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CWI - Nailgun/J55 Shard Cannon
http://www.runestorm.com/forums/viewtopic.php?f=63&t=74651
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Author:  Marts [ Fri Jun 06, 2008 8:55 am ]
Post subject:  CWI - Nailgun/J55 Shard Cannon

DESCRIPTION:
A Nailgun, similar to that of the Quake-series, with special functions similar to the Electrodriver of the Painkiller-series. A possible idea for the J55 Shard Cannon.

Primary Fire:
Shoots small, metal spikes at a not-so rapid speed (about 3-4 Nails per second). Take note that these "bullets" are non-hitscan, highly-conductive and persist in the map for a reasonable duration... This has something to do with its secondary and special functions...

Clip size:
20 Nails per mag, 2 mags per Ammo Pack... This is just my personal recommendation. If you guys wanna suggest others, feel free to post.

Fire Modes:
1) Like I said above: very-accurate, induces less chaos, but fires not-so rapidly. This fire-mode lets nails stick to targets' bodies, again for a reasonable duration, because it plays a vital role in its secondary and special functions... The damage of each nail in this fire-mode is about 8-10.

2) Slightly less-accurate, induces more chaos, but fires rapid bolts (about 9-12 per second). This fire-mode enables the spikes to pass through multiple targets, but it cannot penetrate walls. This fire-mode also heats up the spikes when the trigger is held down, progressively increasing its base-damage (from 8-10 to 16-20 tops, just before an entire clip is exhausted). However, the nails lose their capacity to conduct electricity in this mode.

Secondary Fire:
The first of this weapon's unique abilities... Holding down the Secondary Fire key will make the weapon fire a short, continuous stream of electricity (just a few meters past being a melee weapon). This can only stun targets for a few seconds with minor damage (4-5 per second), because the electric stream can only last 5-7 seconds, after which it needs to recharge. However, users can improve its range and/or damage by doing the following:

1) Set up a trail of metal nails in the immediate vicinity - this improves the weapon's range by letting the electric stream "jump" from one spike to the other, opening a whole lot of strategic options for the game.

2) Riddle a target's body with metal nails - this improves the weapon's electricity-damage. Each spike (on a person's body) adds +2 to the weapon's base-electricity-damage, but it doesn't improve its stun.

Dual Fire (Primary+Secondary):
When the Primary Fire is held while the weapon is emitting electricity (Secondary Fire), the metal nails fired are immediately charged with electricity, increasing its damage significantly by +5. This only works for the FIRST fire-mode of the weapon, the SECOND fire-mode will not have its spikes charged.

SPECIAL FIRE:
The second secret of this weapon... Holding down the Special Fire key will make the weapon charge-up its electric beam, enabling it to unleash a devastating lightning bolt (Tesla-Coil style!) with a base damage of 50-60. The lightning bolt can only be fired when it is fully-charged (about 5-6 seconds), and it will overload and damage its user when charged for too long. It would also have a 3-second cool-down period after firing, just to avoid spammage. The same bonuses apply here as with the Secondary Fire:

1) Setting-up metal nails in the area of impact scatters the bolt, increasing its "area of effect" (instead of being a Lightning-gun style hitscan), therefore inflicting damage to more than one target.

2) Riddling a target's body with metal nails before hitting him/her with a lightning bolt significantly increases its damage by the number of bolts on the target's body. Each spike adds +5 to the weapon's lightning-damage.

Author:  Kien [ Fri Jun 06, 2008 9:30 am ]
Post subject:  Re: CWI - Nailgun/J55 Shard Cannon

I only scanned weakly throught the text and I noticed the charge attack thing. It has cooldown and such to prevent spamming but know that the main problem with charge attackes is that they make players running around having the weapon charged just to released when they see an oponent, killing him in a moment. That's why one should be carfull when letting weapons have charge attacks. Look at AvP 1. The alien tail killed in 1 hit I think after charged like 3 secs. Everybody ran around with charged tails and released the button when reaching the enemy. And since the alien is so bloody fast in that game it was no hard thing to do.

Author:  SHAD0Wdump [ Fri Jun 06, 2008 10:25 am ]
Post subject:  Re: CWI - Nailgun/J55 Shard Cannon

Wait so,this is actually going to be made?
Man I've been looking forward to this gun,I'd love to use it some day.

Author:  OCAdam [ Fri Jun 06, 2008 10:45 am ]
Post subject:  Re: CWI - Nailgun/J55 Shard Cannon

If it's just an idea, then I'm thinking it's for one of the modelers (like me for example) to try creating, and then go from there.

Author:  Marts [ Sat Jun 07, 2008 9:39 am ]
Post subject:  Re: CWI - Nailgun/J55 Shard Cannon

@ Kien

Please read more... Seriously.

Author:  Kien [ Sat Jun 07, 2008 3:33 pm ]
Post subject:  Re: CWI - Nailgun/J55 Shard Cannon

Marts wrote:
@ Kien

Please read more... Seriously.

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