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Old 2004-03-01, 05:20 PM   [Ignore Me] #16
TheN00b
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Shit, I can't edit this post: I originally posted it weeks ago. Sorry

Morninstar
New Conglomerate

Type: Handcannon

Weapon Damage: 75 upon a direct hit, degrades by 5 per meter.

Weapon COF and ROF: The COF of the Morningstar is medium, and is affected only slightly by movement. The ROF is 1 shell per 1.5 seconds, or 1:1.5

General Appearance: The Morningstar is a rather drab gray tube attached to a soldiers arm. When firing, it 'spits' out a spherical shell, which, upon impact, explodes into a miniature cloud of small spiked balls, which closely resemble the head of a morningstar.

Size: 1 Rifle slot. The ammunition packs are standard size, and carry 10 shells apiece.


Shredder
Terran Republic

Type: Handcannon

Weapon Damage: 90, degrades by 8 for every 2 meters away the recipient of the damage is.

Weapon COF and ROF: The Shredder has a tiny COF, and it's ROF is 1 shot every second, or 1:1.

The Shredder is a widebored, gloss-black cylinder. Each round fires an explosive shell that detonates insantry after it leaves the barrel and leaves behind a rapidly expanding pack of clechettes made explicitly for the purpose of tearing infantry apart. The flechettes are not explosive, but are rather serrated darts travelling at incredibly high speeds, which makes them quite inneffectual against MAXes.

Size: 1 Rifle slot. The Shredders ammunition packs are standard size, and each pack contains 8 rounds.

MPGL (Multi-Purpose Grenade Launcher
Vanu Sovereignty

Type: Handcannon

Weapon Damage: 1/2 Plasma Grenade, 1/2 Fragmentation Grenade.

Weapon COF and ROF: The COF is minimal, and the ROF is 1 shot every 1.75 seconds, or 1:1.75.

General Description: The MPGL is a translucent, glowing tube hooked up to a soldier's arm. It's fire combines a unique blend of grenades into one small mortar shell.
The shell the MPGL fires operates in several different ways: First, upon impact, an explosion goes off. That explosion is equivalent to a half-powered Fragmentation grenade, and let's off plasma equal to that of a half-powered Plasma grenade (the damage done by the residual plasma is also halved). The explosion also gives off an EMP blast equal to that of one Jammer grenade.

Size: 1 Rifle slot. The MPGL uses standard Vanu energy packs for ammo, but uses 5 'rounds' of a pack per shot, giving it effectively 10 shots per clip.


Handcannon Certification
Cost: 3 Certification Points.


I've already posted these elsewhere, but I feel that it's very important that every Empire have steady and reliable troop transport, and the Sunderer just isn't cuttin' it. The Deliverer does OK, but when it comes to trasnporting large amounts of troops, only the Gal works, and Gals are hard to come by oftentimes when your forces are just entering a continent.

Legionnaire
Terran Republic

Armor: 2000

Max Speed: 65 KPH

Accel/Decel: 45 KPH per second

Guns: 4 port-mounted 20mm chainguns placed alternately along the sides, 2 top-mounted 25mm chainguns.

General Appearance: The Legionnaire Mass Transport Vehicle is modelled after an Old Earth vehicle called a bullet-train. It is very sleek, 9m long and 1 meter wide, except in the very back, which is 2.5 meters wide in order to accomodate the engines and side-by-side MAXes. Each passenger row is 1m in both length and width, and the additional 1 meter is taken up by the narrowed nose of the vehicle. It is night-black, and well-known for it's incredible speed.

Troop Capacity: The Legionnaire carries 10 people at once, with 1 gunner at all 6 weapons emplacements, a pilot and passenger in the front, and two MAX units in the rear of the vehicle, side-by-side.

Notes: The Legionnaire has pods placed around each person in it, which can be ejected from the vehicle. If ejected, the person inside is shot upwards about 200m, then floats back down to land.

Thunder
New Conglomerate

Armor: 2500

Max speed: 50 KPH

Accel/Decel: 25 KPH per second

Guns: Two 30mm Flak Cannons on top, and 1 chin-mounted flechette launcher.

General Appearance: The Thunder is built like a much-enlarged version of the Old Earth Humvee. It is about 8 meters long, with a width of 5 meters and a height of 5 meters. It has a large, covered flatbed in the back, into which the soldiers are rolled, then stored into pods that are set horizontally in the bed. The Thunder is painted with Gold and Yellow "camouflage" paint (I know, I know...), and is among the loudest vehicles in the game. The Flak Cannons are placed on top of the pilot's section, and the flechette launcher is controlled by the pilots passenger side occupant.

Troop Capacity: The Thunder can carry up to 10 troops at a time; 8 infantry and 2 MAX units. 4 of the infantry are placed in the flatbedalong with the MAXes, 2 of the infantry are gunning for the Flak cannons, one is the pilot, and one is controlling the chin-gun from the pilot's side.

Notes: The Flak Cannon gunners, the pilot, and the chin-gun operator are equipped with the same ejection system as the Legionnaire, but the troops in the flatbed are equipped with side mounted ejection pods that launch approximately 7 meters to the side of the Thunder if activated.

Scythe
Vanu Sovereignty

Armor: 1750

Max Speed: 70 KPH

Accel/Decel: 60 KPH per second

Guns: 4 Equidistant Port-Mounted Flux Cannons

General Description: The Scythe is a rather bulbous vehicle, but has very graceful curves. The front is shaped like the front of an Old Earth fighter plane, with the chin-gunner directly behind and slightly above the pilot, much like in a Galaxy with the tail-gunner and pilot. The back is a miniature dome, with gun ports arrayed along the sides of it. It is a light azure color, with green flames around the cockpit area.

Troop Capacity: 10, 8 infantry and 2 MAXes. 6 of the infantry, along with the MAXes, are in the rear dome, and the infantry operate the the 6 Heavy Particle Cannons.

Notes: The dome is divided into sections like an orange, with a passenger in each section. If the passenger wishes to leave the vehicle, he bails and the section of the dome that was carry him falls out of the vehicle and disentegrates. If all of the sections are detatched, the pilot and gunner are forced to leave the vehicle, which then deconstructs.
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Old 2004-03-01, 05:37 PM   [Ignore Me] #17
Incompetent
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Hand cannons just seem... stupid to me, too wierd, seems like it would be far simpler to just add them in as an empire specific grenade munition. I'm not a big fan of the empire specific transports either. They just don't seem to fit... I'd make them more like modern AFVs such as the Bradley of BDRM. Give it a two/three man crew (one driver and one or two gunners) and give the passengers MA gunslits or something but don't make them gunships.
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Old 2004-03-01, 05:44 PM   [Ignore Me] #18
321
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Do not touch my Jackhammer. The jackhammer is only NC becasue it is strong like the other two weapons in the catagory. If all the empires could use it it would suck a lot.
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Old 2004-03-01, 05:48 PM   [Ignore Me] #19
TheN00b
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@ Incom: First, about handcannons: The reason they're on your arm is so that they're easier to support. Since they're actually a part of your arm, they're a bit easier to support, and you can run ammo feeds more easily. Secondly, I'm trying to achieve diversity with the Emp-Spe TT. Sure, we could stay with what we have, but I for one would love to see a more diverse and colorful battlefield.
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Old 2004-03-01, 06:00 PM   [Ignore Me] #20
BDMJ
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I agree that the sunderer needs a replacement, but I don't think it should be empire specific.

Heavy APC:

weapons: 2 150mm cannons (120 degree horizontal traverse 75 degree vertical traverse both at the front of the vehicle)
1 25mm machinegun (mounted on top, for AA purposes)
Top speed (55 kph)
Accel: (40 kph/second)
propulsion: tracked
turning speed: (20 degrees per second)
armor: 7500
carrying capacity: 3 maxes 8 infantry 1 driver

This vehicle would have the most direct forward firepower in the game, and the most armor to back it up. The tradeoff would be complete vulnerability at the rear and near complete on the sides (the two cannons would have a lot of overlap on their fields of fire). The slow turning speed would emphasize this. All infantry and max units would load in the back. It would be very nearly square rather than rectangular, and would have a very high profile. The quick acceleration is to emphasize its role as the first unit in an assault, breaking the enemy defenses then laying down covering fire for its troop load. In order to be effective, it has to have support, but when given the proper cover, it would be devestating. It is meant as an assault unit and troop transport, not an all purpose offensive vehicle.

Last edited by BDMJ; 2004-03-01 at 06:03 PM.
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Old 2004-03-01, 06:01 PM   [Ignore Me] #21
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Something that is PART of your arm is going to cause all sorts of problems, does not seem worth the trouble, and doesn't seem to fit with whats already in the game. You've already got a perfectly good grenade launcher and no reason not to use it, your wearing an exosuit anyway. I understand what your trying to do with the transports, and i think they are needed, but the ones you suggest just don't seem to belong in PS, the specials seem out of place and they seem more like gunships then transports.
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Last edited by Incompetent; 2004-03-01 at 06:19 PM.
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Old 2004-03-01, 06:17 PM   [Ignore Me] #22
TheN00b
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@ Imcom: Bah, I might ditch that 'aprt of your arm' thing sometime, but I still think the basic idea is good. As for your belief that the transports are more like gunships, I couldn't disagree more. A vehicle that size simply has to be able to defend itself properly, as it's a huge and juicy target for anyone on the batllefield.
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Old 2004-03-02, 12:04 PM   [Ignore Me] #23
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BDJM, isnt the 150 whats on the vanguard? I think this would inadvertanly take away from the prowler and the vanguard quite a bit. The vanguard having the biggest gun in the game, ad the prowler for being able to engage mult targets. I agree a buff would be good to the sundy, but not that much. I do note it is vunerable to the rear, but i think that it would not be used very much aside from the storm and cover the tower doors, as people would very quickly realize to hit it from the back. I think it could be easier to buff the current ones than redesign a whole new one.
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Old 2004-03-02, 12:27 PM   [Ignore Me] #24
BDMJ
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Did you notice the turning speed? The damn thing would take nearly a full SOI to turn around if it was moving at full speed. A tank would have no problem getting behind it and destroying it. It would in essence have the same weakness as the sunderer, a really large blind spot for the gunners. The difference would be that it would be able to truely punish an enemy that doesn't approach from the right angle. Right now the sunderer has no killing power, and is not tough or fast enough to get its load of troops to their deployment zone alive. Ground transport is worthless in this game for the most part. Something has to be done.
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Old 2004-03-02, 01:03 PM   [Ignore Me] #25
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Why dont you try not using the sunderer alone? Use a tank or some other gun vehicles to escort it and protect it or distract fire while its unloading. Can you succesfully use it that way? i have a feeling it wasnt meant to be used alone. Or without several other vehicles around with it. You could try attacking with vehicles and then while the enemy is engages punching straight through them to there back and just stoping the vehicle and unloading the men and creating a pincer. If you can use the vehicles guns for supporssors it can help. You dont even necessarily have to stay there. You could use the troops attacking to haul out at the same time your firing if you can giving them support fire and them giving you a chance to move or leave for the time. How well would that work?

Last edited by Ait'al; 2004-03-02 at 01:11 PM.
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Old 2004-03-02, 01:43 PM   [Ignore Me] #26
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If you're going to add radical damage reduction to a range weapon (the status quo in PlanetSide at present), why not just cut to the chase and make melee weapons.

Range weapons should not have radical damage reduction over range. They are fvckin range weapons! Also, the COF bloom should bloom up, not in a random ring around the center of the COF. Weapons bloom up because of physics.

God damned cheaters. There would be no need for the COF if aimbots weren't a dime a dozen.

Die, you god-damned cheaters. Your small minds, penises and overinflated egos have ruined more of my games than I care to count. You suck. Bad. Die.
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Old 2004-03-02, 01:55 PM   [Ignore Me] #27
Tsavong
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the vs thingy shouldnt fire commonpool gernades youd have to come up with "Vanu" nades
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Old 2004-03-02, 04:02 PM   [Ignore Me] #28
BDMJ
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The Sunderer, alone or in a group, is shit. There is simply no way to make it a worthwhile transport or weapon as long as the galaxy and deliverer exist. One has vastly superior mobility and armor, the other has a massive firepower and mobility advantage. The gal and del were both worth 3 cert points before the vehicle patch, the sunderer has never been worth 3. The only valuable part of the armored transport cert is the del.
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Old 2004-03-02, 10:16 PM   [Ignore Me] #29
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I love those ideas. The Scythe and Legionerre look kickass.
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Old 2004-03-03, 02:41 AM   [Ignore Me] #30
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So, you'd like to ad more 2 shots weapons that the surgerbunnies will run round whit. The VS having an all one surgerbunny stopper. Poorly armored troop transports, whit the TR one having to launch their troops up into the air, giving them a few seconds of defencelessness and a huge come shoot me sign. Bet those would be perfect targets for that new hand held accurate over range NC HA weapon.

While i like your ideas, i do not see them working ingame. My 2 cents.
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