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| CWI - Skrith Mercury Bow http://www.runestorm.com/forums/viewtopic.php?f=63&t=74784 |
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| Author: | Marts [ Sun Oct 19, 2008 8:58 am ] |
| Post subject: | CWI - Skrith Mercury Bow |
DESCRIPTION: A "Mercury-Bow" - The Skrith equivalent of a Sniper Rifle/Railgun, only more alien in design and functionality. Primary Fire: The weapon compresses a capsule-shell with a strange mixture of Freon and Frozen Mercury, firing an instantaneous "beam" of intangible, freezing gas. As mentioned, this "beam" slows down targets (due to their limbs freezing on them) until they fully-recover from the "status effect" (either by grabbing a Health Pack or holding on for the whole 10-second duration of the effect) or get killed. Clip Size: 2 or 3 capsule-shells per mag, 2 mags per Ammo Pack, as suggested by fellow forum members. Fire Modes: 1) As stated above - highly accurate, but induces tremendous chaos and recoil when fired. The fire-rate for this mode would be 1 per 3-4 seconds and its base-damage is about 40-45. It can pass through multiple targets, but it cannot penetrate walls. 2) Instead of compressing the capsule-shell, this fire-mode sprays its contents through the barrel, spraying the immediate area in-front of its user with freezing gas. Anyone caught within the radius of the gas-cloud gets slowed down until they find a way out of it. The gas-cloud has a radius of about 4 meters and lasts for 15-20 seconds. Secondary Fire: Toggles the scope for this weapon. This scope can "see-through" disruptive Plasma-readings and other visual hindrances (smoke bombs, gas-clouds, etc.). SPECIAL FIRE: This is where the weapon really shines... Pressing the Special Fire key plants a Plasma "Riot-Wall" Device on the ground (it cannot be planted on vertical surfaces, like walls, etc.). Once deployed, it emits a Plasma wall roughly the same height as its user and 6 times his/her width. This wall deflects any kind of solid matter (bullets, players, etc.), but lets intangibles pass through without harm. The energy of the Plasma wall depletes each time it deflects projectiles or lets them pass through, and, once fully-depleted, must be picked-up and recharged for 10 full seconds before it can be deployed once more. As stated, this "shield" lets intangible projectiles pass through, often with increased-damage bonuses: 1) Other Plasma projectiles (like the Skrith Handgun and Rifle), get no damage bonuses. 2) Gases (like this weapon's ammo) get increased damage, but lose their primary abilities. For this weapon's first fire-mode, its base-damage is increased to 500, turning it into a veritable "One-Shot, One-Kill" sniper rifle/Railgun. However, it loses its ability to slow-down targets. For the second fire-mode, instead of releasing a gas-cloud, the wall would turn it into a Plasma-cloud, giving 10 damage per second to people caught within its radius. Again, the drawback is that it loses the ability to freeze people. 3) Flames (like the Incendiary Grenade and the upcoming Flamethrower) get an increased damage, but their ability to deal "scorch damage" (to keep targets burning even when they move away from the source of the flames) is drastically lessened. Further more, the Plasma has a chemical reaction with the flames, turning them into dark-blue/violet, "Black Napalm"-esque flames. 4) Electricity get a decreased damage, but they eat through the Plasma wall's energy faster than any other weapon, thus making them the perfect choice for an opposing player or team to deplete and take-down a Plasma wall quickly. |
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| Author: | SX2 [ Mon Oct 20, 2008 4:05 pm ] |
| Post subject: | Re: CWI - Skrith Mercury Bow |
Not bad, I've seen this on the RS forums. |
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