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Topic: New Guns  (Read 11723 times)

kill n die

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New Guns
« on: October 05, 2013, 03:24:21 pm »
This is suggestion about new guns and ammo that could be placed on the game.
Everything is discutabile...

MP5


The Heckler & Koch MP5 (from German: Maschinenpistole 5, "machine pistol model 5") is a 9mm submachine gun of German design, developed in the 1960s by a team of engineers from the German small arms manufacturer Heckler & Koch GmbH (H&K) of Oberndorf am Neckar. There are over 100 variants of the MP5, including a semi-automatic version.

Damage    10 - 19
Single    AP: 4, Range: 30.
Burst    AP: 5, Range: 25, Rounds: 10
Damage type    Normal
Ammo    9mm
Ammo capacity    30
St. required    4
Type    Single-handed
Weight    3500 grams
Base price    1310 caps

Crafting table
Requirements Profession: Gunsmith (Small Guns): 1
Resources   
1 x wood
4 x Metal parts
4x Alloys.
Tools  workbench
XP    200

Reason why add: There isn't any SMG that is using 9mm Ammo,it could be useful for beginers...

Colt .45

The classic Colt M1911 A1. Easy to use, accurate and with tremendous stopping power, this weapon will not let you down.

Damage    13 - 19
Single    AP: 4, Range: 25
Damage type    Normal
Ammo       .45 caliber
Ammo capacity    12
St. required    3
Type    Single-handed
Weight    2500 grams
Base price    1000 caps

This weapon can be found in the following encounters: Mercenaries and Strong Slavers


Crafting table
Requirements Profession: Gunsmith (Small Guns): 1
Resources   
2 x wood
3 x Metal parts
3x Alloys.
Tools  workbench
XP    200

Reason: There isn't any .45cal pistol...

M79

M79 Grenade Launcher. A single shot grenade launcher.
(SMALL GUNS SKILL)
Damage    25 - 50
Single    AP: 6, Range: 25
Damage type    Explode
Ammo    40mm grenade
Ammo capacity    1
St. required    5
Type    Two-handed
Weight    3800 grams
Base price    1500 caps


Crafting table
Requirements Profession: Gunsmith (Small Guns): 1
Resources   
4 x wood
3 x Metal parts
2x Alloys.
Tools  workbench
XP    500

Reason: Something new and different then bazooka

40mm Grenade

A grenade ammunition for a grenade launcher.

Crafting table
10x
Requirements    Profession: Gunsmith (Small Guns): 1
Resources
5 x Gunpowder
2 x Metal parts
Tools  Workbench
XP    40

M-14 rifle

The M-14 succeeded the M1 Garand as the standard US Army Rifle. It chambered the NATO standard 7.62mm round and like its predecessor, was noted for its reliability and ease of operation.

Damage    10 - 25
Single    AP: 5, Range: 40.
Damage type    Normal
Ammo    .223
Ammo capacity    20
St. required    5
Type    Two-handed
Weight    4082 grams
Base price    800 caps

The M14 can be found in encounter:
NCR ARMY

Crafting table

Requirements    Profession: Gunsmith (Small Guns): 2
Resources   
3 x Wood
4 x Alloys
2 x Metal parts
Tools  Workbench
XP  700

Reason: Beter then hunting rifle,but not good as sniper or XL,can replace those huntigs on NCR army.

M249

The Belgian made M249 SAW (Squad Automatic Weapon) was adopted widely in the late 20th Century as a squad level machine gun, vastly increasing the firepower available to individual squads

Damage    25 - 39
Burst    AP: 7, Range: 30, Rounds: 10
Damage type    Normal
Ammo    7.62mm
Ammo capacity    50
St. required    6
Type    Two-handed
Weight    7100 grams
Base price    4700 caps


Crafting table
Requirements    Profession: Gunsmith (Big Guns): 1
Resources
8x Metal parts
6x Alloys
Tools    workbench

The M249 can be found in encounter:
NCR Rangers

Reason: Ability to run with it and also beter then LSW.

KRISS Vector

KRISS Vector CRB/SO self-reloading (semi-automatic) carbine is a derivative of the Kriss Super V™ submachine gun,which was recently developed in USA by Transformational Defense Industries

Damage    16 - 25
Single    AP: 5, Range: 30
Burst    AP: 6, Range: 25, Rounds: 12
Damage type    Normal
Ammo    .45 cal
Ammo capacity    36
St. required    4
Type    two-handed
Weight    4175 grams
Base price    2060 caps



Crafting table
Requirements    Profession: Gunsmith (Small Guns): 2
Blueprints
Resources
5 x Metal parts
6 x Alloys
4 x Good metal parts
3 x High Quality Alloys
Tools    Adv workbench
XP    1500

Reason: beter .45 cal smg
« Last Edit: October 05, 2013, 03:56:56 pm by kill n die »

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Absolution

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Re: New Guns
« Reply #1 on: October 05, 2013, 03:52:33 pm »
damn fine suggestion my friend!

i owuld love to se the ingame

cheezy

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Re: New Guns
« Reply #2 on: October 05, 2013, 03:59:40 pm »
Nice gun pic's .  Not sure about all stats you have on them(something to be consider).  But ya new guns would be nice.

kill n die

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Re: New Guns
« Reply #3 on: October 05, 2013, 04:01:12 pm »
Thanks.
But like i said,everything (stats) is discutable...)

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Vanadiss

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Re: New Guns
« Reply #4 on: October 05, 2013, 04:19:09 pm »
Great ideas. But I would replace vector, SAW and M14 with BAR, PM63/PPS/PPSH-41 and Lee-Enfield. I have some more ideas for weapons and wep. Perks too, but I'll add them later (on the phone now). Still - hope that we'll see some of these weapons.

Kilgore

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Re: New Guns
« Reply #5 on: October 05, 2013, 04:33:25 pm »
More weapons to read about being useless? Meh.

kill n die

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Re: New Guns
« Reply #6 on: October 05, 2013, 04:37:12 pm »
More weapons to read about being useless? Meh.
Well i don't think that these ones would be useless,at least m79 would be something really new and interesting...
To every gun i posted reason and also if they are wouldn't be used in TC that doesn't mean that they are already useless....
« Last Edit: October 05, 2013, 04:39:37 pm by kill n die »

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DemonHunterV2

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Re: New Guns
« Reply #7 on: October 06, 2013, 05:45:40 am »
i would love too see more variety :oo

SporePlants

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Re: New Guns
« Reply #8 on: October 06, 2013, 06:54:24 am »
More weapons to read about being useless? Meh.
So with people questioning the usefulness of the current guns, your answer to adding more guns, which would give more playstyles and introduce more varied builds, is "meh"? Please don't be like the 2238 devs, and shun all suggestions of new guns. The planned shotgun ammo is a great start, but we need a few more different guns as well.
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Nark

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Re: New Guns
« Reply #9 on: October 06, 2013, 08:06:54 am »
The list of guns that are "needed" is very short, we should be working to try and make what we have viable. Stuff like EW Pistols are not used at all, that's a whole section of EW. Turbo Plasma Rifle could use something, maybe an animation speed increase in real-time? Shotguns are getting some new ammo to make them not shit. LSW is getting single shot to open up the BG Sniper category a bit.

There's a lot of stuff that can be done to change things up, but the only thing listed in the original post that actually opens up a new element of gameplay or fills a missing gap is the Small Guns explosive M79, and even then it looks useless (half the damage, tiny range, 1-round mag). No reason to just not use a Rocket Launcher if it's like that.
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Flre

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Re: New Guns
« Reply #10 on: October 06, 2013, 08:07:31 am »
Quote
So with people questioning the usefulness of the current guns, your answer to adding more guns, which would give more playstyles and introduce more varied builds, is "meh"? Please don't be like the 2238 devs, and shun all suggestions of new guns. The planned shotgun ammo is a great start, but we need a few more different guns as well.
But every "new" weapon will ruin actual fonline spirit + current guns require some ballancing.

kill n die

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Re: New Guns
« Reply #11 on: October 06, 2013, 09:25:19 am »
The only thing that they will ruin is stereotypes there...
Actualy guns are quite balanced and you probably mean "balance" that never would be there compare to so many dynamics situations in Fonline...
So lets be more specific...

M79

M79 Grenade Launcher. A single shot grenade launcher.
(SMALL GUNS SKILL)
Damage    40 - 75 (boost)
Single    AP: 6, Range: 30 (boost)
Damage type    Explode
Ammo    40mm grenade
Ammo capacity    1
St. required    5
Type    Two-handed
Weight    3800 grams
Base price    1500 caps


Crafting table
Requirements Profession: Gunsmith (Small Guns): 1
Resources   
4 x wood
3 x Metal parts
6x Alloys.
Tools  workbench
XP    500

Compare to:


Damage    49 - 100
Single    AP: 7, Range: 40.
Weight    6803 grams
St. required    7

The M79 is based on Small Guns skill,requires min. ST 5  less AP to shoot and also it is cratable so chances to get bonuses...
With BROF and -1AP bonus it would take 4 AP to shoot...So without reload perk it will be in one turn 4ap for shoot 2 for reload and u can shoot again and reload again... (12ap build)  (In Rt it will take 3AP for reload) With reload perk it will be 4+1+4+1 and u have 2 more AP for move perhaps...so it is something totaly new and interesting then just one stereotype bazooka...And like RPG does,the m79 should knockback target too...

Now let's talk about M14...

M-14 rifle

The M-14 succeeded the M1 Garand as the standard US Army Rifle. It chambered the NATO standard 7.62mm round and like its predecessor, was noted for its reliability and ease of operation.

Damage    15 - 30
Single    AP: 5, Range: 45.
Damage type    Normal
Ammo    .223
Ammo capacity    20
St. required    5
Type    Two-handed
Weight    4082 grams
Base price    800 caps

The M14 can be found in encounter:
NCR ARMY

Crafting table

Requirements    Profession: Gunsmith (Small Guns): 2
Resources   
3 x Wood
4 x Alloys
2 x Metal parts
Tools  Workbench
XP  700

VS

Hunting Rifle



Damage    8 - 20
Single    AP: 5, Range: 40.
Damage type    Normal
Ammo    .22
Ammo capacity    5
St. required    5
Type    Two-handed
Weight    4082 grams
Base price    600 caps

M14 that should be used by NCR Army ( not those funny huntigs...) Have beter range,more ammo cap. and beter dmg...
Dominating rifles now are Sniper rifle and XL,this m14 would be good for roleplaying beginners.



M249

The Belgian made M249 SAW (Squad Automatic Weapon) was adopted widely in the late 20th Century as a squad level machine gun, vastly increasing the firepower available to individual squads

Damage    25 - 38
Burst    AP: 7, Range: 30, Rounds: 10
Damage type    Normal
Ammo    7.62mm
Ammo capacity    50
St. required    6
Type    Two-handed
Weight    7100 grams
Base price    4700 caps

VS

M60


Damage    30 - 40
Burst    AP: 7, Range: 35, Rounds: 10
Damage type    Normal
Ammo    7.62mm
Ammo capacity    100
St. required    7
Type    Two-handed
Weight    10432 grams
Base price    5990 caps

and

LSW



Damage    22 - 37
Burst    AP: 7, Range: 35, Rounds: 10
Damage type    Normal
Ammo    .223
Ammo capacity    30
St. required    6
Type    Two-handed
Weight    9071 grams
Base price    6975 caps

With m249 you can run,however,it have less ammo cap. then M60 less dmg and range but it is beter then LSW (except range) ,also it is using 7,62 ammo,this will bring "the brother"of m60 to the RT since m60 is mostly used only in TB cause of penalty for running...

Also here is another new thing  that could be implanted in game...

M202a1 Rocket Launcher


Damage    40 - 85
Single    AP: 6, Range: 35.
Damage type    Explode
Ammo    Explosive Rockets or Armor Piercing Rockets
Ammo capacity    4
St. required    8
Type    Two-handed
Weight    8803 grams

Ability to shoot 2 rockets without reload,a good weapon for TC,higher requirements(ST),not strong as Big Bazooka,less range but still it would be very useful...
How to obtain: It shouldn't be craftable so bonuses wouln't made it OP,for shoot u need 6AP  (with BROF 5),it would take same AP compare to RPG with -1AP bonus so no big deal...It could be obtain from caves like turbo plasmas and other stuff and also from special encounter...

« Last Edit: October 06, 2013, 09:30:36 am by kill n die »

What doesn't kill you,makes you stronger...

Nark

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Re: New Guns
« Reply #12 on: October 06, 2013, 09:50:19 am »
Rocket spam is already prominent enough without being able to fire two rounds before a reload, also two rounds is out of place for the M202A1 FLASH anyway because it is designed to hold four rounds, as you can see by the icon.

The M202A1 FLASH (FLame Assault SHoulder Weapon) is actually an Incendiary Rocket launcher too, so if it was added it should be a Fire-type weapon with no knockback, with 4 ammo capacity, would add something new to Pyromaniac builds.
« Last Edit: October 06, 2013, 09:59:02 am by Nark »
Quote from: Zogra
THIS IS NOT BETA THIS IS SPARTA
ARWH. Scummers to the end.

Kilgore

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Re: New Guns
« Reply #13 on: October 06, 2013, 09:58:05 am »
So with people questioning the usefulness of the current guns, your answer to adding more guns, which would give more playstyles and introduce more varied builds, is "meh"? Please don't be like the 2238 devs, and shun all suggestions of new guns. The planned shotgun ammo is a great start, but we need a few more different guns as well.
Are you joking? 90% of changes that I make to weapons come from player suggestions.

ShumaKun

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Re: New Guns
« Reply #14 on: October 06, 2013, 10:19:54 am »
I like idea of adding new guns, but first I want to see some balancing of current weapons. One thing that I don't like is performance of BG in CQC, only flamer should have one hex ko ability and shotguns should e smgs and pistols should be supperior close range weapon. I know this is a game, but AV is best CQ weapon and this makes no sense to me