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| Author: | Treadhead [ Tue Jan 01, 2008 7:11 pm ] |
| Post subject: | Panzer Corp Weaponry |
Here are some of my first weapon ideas, and the most well-rounded ideas in my opinion. First, though... Who are Panzer Corp? Panzer Corp are an independent segment of the UTC defenses, made of the best of the best, from the field and from well-known war academies of all countries, the bulk of the organization being of german soldiers. They are a private arms company and military force dedicated to the defense of humanity. That's the base of the story, although there is more. Onto the weapons! MP-89 APHER Heavy Automatic Rifle Primary Function: Fire Secondary Function: Melee attack. With bayonet, it will be a low-swung jab, hitting them with an overhead stab, or a chop, e.t.c, and will hook enemies like other melee weapons. Without, the player will wield it like a club, holding the stock and middle lower section of the weapon, just behind the shotgun clip, and swings it. Tertiary Function: Bash with butt of rifle. Will blind temporarily on a headshot Quaternary Function: Attach Bayonet Other Notes: Shotgun equipped underneath main barrel, and is fired by switching firing modes. On rare occasions, it may jam on full auto. Larger than other assault rifles, taking more space in Conflict. Fire Modes: Automatic, Semi-auto Clip Size: 15 50. Caliber APHER Rounds. Second clip for under slung shotgun barrel with 4 slugs. Visual notes: Large, clunky weapon, somewhat like Warhammer 40k Bolter, but the gun is not as tall. Clip is removed, ammo drum is moved to the left side of the weapon, shotgun barrel in the front grip with small clip just behind it, slot underneath shotgun barrel for bayonet. Long stock on the back of the weapon, and a proper rifle grip, unlike the bolters tiny stick grip. Bore sight instead of the funky solid sight. Description: The most common of the Panzer Corp infantry weapons. A heavy weapon, originally designed for use against Cryons, and in limited use against Krao swarms, the MP-89 is a heavy automatic weapon. While lacking the larger clips of other assault rifles and submachine guns, the heavy bullets more than make up for it, and the weapon proved itself in the fact that the 12th Infantrie Groupen armed with only MP-89s and MG-147s in destroying a swarm of Krao runners, a small group of Krao titans, along with their Cryon infantry support . The standard Panzer Corp round, the APHER (Armor Piercing High Explosive Round), is very deadly, known to occasionally pierce through enemies, and causing often fatal damage with the small explosive charge in the round. Effective against Krao from a defensive position, it was lacking when they closed, despite the heavy weight of the weapon, making for a nasty melee atack, and a shotgun and heavy bayonet were added, making it deadly in close combat, proving effective against even the most elite Skrith warriors. The weapon’s heavy rounds combined with the small, compact ammo drum results in rare jamming, though generally, the weapon is robust and very reliable. The shotgun must be switched to through firing modes, as an additional grip would make it redundant as a rifle, so it is impossible to fire the standard rounds as well as the underslung shotgun attachment simultaneously. MG-147 APHER Support Machine Gun Primary Function: Automatic fire Secondary Function: Bayonet Strike. Slow to swing but rather damaging Tertiary Function: Deploy on tripod. Quaternary Function: Pull top grip forward/back. Pulled forward, you move faster, shoot less accurately, and chop with the bayonet rather than lunge. You can switch while an enemy is impaled, and then you can use your enemy as a club or throw them with a strong swing. Other Notes: Prone to occasional jamming and the weapon must then be reloaded or repeatedly cocked to resume firing. Top barrel begins firing first after primary fire is clicked, and the second fires a half-second after. Fire modes: Automatic, Long Burst Clip Size: 75 30. Caliber APHER round drum. Drum on each barrel. Barrels must be reloaded independently, but unless the player interrupts the animation by switching weapons or clicking primary fire after first barrel is reloaded, both will be reloaded, one after the other. Visual notes: Larger than other heavy machine guns, but smaller than the other heavy weapons. Double barreled, one on top of the other. Ammo drums on left side of weapon. Held like the XMV-850, with a top-mounted grip and side-mounted second grip. Long, chipped bayonet on lower barrel. Holes on the sides of the barrels to prevent overheating. When deployed, side grip is slid backward toward the wielder, and the top grip is slid down. Aesthetic top handle for carrying when not in combat, somewhat the shape of the handle on Link Gun charges. Handle is on the barrel, so it is not in the way of the top grip. Base visual looks similar to the Ork Kommandoss' Big Shoota upgrade in the Firestorm Over Kronus mod. Description: The standard support weapon of Panzer Corp mechanized and infantry companies, the MG-147 is a weapon to be feared. Despite the lower caliber than the MP-89 APHER rifle, with its blistering fire rate, and large clip, the weapon’s lack of stopping power in comparison is more than compensated. A deadly weapon, the long bayonet attached has been known to impale Cryon and Skrith troops, going straight through the torso. More vicious troops are known to fill the enemy with lead while impaled. Equipped with an adjustable tripod, it can be used prone or mounted. It is known, however, to jam on occasion, especially during a long engagement or if used underwater for extended periods. Flak 24 Primary Function: Fire Co-axial MP-89s Secondary Function: Fire autocannon. Steady fire rate Tertiary Function: Mount/Assemble turret Hold key to assemble turret. Quaternary Function: Detonation on the flak shells on the autocannon between Impact and In-barrel. Changing firemodes on the Mp-89s is handled through the standard key. Clip Size: 10-round heavy clip. Enlarged 30-round drums on MP-89s. Other Info: Can be mounted normally on tripod, or can be assembled into a turret. Shield around barrel that protects the wielder. Additional plates are added to the shield’s side and front when assembled into turret. Tremendous recoil and chaos from cannon when unmounted. Visual notes: Large autocannon. Square shield around barrel, with MP-89 barrels sticking through the of the barrels' shield. Large metal clip mounted on the top of the weapon. Clip is only armored at the front and back, and the rounds can be shot to cause them to explode. Bulletproof glass view shield for use when mounted and turreted. When assembled into a turret, it resembles a single-barrel Flakveirling crossed with the shield of a Flak-88, but with a clip, although lacking the metal plate in between the gun and the turret stand used on certain models of the 88. Description: Like how the XMV-850 Minigun is the bridge between machine guns and vehicle-mounted heavy rotary cannons, the Flak 24 is the bridge between standard man-portable anti-tank weapons, and high-caliber cannons. The bane of tank commanders, the weapon can be fired to detonate on impact or detonate mid-flight to shower the enemy in flak. Often used to great effect as an infantry suppression weapon are the co-axial MP-89s, modified with a higher clip capacity and lacking the numerous attachments on the rifle version of the weapon. Using both in conjunction allows the user to rip apart aircraft, pin down and destroy infantry, and the destruction of enemy vehicles. Small positions with a few Flak 24s have been recorded to destroy entire Skrith light armored columns and aircraft squadrons. Able to be mounted on a four-legged light turret stand and have additional plates added to the front and sides for more protection, at the cost of a slightly slow traverse than a mounted Flak 24. However, more cunning Skrith and Cryon divisions have been known to take shots at the clip holding the autoocannon rounds, often resulting in fatality of the crew and destruction of the weapon, meaning that flanking is effectively death for the crew and positions should the enemy hit the clip with repeated energy projectiles or a few high-caliber bullets… Unfortunately, the gun is incredibly unwieldy when used on foot, and is best used mounted or assembled into a full turret “Lumberjack†|
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| Author: | SX [ Wed Jan 02, 2008 11:49 am ] |
| Post subject: | Panzer Corp Weaponry |
It's not second tertiary, it's quaternary other than that, they sound ok. |
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| Author: | Treadhead [ Wed Jan 02, 2008 1:28 pm ] |
| Post subject: | Panzer Corp Weaponry |
Thanks. Didn't know of the term, I'll make the fix Edit: Uggh... Lots of weapons to make that grammmar fix on...
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| Author: | Faceless [ Wed Jan 02, 2008 2:35 pm ] |
| Post subject: | Panzer Corp Weaponry |
I can feel the echoes of bolters and autocannons in these weapons designs. +1. I like them. |
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| Author: | Sargeant Smash [ Wed Jan 02, 2008 3:48 pm ] |
| Post subject: | Panzer Corp Weaponry |
So whats the whole story behind this Tank Corp? Are they like a groups of elite tankers out of their tanks and fighting on the battel field like infantry? Or are they named that because of their power? |
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| Author: | Treadhead [ Wed Jan 02, 2008 3:53 pm ] |
| Post subject: | Panzer Corp Weaponry |
Panzer Corp is an elite military group and arms company in the UTC, comprised of the best soldiers from the field and from know war academies. Most of them are german, although there are no requirements other than high military experience. They make excessive use of tanks, mechs and defensive positions. I also have those vehicles in the word document with all my weapons ideas. Eventually, I'll post a link to download the whole file so you can look over ALL the ideas. I do have more than these three, they were just the all-around best in my opinion. Edit: To answer the rest of your question, they are mechanised infantry for the most part. They are called Panzer Corp becuase of their heavy weaponry, tanks and elite forces. Second Edit: Thanks, Faceless. All of my weapon ideas are somewhat mish-mashed with different fictions, but yes, my intended feel for many of them was for a cross between futuristic WW II weaponry and WH 40K guns. |
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| Author: | Treadhead [ Fri Jan 04, 2008 3:40 pm ] |
| Post subject: | Panzer Corp Weaponry |
Bump. New weapon added. Check first post |
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| Author: | SX [ Fri Jan 04, 2008 4:06 pm ] |
| Post subject: | Panzer Corp Weaponry |
"i drop the D49" That's sounds really cool, just add holy water/acid rounds and we have a new revolver! |
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| Author: | Captain Xavious [ Fri Jan 04, 2008 4:18 pm ] |
| Post subject: | Panzer Corp Weaponry |
Woo! Chain axe! Oh how I love the chainsaw-ey weapons!
(WH40kish stuff is definitely a plus, too!) |
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| Author: | P_Colossus [ Fri Jan 04, 2008 6:06 pm ] |
| Post subject: | Panzer Corp Weaponry |
BTW check out my "S7ven Combi-Gun" http://www.runestorm.com/pl/forum/forum ... .php?43501 Basen on WH40k Storm Bolter, maybe you'll like the design and will add it as a part of the Panzer Elite armory.
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| Author: | Treadhead [ Fri Jan 04, 2008 7:42 pm ] |
| Post subject: | Panzer Corp Weaponry |
Thought that you'd like that, Xavious. Best part is it sticks in victims, and, if the victim is killed by the initial swing, it will cleave through, making it a nasty invasion weapon As for the acid/holy water rounds, the Hydra uses APHER rounds. Armour-piercing tip and an explosive charge. Acid would dryed out or vapourised in the explosion. And I do like the Combi-gun, saw that a while ago. Like your other weapons, too. I have a similar weapon I have yet to flesh out, using a neuro-link instead of a trigger, attatching to the wrist with a chainsaw bayonet. Double-barreled, APHER rounds. Also, so as to avoid confusion later, the Hydra has three parts: Motor, base and barrels. the barrels attatch to the motor and rotate on it, and the motor is on the base. Latches in the spaces between the barrels are unlatched, two out of the three, and it is reloaded break-open style. I WILL be sponsoring these, two at a time, depending on cost. Likely to be the first are my machine gun and rifle, the base-line weapons and the simplest, therefore, the least expensive Anyways, thanks for the positive feedback, guys Will post up a few more in a minute or so.
Edit: Two more weapons. This is the full armory of my (completed) Panzer Corp concepts. Soon, I'll make another topic and post my other ideas for the existing companies. As for the WH40k-ish aspect of most of them, this is purposefull. As is easily told, I love the fiction, and have taken some inspiration in them. |
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| Author: | Kaboodles [ Fri Jan 04, 2008 9:30 pm ] |
| Post subject: | Panzer Corp Weaponry |
Man, a .60 caliber pistol would be insane, and not in the good way. That secondary shot would probably send the gun flying out of your hand. Hell, it might happen with the single shot, too. Revolvers aren't particularly practical for combat in the first place, and the insane recoil from a .60 caliber round would just compound that. Also, the chaos would actually be large because of the heavy weight. It'll probably move around more slowly, but it would be harder to aim accurately with while moving. EDIT: Holy shit, they actually exist. Invented for elephant hunting. The damn thing weighs 13 pounds. Haha, watch the video at the bottom of the page. |
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| Author: | Treadhead [ Fri Jan 04, 2008 11:18 pm ] |
| Post subject: | Panzer Corp Weaponry |
Shiest.... That 6-pound, smaller one flew out of his hand! Ahem... The reason it is called "Superheavy" is because it is the size of a very small rifle. Think somewhat larger than that And there IS a reason why you can be horribly damaged using the secondary when not immobile or not moving. Anyways, soldiers may have combat stims, or high levels of trainning and strength in this far into the future. It is difficult to control, and, while relatively accurate has horrible recoil and chaos. Of course, the tradeoff gives the afformentioned accuracy and enough power to give it a small splash with the charge and to blow off limbs and throw enemies flying, even piercing right through em!
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| Author: | Kaboodles [ Sat Jan 05, 2008 12:35 am ] |
| Post subject: | Panzer Corp Weaponry |
Still, with its massive weight, this gun would have some pretty massive chaos to contend with, and some pretty nasty muzzle climb. Even with a stock, the recoil would make the secondary shot mostly useless, with the second and third shots probably landing in the ceiling. And you can't just wave it away with combat stims or special strength training, as that would introduce yet another glaring inconsistency with the weapons. To make this gun usable at all would require that the current weapons have almost no recoil or chaos to speak of. |
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| Author: | Treadhead [ Sat Jan 05, 2008 2:35 pm ] |
| Post subject: | Panzer Corp Weaponry |
Definately. However, I'm not sure if everyone understands this gun yet. It's not a revolver in the traditional sense, it has no cylinder, but three seperate barrells. The barrels are attatched to a spinning motor which attatches to a base. The gun has a latch in the space between each barrel: Two of these are unlatched, and it is reloaded like a break-open shotgun. Now, the movement chaos would be nasty if one-handed, but it is wielded with two and is not dual-wieldable. Chaos (Especially while moving) and recoil are high but quick to recorrect, and the tri-shot is ment as a last-resort, point-blank killer. As for the combat stims bit, you're correct, it would be inconsistent. The gun isn't so much a roevolver as a large, slug firing rifle the size of a small shotgun, somewhere inbetween the Tactiacal Shotgun and the single-barrel, only labeled as a sidearm for its low capacity, simple design, and restricted use. You're not going to hit much from long-range unless you're aiming at a tank, and the gun has to slowly turn the barrel to fire again. The triple-fire, which causes the motor to spin rapidly, and make it fire at about M925 speed when you click primary fire while holding secondary is impossible to hit a blasted thing beyond a tank at even medium-short range, and while wound the player if he isn't moving slwly and isn't using inronsights, only able to move slowly with ironsights, although it can be fired without ironsights if static. It's a close range gun, and less versatile than the D49, trading normal fire speed, heavy movement chaos and recoil, for the ability to quickly right it, good accuracy on a stable shot, and incredible power. I fully see your arguments Kaboodles, and I hate bending the rules of plausability almost as much as you, but the idea is well-thought out, and I am at a midpoint with your arguments, agreeing with many of the disadvantages of the gun, but not that it is unplayable. Edit: What do you mean by another glaring inconsistency? I've seen no others in BW. |
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| Author: | Kaboodles [ Sat Jan 05, 2008 3:02 pm ] |
| Post subject: | Panzer Corp Weaponry |
So it's more like a pepperbox than a revolver? That would make it really front-heavy and difficult to aim, especially if held like a pistol. It definitely wouldn't be quick to re-stabilize it after moving or firing a shot. Still, even with two hands, there's no way you'll be able to control the recoil without a stock, and even then it's a long shot. Treadhead wrote: Edit: What do you mean by another glaring inconsistency? I've seen no others in BW.
Look at the XK2 and SAR-12. They appear to fulfill the same role of close-quarters automatic weapon, only the XK2 fires less powerful rounds and appears to be lighter, supposedly to make it easier to aim accurately. However, the XK2 has much worse movement chaos than the SAR-12, and a more wonky recoil curve. There's also the G5 rockets and the damage they dish out. A direct hit from a rocket is perfectly survivable on foot if you have enough health and armor, but god help you if you're sitting in a Manta or Scorpion. It's even worse with the Railgun. A fully charged shot (even a headshot) is survivable on foot with enough armor, but most vehicles have no chance. |
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| Author: | Treadhead [ Sat Jan 05, 2008 3:44 pm ] |
| Post subject: | Panzer Corp Weaponry |
No, not held like a pistol. Held like a rifle. And what do you mean by a "Pepperbox"? I'm unfamiliar with the term. As for the front-heavy bit, most of the gun IS the barrel, and you hold with your other hand underneath it. Argh, this weapon is so difficult to explain... I actually predicted that the Hydra would be trouble to explain and perfect. It's rifle-sized, not handgun-sized, although not quite as large as most rifles, again, somewhere in between the tactical shotgun and the other shotuguns and rifles. It's held like a rifle. The base, I.E, the handle and a short section, connects to the motor, which connects to the barrels. The barrels rotate after firing so the next can be fired. After doing so, it can be fired again. You hold it like a rifle or shotgun normally, and then, when it rotates, you move your hand out from under the barrels momentarily as the new barrel moves into position. Edit: Researched the Pepperbox. It is somewhat like the pepperbox, but the handle is curved downward, as it enters into the gun, like a revolver. The hammer is therefore in the proper position. The weapon is single-action, and the barrel space is more defined. Think like the double barrel shotgun, or the second photo on the Wiki article, where each is clearly seperate, unlike most pepperboxes where it is dificult to tell when one barrel ends and another begins. But yes, it is much more like a break-open pepperbox, as opposed to being muzzle-loaded. I've dropped the motor concept except for the tri-barrel fire. Second Edit: About the inconsistence with other weapons. To solve the vehicle bit, simply turn down the damage level to vehicles. Only fix we have at the moment. Also, you haven't commented on the other weapons yet. I wouldn't mind some critscism for them. I'm trying to perfect these ieas as best as possible. |
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| Author: | Kaboodles [ Sat Jan 05, 2008 10:26 pm ] |
| Post subject: | Panzer Corp Weaponry |
If it's larger than the MRS138, it's not really a sidearm anymore. A sidearm is supposed to be small and quick to draw, and generally less effective than your main weapon on its own. Quick thoughts on your other weapons: MP-89: A .50 caliber automatic rifle would be really hard to control. "Large and klunky" doesn't really MG-147: A bayonet on a big heavy machine gun would be impractical. Impaling people would be hard to implement and somewhat annoying. Dual barrels and 250 round drums, with more powerful rounds than the M353 would make both regular machine guns useless. Balance is important here. Flak 37: Sticking 3 guns together isn't particularly practical, with 3 different ammo magazines you have to keep track of. Sounds rather Orky actually. This weapon seems more at home on the back of a Hellbender than something a person can tote around and set up in an Unreal game. Chain Axe: Seems awfully unwieldy. Blitzkrieg's Hammer: Sounds a lot like the personal Ion cannon. Mass Driver: Very similar to my M75 Railgun modifications. I'd rather the Railgun just be modified to be more different than a sniper rifle than to create a new weapon altogether. In general, most of your guns don't appear to be design with human users in mind Is Panzer Corp comprised of nothing but Space Marines or something?
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| Author: | Treadhead [ Sat Jan 05, 2008 11:32 pm ] |
| Post subject: | Panzer Corp Weaponry |
Not quite. They are comprised of the best of the best, with minor modifications like combat stims and higher-ranking troops use powered armour, of both normal and servo-assisted. Now, I will discuss your claims. MP-89: IT doesn't fire all that fast. Slower than the R9, a little bit faster than the sniper, somewhere inbetween. "Auotomatic" just menas you don't have to let go of the trigger . Thump, Thump, Thump, about a second and a half inbetween each shot
MG-147: It's minigun-sized, and rather unwieldy. It chews through ammo rather fast, really, and isn't very accurate. I'll lower the drum size, however, to 150-175, balance it more. As for the impalaling, that will be risky, but satisfying to pull off and possibly ending up with a stylish kill. Flak 37: It's also unwieldy, and ammo is problematic thanks to the secondary weapon systems. The thing is meant for static defense and is very innacurate on the move. When static but unmounted or not assembled into a turret, the accuracy is OK, but the main 37 MM gun is a monster to fire on the move. Chain Axe: Two-hander. It's rather slow to swing, but sticks into enemies, cleaves through them from a death blow on initial impact, but the recharging battery doesn't last long and the gas tanks are slow to replace. Blitskrieg's Hammer: Somewhat so. It isn't an insta-killer, you still must focus the beam to kill. Secondary fire charges slowly, and isn't an instant-death on armoured enemies. Overall, it is similar, I do agree. Mass Driver Rifle: Unlike the huge Railgun, the weapon is rifle-sized. It can put out nearly as much damage, but thanks to the lighter weight, high charge levels can hurt or kill the wielder. So, yes, and no, they are designed for very elite troops, but thye can be used by normal soldiers. Just much more difficult to use as a tradeoff for heavy firepower. Something that I forgot to mention is that you pick up less ammo for Panzer Corp guns as a balancing effect. As for the Space Marine claim, that is not what was the intended feel. The larger guns are meant for defense, or are only issued at later ranks, and they ARE human. You shoot one in the chest when he is wearing light armor? As good as dead. Hit them in the leg? They're still going to be temporarily crippled. Thanks for the critiscism, I will make some changes. |
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| Author: | Kaboodles [ Sun Jan 06, 2008 4:16 pm ] |
| Post subject: | Panzer Corp Weaponry |
MP-89: One and a half seconds would give it about slowest cycling mechanism ever, and make it slower than the sniper . Still, if it fires slower than the R9, there's no point in making it fully-automatic. It would be easier to place accurate shots if you just line up the sights and pull the trigger, instead of lining it up and waiting for the gun to cycle or being pressured to line it up by the next shot is ready.
Also, 2 melee attacks is a little excessive. MG-147: That still doesn't address the issue of the difficulty of stabbing someone with a full-sized machine gun. Those things are heavy, and naturally slow to swing around. Plus, I imagine impaling someone would be problematic to code and animate. Flak-37: I dunno man. It's got a heavy shield on it that stops bullets, is itself a massive cannon, and on top of that, has 2 assault rifle/shotguns bolted onto the sides. From the description, it really seems more like doesn't sound like something one human being can carry fully assembled, and definitely not something you can fire on the move. I actually miscalculated on the previous post. With one big cannon, two assault rifles, and two shotguns, you have 5 ammo pools to keep track of and periodically reload and 3 different kinds of ammunition you need to tote around. The M2 .50 cal machine gun itself weighted 38 kilos (60 with tripod), so I imagine this gun would weigh even more than that. Throw in all of the ammo it's going to need, and this is definitely a 2-man gun. Chain axe: Requiring ammo for a melee weapon would be problematic, especially if it's going to be heavy enough that players shouldn't get the usual melee speed bonus. Other note: Your guns have more functions than any of the existing weapons, and would be the first to use the second weapon special key. |
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| Author: | Treadhead [ Sun Jan 06, 2008 5:20 pm ] |
| Post subject: | Panzer Corp Weaponry |
Mp-89: Really? Hmm... What about .75 seconds? As for the melee, they have somewhat different effects. With the bayonet, it can hook. Using it like a club it has a blinding effect on headshot, and the bash can also blind and causes disorientation MG-147: It is slow to swing. I will consider removing the impale function. Flak 37: Sorry that this wasn't clarified, the MP-89s DO NOT have the shotguns, but do have extended drums. As for the cannon, It's Flakveirling-esque calbier. The Flakvierling was 30 MM. I'll lower it to 24 MM, though, to make a bit more portable. It is supposed to be a very light AT weapon, AA gun and all-purpose defense, not a huge cannon. Chain Axe: You don't need ammo. Or moreso, you can use it without. It can work as a sharp insturment, but it reaches maximum effectiveness with the blades on. The ammo is only used on strike, otherwise, if the chain is on, then it just very, very slowly cycles about. The battery can be used for short use of the chain. Again, I would like to thank you for your constructive critiscism on the weapons. I would like to keep the concepts intact, but I do want to keep them balanced while still powerful. Will make some changes. Edit: Not sure if you knew yet, the axe works on a self-recharging battery or a gas tank, and the chain's can be turned off. Forgot to mention this initially in this post Second Edit: On the Flak 37 (Now Flak 24), it isn't meant to be fired on the move. Shooting the cannon on the move would probably throw you back a few feet and quickly cause huge chaos after one shot. As for it being carried about fully-assembled, It doesn't have a full shield normally, just a smaller shield that might cover the arms and some of the torso. When mounted it remains as such. However, the turret mode gives it a full shield that will cover the front of most player models, but, being a near-flat shield, it's easy to hit from the side and back. As for stopping bullets, yeah, it will stop most bullets, and explosions will wash over the turreted Flak 24's shield, but some heavier rounds will pierce through. |
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| Author: | OCAdam [ Sun Jan 06, 2008 9:05 pm ] |
| Post subject: | Panzer Corp Weaponry |
Treadhead wrote: Flak 37: Sorry that this wasn't clarified, the MP-89s DO NOT have the shotguns, but do have extended drums. As for the cannon, It's Flakveirling-esque calbier. The Flakvierling was 30 MM. I'll lower it to 24 MM, though, to make a bit more portable. It is supposed to be a very light AT weapon, AA gun and all-purpose defense, not a huge cannon.
So it's like the CnC3 Battle Rig, except infantry based and not a vehicle that is deployable? |
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| Author: | Treadhead [ Sun Jan 06, 2008 9:55 pm ] |
| Post subject: | Panzer Corp Weaponry |
Ehhhh..... On a tiny (comparative) scale. It's about the size of a minigun, with a small shield over the front. The side-mounted guns are for suppressive fire and for when not deployed. If you fire the main gun while un mounted or not assembled into the turret, expect to get sent back a few feet and be horribly disoriented by chaos. When mounted, it gets much easier to control. When assembled into a full turret, it gets a Flak 88 styled shield, covering the user. All guns are centered to the view, unlike the multi-turreted Battle Rig, though. The cannon is also nowhere near strong enough to one-shot a tank. If anything, you may have to sink a clip or more into a Goliath, with the rounds set to detonate on impact, to kill the damn thing with vehicle damage scale at .20-.30, which seem to be the standard for many players. |
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| Author: | Treadhead [ Mon Jan 07, 2008 4:17 pm ] |
| Post subject: | Panzer Corp Weaponry |
Bump |
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| Author: | Treadhead [ Fri Jan 11, 2008 3:25 pm ] |
| Post subject: | Panzer Corp Weaponry |
Kaboodles, these are likely to be my final concepts of the guns. Any other constructive criscisms? Everything seems in-check, except for the MP-89 firing rate, which will be worked out in testing I guess. I'll be sponsoring soon, and they will be pretty much written in stone then. |
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| Author: | SX [ Fri Jan 11, 2008 3:28 pm ] |
| Post subject: | Panzer Corp Weaponry |
No critcism, make the hydra superheavy revolver first please. |
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| Author: | Treadhead [ Fri Jan 11, 2008 4:21 pm ] |
| Post subject: | Panzer Corp Weaponry |
Heh. Sorry, SX, that one is likely to be the third or fourth. The first two will probably be the base-line infantry guns, the MG-147 and MP-89. Next would be either the Flak-44 or Hydra. Once I figure out how to make a poll and learn the prices that each would be, then I will see which are most popular and which ones are cheaper or more expensive to determine which of them come. |
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| Author: | Treadhead [ Wed Feb 06, 2008 3:30 pm ] |
| Post subject: | Panzer Corp Weaponry |
New weapon added. |
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| Author: | SX [ Wed Feb 06, 2008 4:15 pm ] |
| Post subject: | Panzer Corp Weaponry |
Sounds nice, but would you carry it in a suitcase. |
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| Author: | Treadhead [ Wed Feb 06, 2008 5:08 pm ] |
| Post subject: | Panzer Corp Weaponry |
Errrm... No. It's a huge cannon. You have to carry the body, in other words, the firing mechanism with the gunsight and hatch on the back for loading on your back, as well as a long section of the barrel also on your back and a second barrel piece in the hand. It's bigger than the HAMR, and engulfs one of Torlans' bases in one shot when using the difficult-to-aquire-nuke shells and still does massive damage with standard shells. It can bust tanks open in one or two shots, blow away power nodes and wreak havoc on infantry unlucky enough to get caught in the digital targeting mechanism. |
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