[suggestion] weapon varrients

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warbrand2
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Joined: Thu Jul 14, 2016 5:55 am

[suggestion] weapon varrients

Post by warbrand2 »

do to long war 2 and having the SMG as a varrient of the AR, and a few mods that add things like battle rifles and squad automatic weapons. I really want more weapon variation to allow a more fine tuned army.



so here are some suggestions for weapon variations. the first one is more a mod request.


ANTI MATERIAL RIFLE
weapon class: sniper
idea base:https://en.wikipedia.org/wiki/Anzio_20mm_rifle (yes the rifle is huge but it is just inspiration)
function: a signal action 20mm sniper rifle that can fire HEI rounds
damage: 5-9

ability1: HEI round, single charge ability (can create spare rounds to load), shreds upto 3 armor and lights target on fire. no damage bonus but a large crit chance bonus.
ability 2: cover burst, fire a single round that will destroy low cover or detonate cars.

note: ability ideas are one or the other having both would be OP

weapon down sides
*only a single round of ammo.
*-20 aim on targets in squad sight.


medium machinegun
weapon class: cannon
idea base: an actual machine gun crew weapon
function: must be deployed to fire, but when deployed grants squad sight to gunner and +10 aim.
other changes to cannon: has 2x the ammo but lower damage do to it being designed around suppression.

gameplay: the MMG is meant for a more deffenisive gunner build, built a round setting up on one point and suppressing anything that moves this is meant for players that use actual infantry tactics there the guy with the big ass automatic weapon is there to do one job make sure nothing gets near the infantry with the rifles and shotguns.



combat drone
weapon class: gremlin
idea base: quad rotor with a m1911 mounted to it (can't find the youtube video)

function: acts as a normal gremlin but adds an ability called gremlin support. this ability when used will split the gremlin from the specialist making their hack abilities and heal abilities go to point blank like other classes. doing so though converts the gremlin into a combat unit with the following stats

aim: 75
HP: 4
ablative armor(LW2): 2
armor: 2
death: drops itself as an item must be picked up in 3 turns or need to make a new one.

abilities
fire pistol: fires a pistol based on tier
hack: hacks targets hack is tied to their specialist though has 10 less then if left with specialist. (lag?)
rejoin: rejoins the specialist if use can not deploy again.

t2 bonus abilities
smoke out: deploys smoke around self

t3 bonus ability
explosive death: on death explodes if enemies are with in 2 tiles.
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