[suggestions] side arms, main arms and enemy ideas
Posted: Tue Aug 15, 2017 12:24 pm
Ok, this may just be me but I sort of wish we had more sidearms in long war two the pistols are nice but would be nice to have some variations.
so here are some ideas, note I do not know if these are good but they are ideas.
FLARE GUN
damage: 0-1
accuracy: low (-20 to aim at all but mid range[about 8 tiles out])
charges: 5 (no reload)
info: upon hitting has a 50% chance of setting the target on fire.
other: signal flare, for the one who wants everything. when fired draws all advent pods to the location and revels all xcom soldiers with in 6 tiles of the shooter.
note: this is meant to be used as an over here distraction.
the point of this weapon is to distract and disorient while it isn't as good as the arc thrower in that regard it is still a great weapon for early to mid game or when you just want to draw out that last damn pod that you can not locate on the kill everything missions. (seriously had a gate keeper run from me for 23 freaking turns before I found the stupid thing, and even then I had to spread everyone out so it nearly killed the guy who found it. who thought it was a good idea to make them run when they are low health.)
taser
damage: 1-2
accuracy: 85%
charges: 1
info: not really a side arm but this taser pistol is a good one range disorientation weapon. it can not hit targets out side of one tile but any target it hits it will disorient (you need an arc thrower to stun). the main advantage to this weapon is if the person equipped with it is bound by a viper they will strike with the taser. note this is not considered a gun even if it uses the animations of one its range is to small.
welrod
damage: 0-10
info: only damages on crit. does 10 damage on a crit.
mechanic: firing while concealed doesn't break concealment, but this comes at the cost of it only damaging targets on a crit that said it does have a higher crit chance then most weapons.
MAIN ARMS IDEAS
just some ideas for main slot weapons. (note all main arm ideas are repeats of old ideas with twists, the idea is to give more tactical options for how you build your characters all ideas in this are meant to be one at a time craft.
Squad automatic weapon
info: what it lacks in ammo cap and damage it makes up for in mobility the SAW is the smg equivalent for the gunner. its main advantage is a +1 to mobility while using compaired to the standard cannon, though it does suffer a 1 point damage reduction and an ammo reduction.
anti material rifle
info: it punches through walls, enemies and well everything with out much trouble the only problem is setting it up.
game play: a stronger sniper rifle but comes at the cost of requiring the user set up and mark target. (full round to do both mark target ends turn and is replaced with fire the next turn.)
mechanics
set up: imobilizes user allows them to aim the weapon
mark target: aims a L.A.M at the target so long as the target doesn't enter high cover and remains in squad site they can be attacked the next turn.
fire: fires teh rifle at the marked target destroying any cover they are hiding behind and dealling heavy damage.(none varriable damage 8, with 3 shredd. ugrades allow for more damage)
game function: designed for more defensive use(so pick and choose when you equip some one with it), the AMR is great for dealing heavy damage to hard targets but is like wasting ammo against weaker targets. it shines against anything that can not take cover as its high aim and ability to hid anything so long as they are not in high cover.
bonus idea: ammo boost, ammo mods have 2x normal effect except tracer rounds. (its a large caliber round more room to put moddify the ammo)
salvaged flamethrower(may be pointless if expansion already has)
info: used by gunners this weapon is a salvaged purifier flamethrower and requires you to have autopsied a purifier corpse. this acts like flamethrower power weapon with the ability to reload. making it one of the more powerful ground control weapons.
game play: the trade off for equipping this is you equip that oh so explosive pack on the soldier, sure they are great at taking out masses of advent and lost now, but they also have a chance to go up in smoke(70% chance of exploding on kill hits as such has a 0% chance to bleed out if it explodes.)
ENEMY IDEA
ok just one here but it is because I really want advent snipers.
ADVENT SNIPER
info: may replace turrets on maps, these guys are mostly imobile and will only move if you flank them. advent snipers use the mechanics of the AMR idea above (requiring squad sight, and taking a full turn before shooting) but only have a standard sniper until later in the game.
gameplay: unlike the player AMR they can not breach cover so getting behind even low cover is advised, and do to them being mostly immobile and giving a red laser to show their location (your AMR does the same) tehy are quite easy to counter but let them take that shot and well it is a 99% chance to hit.
varrents as game does on
viper headhunter
info: a viper with the mechanics of the advent sniper, though unlike the standard one which must set up on its first turn before targeting the viper does not require the set up, this allows them to move if they can not line up a shot and take the shot anyway so watch out. the one saving grace is they have a lower aim (75% instead of 99%- distance in squad site at -5 per tile)
advent tankhunter
info: advent only starts fieldings these after the player puts heavy armor on the field as such these guys are not fielded in standard defense and infact can only be found in reinforcement waves and even then only if the advent detect you using sparks or hacked advent mecs/sectopods.
note: last one is iffy on the idea, the main idea behind it is if the player hacks a sectopod or is using more then one spark a alert is sent out and in a few turns a reinforcment with one of these guys and 2 random will drop one what ever is the highest point on the map. they are built to do one thing and that is take out the players mechanical tanks be they standard sparks or a stolen advent mec. once their target is taken out these guys will flee from battle, so take them out of lose your sparks and allow advent to get away with intel. (not really game function to them running away except for the fact these guys would likely one shot anything not a hacked sectopod and even they they would 2 shot)
so here are some ideas, note I do not know if these are good but they are ideas.
FLARE GUN
damage: 0-1
accuracy: low (-20 to aim at all but mid range[about 8 tiles out])
charges: 5 (no reload)
info: upon hitting has a 50% chance of setting the target on fire.
other: signal flare, for the one who wants everything. when fired draws all advent pods to the location and revels all xcom soldiers with in 6 tiles of the shooter.
note: this is meant to be used as an over here distraction.
the point of this weapon is to distract and disorient while it isn't as good as the arc thrower in that regard it is still a great weapon for early to mid game or when you just want to draw out that last damn pod that you can not locate on the kill everything missions. (seriously had a gate keeper run from me for 23 freaking turns before I found the stupid thing, and even then I had to spread everyone out so it nearly killed the guy who found it. who thought it was a good idea to make them run when they are low health.)
taser
damage: 1-2
accuracy: 85%
charges: 1
info: not really a side arm but this taser pistol is a good one range disorientation weapon. it can not hit targets out side of one tile but any target it hits it will disorient (you need an arc thrower to stun). the main advantage to this weapon is if the person equipped with it is bound by a viper they will strike with the taser. note this is not considered a gun even if it uses the animations of one its range is to small.
welrod
damage: 0-10
info: only damages on crit. does 10 damage on a crit.
mechanic: firing while concealed doesn't break concealment, but this comes at the cost of it only damaging targets on a crit that said it does have a higher crit chance then most weapons.
MAIN ARMS IDEAS
just some ideas for main slot weapons. (note all main arm ideas are repeats of old ideas with twists, the idea is to give more tactical options for how you build your characters all ideas in this are meant to be one at a time craft.
Squad automatic weapon
info: what it lacks in ammo cap and damage it makes up for in mobility the SAW is the smg equivalent for the gunner. its main advantage is a +1 to mobility while using compaired to the standard cannon, though it does suffer a 1 point damage reduction and an ammo reduction.
anti material rifle
info: it punches through walls, enemies and well everything with out much trouble the only problem is setting it up.
game play: a stronger sniper rifle but comes at the cost of requiring the user set up and mark target. (full round to do both mark target ends turn and is replaced with fire the next turn.)
mechanics
set up: imobilizes user allows them to aim the weapon
mark target: aims a L.A.M at the target so long as the target doesn't enter high cover and remains in squad site they can be attacked the next turn.
fire: fires teh rifle at the marked target destroying any cover they are hiding behind and dealling heavy damage.(none varriable damage 8, with 3 shredd. ugrades allow for more damage)
game function: designed for more defensive use(so pick and choose when you equip some one with it), the AMR is great for dealing heavy damage to hard targets but is like wasting ammo against weaker targets. it shines against anything that can not take cover as its high aim and ability to hid anything so long as they are not in high cover.
bonus idea: ammo boost, ammo mods have 2x normal effect except tracer rounds. (its a large caliber round more room to put moddify the ammo)
salvaged flamethrower(may be pointless if expansion already has)
info: used by gunners this weapon is a salvaged purifier flamethrower and requires you to have autopsied a purifier corpse. this acts like flamethrower power weapon with the ability to reload. making it one of the more powerful ground control weapons.
game play: the trade off for equipping this is you equip that oh so explosive pack on the soldier, sure they are great at taking out masses of advent and lost now, but they also have a chance to go up in smoke(70% chance of exploding on kill hits as such has a 0% chance to bleed out if it explodes.)
ENEMY IDEA
ok just one here but it is because I really want advent snipers.
ADVENT SNIPER
info: may replace turrets on maps, these guys are mostly imobile and will only move if you flank them. advent snipers use the mechanics of the AMR idea above (requiring squad sight, and taking a full turn before shooting) but only have a standard sniper until later in the game.
gameplay: unlike the player AMR they can not breach cover so getting behind even low cover is advised, and do to them being mostly immobile and giving a red laser to show their location (your AMR does the same) tehy are quite easy to counter but let them take that shot and well it is a 99% chance to hit.
varrents as game does on
viper headhunter
info: a viper with the mechanics of the advent sniper, though unlike the standard one which must set up on its first turn before targeting the viper does not require the set up, this allows them to move if they can not line up a shot and take the shot anyway so watch out. the one saving grace is they have a lower aim (75% instead of 99%- distance in squad site at -5 per tile)
advent tankhunter
info: advent only starts fieldings these after the player puts heavy armor on the field as such these guys are not fielded in standard defense and infact can only be found in reinforcement waves and even then only if the advent detect you using sparks or hacked advent mecs/sectopods.
note: last one is iffy on the idea, the main idea behind it is if the player hacks a sectopod or is using more then one spark a alert is sent out and in a few turns a reinforcment with one of these guys and 2 random will drop one what ever is the highest point on the map. they are built to do one thing and that is take out the players mechanical tanks be they standard sparks or a stolen advent mec. once their target is taken out these guys will flee from battle, so take them out of lose your sparks and allow advent to get away with intel. (not really game function to them running away except for the fact these guys would likely one shot anything not a hacked sectopod and even they they would 2 shot)