though?
    Why not instead just make it 167 @ 25m?
    (All this would do is change the max damage within 15m against a nanoweave rank 5 target from 8 shots to kill to 7 shots to kill, which I could see, but it's a rather situational advantage that the weapon wouldn't benefit much from. The whole point to the weapon is for the user to go for headshots, and NW armor doesn't effect headshots, meaning the added damage wouldn't be of much use for the weapon.)