new weapons and amphibious propulsion
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wolfbr
- Greenhorn
- Posts: 8
- Joined: 08 Oct 2009, 20:49
new weapons and amphibious propulsion
new weapon:
Machinegun:
12.7mm rifle:
a good long range weapon(6-13), good damange(35), good to suport units.
Best Targets: Infantry/cyborgs, base structures,and VTOL.
Body Points: low
Rockets and Missiles:
homing missiles:
similar a Mini-Rocket Pod, but a guided missile contains a radar transceiver and the electronics necessary for it to find and track its target autonomously.
Best Targets: Wheeled,VTOL and hover vehicles
Body Points: Very Low
Propulsion:
amphibious propulsion:
viable on land as well as on water.
Speed: Medium
Body Points: Medium
(similar a Half-tracks, but can run in water)
.
nice idea?
Machinegun:
12.7mm rifle:
a good long range weapon(6-13), good damange(35), good to suport units.
Best Targets: Infantry/cyborgs, base structures,and VTOL.
Body Points: low
Rockets and Missiles:
homing missiles:
similar a Mini-Rocket Pod, but a guided missile contains a radar transceiver and the electronics necessary for it to find and track its target autonomously.
Best Targets: Wheeled,VTOL and hover vehicles
Body Points: Very Low
Propulsion:
amphibious propulsion:
viable on land as well as on water.
Speed: Medium
Body Points: Medium
(similar a Half-tracks, but can run in water)
.
nice idea?
Last edited by wolfbr on 09 Oct 2009, 00:12, edited 1 time in total.
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Zarel
- Elite

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- Location: Minnesota, USA
Re: new weapons and amphibious propulsion
Why?
How would the game be improved by adding these?
How would the game be improved by adding these?
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wolfbr
- Greenhorn
- Posts: 8
- Joined: 08 Oct 2009, 20:49
Re: new weapons and amphibious propulsion
the new machinegun:
the firearms would be more useful in t2 and t3, against cyborgs and small vtols(vtols rush).
the enemy purchase a great amount of cyborgs, uses snipers for eliminates them more easily.
the homing missiles:
good vs rapid units, and useful against rush, or enemies who are running away.
amphibious propulsion:
you can run in water, good to enter in bases surrounded by rivers, or,for naval battles, rs.
the firearms would be more useful in t2 and t3, against cyborgs and small vtols(vtols rush).
the enemy purchase a great amount of cyborgs, uses snipers for eliminates them more easily.
the homing missiles:
good vs rapid units, and useful against rush, or enemies who are running away.
amphibious propulsion:
you can run in water, good to enter in bases surrounded by rivers, or,for naval battles, rs.
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NaxShaleChan
- Trained

- Posts: 41
- Joined: 02 Oct 2009, 06:43
Re: new weapons and amphibious propulsion
You know what... I'm sorry, but this is just fail. Warzone is mainly about mechanized forces. Even cyborgs are "mechanized". What's wrong with the current HMG? What's wrong with hover for amphib? It certainly does better than any wheeled, tracked, or half-tracked vehicle would do for amphib. As for rockets, most of the AT rockets are homing after you upgrade them a while. You've effectively given ideas for existing parts of Warzone...
At least, that's my opinion.
At least, that's my opinion.
-"Gravity is not responsible for people falling in love." -Albert Einstein
Soldier: General, we're surrounded!
General: Good, then we can attack in all directions!
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Zarel
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Re: new weapons and amphibious propulsion
We already have long-range AP (machinegun-like) weapons, they're called lasers.
We already have a homing missile, it's called a Scourge Missile.
Slow amphibious units could be kind of interesting, though. But we may as well reserve that for slow-moving VTOL-like units. Maybe a "Dreadnought" or something. Like a flying cyborg transport, except it can also be hit by ground weapons, has lots of armor/HP, and has better weapons.
We already have a homing missile, it's called a Scourge Missile.
Slow amphibious units could be kind of interesting, though. But we may as well reserve that for slow-moving VTOL-like units. Maybe a "Dreadnought" or something. Like a flying cyborg transport, except it can also be hit by ground weapons, has lots of armor/HP, and has better weapons.
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Olrox
- Art contributor
- Posts: 1999
- Joined: 03 Jul 2007, 19:10
Re: new weapons and amphibious propulsion
Hmmmm, that "joined yesterday" kind of scared me, but I'll not be biased
(You have used the "Search" feature to look for other similar topics, didn't you?)
Wolfbr... vc eh brasileiro?
Anyway, I agree with zarel that an armored hover would be interesting, I've seen this somewhere, I'm sure of it. I usually only use artillery on hover props to fire from the riverside, then run away If retaliated.
Wolfbr... vc eh brasileiro?
Anyway, I agree with zarel that an armored hover would be interesting, I've seen this somewhere, I'm sure of it. I usually only use artillery on hover props to fire from the riverside, then run away If retaliated.
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wolfbr
- Greenhorn
- Posts: 8
- Joined: 08 Oct 2009, 20:49
Re: new weapons and amphibious propulsion
the current HMG, it does not possess much range in my opinion, in T1,the Mini-Rocket Pod it is more efficient.NaxShaleChan
most of the AT rockets are homing after you upgrade them a while.
my suggestion is for creating something similar to the Mini-Rocket Pod, but, it would pursue the enemy(similar a upgraded AT rockets)
It certainly does better than any wheeled, tracked, or half-tracked vehicle would do for amphib
I agree, after you upgrade them a while. rs
We already have long-range AP (machinegun-like) weapons, they're called lasers.Zarel
I agree,but, this gun is less expensive.
We already have a homing missile, it's called a Scourge Missile.
the mini homing missile pod is for the T1 and T2, Scourge Missile is a T3 weapons, and this gun is less expensive.
You have used the "Search" feature to look for other similar topics, didn't youOlrox
yes, rs
Wolfbr... vc eh brasileiro?
sou, e suponho que você também seja, correto? rs
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NaxShaleChan
- Trained

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- Joined: 02 Oct 2009, 06:43
Re: new weapons and amphibious propulsion
So, you're suggesting an indirect homing weapon for T1 and T2?
Oh wait, scratch that. The Mini-Rockets are direct-fire. Why would you rather use a Mini-Rocket over an AT wep? Mini-Rockets are, IMO, almost useless. They're really weak. Might as well use an upgraded HMG which is a lot cheaper.
Oh wait, scratch that. The Mini-Rockets are direct-fire. Why would you rather use a Mini-Rocket over an AT wep? Mini-Rockets are, IMO, almost useless. They're really weak. Might as well use an upgraded HMG which is a lot cheaper.
-"Gravity is not responsible for people falling in love." -Albert Einstein
Soldier: General, we're surrounded!
General: Good, then we can attack in all directions!
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Zarel
- Elite

- Posts: 5770
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- Location: Minnesota, USA
Re: new weapons and amphibious propulsion
Assault guns are fairly long-range, as well. We have balance reasons lasers are priced the way they are.wolfbr wrote:We already have long-range AP (machinegun-like) weapons, they're called lasers.
I agree,but, this gun is less expensive.
"Homing" is a fairly useless weapon modifier, you know. Most weapons are fast enough that making them homing wouldn't make them significantly more accurate. A homing mini-rocket pod would be nearly identical to a mini-rocket pod.wolfbr wrote:We already have a homing missile, it's called a Scourge Missile.
the mini homing missile pod is for the T1 and T2, Scourge Missile is a T3 weapons, and this gun is less expensive.
Plus, for tech tree flavor reasons, homing weapons are restricted to missiles, which are restricted to T3. We're not going to change that without good reason.
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carlIsBeastly
- Greenhorn
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- Joined: 03 May 2009, 03:56
Re: new weapons and amphibious propulsion
Steps to posting: 1: play the game. 2: search the forums to see if your topic is already up. 3: post your topic. you seem to have skipped straight to number 3. If you really want these things, the weapons that is, i suggest just changing the files yourself. Almost everything you proposed is already in game, just with balance changes. Similarly, why would you want slow amphibious propulsion? The hover units are designed for quick raids over water, not for acting as battleships or artillery. There isn't enough water on the maps to warrant using those things.
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Olrox
- Art contributor
- Posts: 1999
- Joined: 03 Jul 2007, 19:10
Re: new weapons and amphibious propulsion
Hmm, it is interesting, how you come here and tell people the steps to post. I thought those were on the sticky of rules :rolleyes:carlIsBeastly wrote:Steps to posting: 1: play the game. 2: search the forums to see if your topic is already up. 3: post your topic. you seem to have skipped straight to number 3. If you really want these things, the weapons that is, i suggest just changing the files yourself. Almost everything you proposed is already in game, just with balance changes. Similarly, why would you want slow amphibious propulsion? The hover units are designed for quick raids over water, not for acting as battleships or artillery. There isn't enough water on the maps to warrant using those things.
Come on, this guy's ideas have at least artistical value, you can't deny that. Or at least, I think that xD
A sniper turret would look nice, I think. :rolleyes:
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NaxShaleChan
- Trained

- Posts: 41
- Joined: 02 Oct 2009, 06:43
Re: new weapons and amphibious propulsion
-"Gravity is not responsible for people falling in love." -Albert Einstein
Soldier: General, we're surrounded!
General: Good, then we can attack in all directions!
Soldier: General, we're surrounded!
General: Good, then we can attack in all directions!
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wolfbr
- Greenhorn
- Posts: 8
- Joined: 08 Oct 2009, 20:49
Re: new weapons and amphibious propulsion
So, you're suggesting an indirect homing weapon for T1 and T2?NaxShaleChan
yes, the difference is: it would be a useful weapon against vtols(anti-air weapons anti still would be more useful).
.would be interesting if the Anti-air weapons could be used against terrestrial units, but, they do not cause much damage. (similar a machine guns against vtols).
Assault guns are fairly long-range, as well. We have balance reasons lasers are priced the way they are.Zarel
the Siniper turret would be a cheaper option(less expensive).
A homing mini-rocket pod would be nearly identical to a mini-rocket pod.
you could use the homing mini-rocket pod against vtols,e would be very useful against fast units(hovers and vtols).
1: play the game.carlIsBeastly
I played
2: search the forums to see if your topic is already up.
I looked for
post your topic. you seem to have skipped straight to number 3. If you really want these things, the weapons that is, i suggest just changing the files yourself
no, i like the official balance, rs
A sniper turret would look nice, I think.Olrox
me to
NaxShaleChan
flooder, rs
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NaxShaleChan
- Trained

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Re: new weapons and amphibious propulsion
Well, that's all I had to reply to the post above me. It was funny.
As for AA against ground units, flak guns are good AP weps.
As for AA against ground units, flak guns are good AP weps.
-"Gravity is not responsible for people falling in love." -Albert Einstein
Soldier: General, we're surrounded!
General: Good, then we can attack in all directions!
Soldier: General, we're surrounded!
General: Good, then we can attack in all directions!
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Olrox
- Art contributor
- Posts: 1999
- Joined: 03 Jul 2007, 19:10
Re: new weapons and amphibious propulsion
Anti-aircraft guns used as anti-ground, heheheheheheheNaxShaleChan wrote:Well, that's all I had to reply to the post above me. It was funny.
As for AA against ground units, flak guns are good AP weps.
If it's multi-role, then it's not AA anymore xD
AA weapons are (or were) terribly unbalanced, Zarel made a balance test with various circumstances were he put VTOLs only to attack a base with a certain number of AA emplacements (of course, making various combinations of strike force/base defense), and the results left no doubt that AA is (or was, I say again, as I do not know if it's been balanced yet) very innefective.
The problem is, that if there's a idea of implementing a new category of weapon, you've got to test a lot of situations to balance it. That, after you make a mod with the new weapon and release it, because testing alone is senseless since we've got a forum and a nice community here. To get the mod, you've got to alter the game files (not only change values, you'll be adding things). For that, you need to have the models, mapped, texturized and converted into .pie files. to map, texturize and convert models, you need to model them.
Put simple, the classic questions to be answered are:
"Who's gonna model the meshes?"
"Who's gonna map and texturize them?"
"Who's gonna modify the game files and assemble the mod?"
"Who's gonna convert them into .pies and adjust scale, position, textures etc.?"
"Who's gonna test and balance the mod?"
Those aren't in relevance order, they must all be answered if someone is willing to see anything new in-game. And, I say, suggesting this kind of changes to the game core isn't going to give results: All-new things should be tested as a Mod, and if the developer team thinks it's a great addition to the game and won't cause imbalance, it is added to the next beta to be tested and debugged further...
Anyway, this kind of suggestions shouldn't be treated parting from the idea that the objective is to add them to the game's core. If you think this way, you end up surrounded by people saying "don't need this, don't need that". If you make a mod, you can say "you don't need to use it: It's a mod"
Then you end up filtering good comments in a very effective way
That said, acho q vc deveria dar umas voltas pelo fórum, ver quem tá ativo nesse tipo de coisa, e perguntar pra esses caras, por Private Message mesmo, quem tá a fim de te ajudar. Senão esses prra loca vão ficar te enchendo até vc morrer xD