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| BWCP - Idea Discussion - Projectile Explosives http://www.runestorm.com/forums/viewtopic.php?f=63&t=75055 |
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| Author: | OCAdam [ Sun May 10, 2009 9:12 am ] |
| Post subject: | BWCP - Idea Discussion - Projectile Explosives |
Yet again, it's the same thing as the SMG discussion thread. Still two rules! Although it's a bit more lax in this category... 1. Nothing Overly Complex 2. Descriptions Please -- MGL140 - This version of the grenade launcher would support only a 4 round drum and has a scope that has a rangefinder in it, similar to the SRS900. Nothing fancy though, it's like a light version of the HAMR in a way, but much more mobile. Possibly use the desert paint scheme classically used for the weapon skin? |
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| Author: | Herr General [ Sun May 10, 2009 10:50 am ] |
| Post subject: | Re: BWCP - Idea Discussion - Projectile Explosives |
I prefer it 6-round, but it seems a good idea. Maybe have different types of grenades as different firemodes, such an an illumination flare, an incendiary round, or a fuel-air grenade. Note that I can't do anything for the community except map, so I can't help except with ideas. |
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| Author: | OCAdam [ Sun May 10, 2009 12:04 pm ] |
| Post subject: | Re: BWCP - Idea Discussion - Projectile Explosives |
For now, it doesn't matter what you can't do, it's what you can do. And since everyone can contribute ideas, everyone can get involved with throwing out ideas! As for different ammo types... that might be pushing the complexity issue on coding. Although it would be kinda fun to have a thermobaric explosive (what you called the fuel-air explosive). |
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| Author: | Herr General [ Sun May 10, 2009 2:52 pm ] |
| Post subject: | Re: BWCP - Idea Discussion - Projectile Explosives |
Well, perhaps it's something to set aside for the future. It sounds awesome though, at least in my opinion. |
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| Author: | L4Y Duke [ Tue May 12, 2009 4:04 am ] |
| Post subject: | Re: BWCP - Idea Discussion - Projectile Explosives |
If you're going for multiple ammo types, you may want to look at the ChaosUT2 code. |
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| Author: | raziel [ Tue May 12, 2009 6:10 am ] |
| Post subject: | Re: BWCP - Idea Discussion - Projectile Explosives |
What about something that has two fire modes 1 A normal grenade launcher. Normal: explode on contact. Secondary: bounces, delayed explosive. 2 Something similar to the AIMs off "007 Nightfire" (effectively an RPG). Normal: fires Grenade in a straight line (no arc on projectile) that explodes on contact. Secondary: Sniper scope/ Or a grenade that flies in a straight line and bounces when it hits a wall, like the "pinball rocket launcher" on UT99 (cannot remember the mod name) Either way it should have a scope; not a amazingly good one, an alright one... Raziel P.S If anyone likes the Idea I will think up a name and such, but if no-one likes the idea then it would be a waste of time (Plus I don't know any names and such from the UT universe so it may be best if someone else does it) (I am not being lazy here... just I doubt that I would be able to come up with a description like the other weapons have got) P.P.S One thing though, I would prefer it if it had a clip system for ammo rather than a drum of ammo... |
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| Author: | OCAdam [ Tue May 12, 2009 1:48 pm ] |
| Post subject: | Re: BWCP - Idea Discussion - Projectile Explosives |
raziel wrote: 2 Something similar to the AIMs off "007 Nightfire" (effectively an RPG). Normal: fires Grenade in a straight line (no arc on projectile) that explodes on contact. Secondary: Sniper scope/ Or a grenade that flies in a straight line and bounces when it hits a wall, like the "pinball rocket launcher" on UT99 (cannot remember the mod name) Ah, the XM29/OICW Increment One Winner. I loved that weapon! Although that grenade did kinda have a slow travel pace for something that strikes perfectly straight... still was really useful on the skiing level (that snow level in multiplayer with a castle atop and a wooden ski building below). |
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| Author: | raziel [ Tue May 12, 2009 2:19 pm ] |
| Post subject: | Re: BWCP - Idea Discussion - Projectile Explosives |
OCAdam wrote: still was really useful on the skiing level (that snow level in multiplayer with a castle atop and a wooden ski building below). I was always OddJob ass the Hat seeks over large distances (I killed my brother, who was at the bottom base, with my hat from the top base. I did that four times! he learnt to get inside when he heard the hat )Raziel P.S yeah, the grenade did travel too slow on the AIMs |
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| Author: | SHAD0Wdump [ Thu May 14, 2009 7:26 am ] |
| Post subject: | Re: BWCP - Idea Discussion - Projectile Explosives |
raziel wrote: like the "pinball rocket launcher" on UT99 (cannot remember the mod name) Thad be 'Apocalypse weapons' I believe. |
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| Author: | raziel [ Thu May 14, 2009 9:43 am ] |
| Post subject: | Re: BWCP - Idea Discussion - Projectile Explosives |
Thats the one Raziel P.S SHAD0Wdump, you won a cookie *hands SHAD0Wdump cookie* |
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| Author: | Blade sword [ Sat Jun 13, 2009 4:48 am ] |
| Post subject: | Re: BWCP - Idea Discussion - Projectile Explosives |
I got some Ideas to make more different than the grenade launcher from the M50 It has a reflex sight with a small zooming capability 6 40 mm grenades, it's a grenade launcher after all Primary fire is to fire grenades (we can hold the button in Timed mode to add additional time) Secondary fire Is used is to laze the target with a laser the weapon indicates through the scope and an indicator in the weapon what is the correct angle to launch the grenade In Timed/programmed it set the time to the grenade, this allow the grenade to explode in the air Special fire Is for scope or ammo change, after all the aiming button is useful for the G5 ..... The fire mode button can set the following modes -Impact: grenades explode upon impact -Programmed: the grenades explodes on the selected range after lasing the target (3 seconds by default) -Timed: same as programmed except we need to hold the fire button to add some seconds to the grenade timer For the projectiles I don't know, I think the ammo could have EMP, Poison (like the grenade), Napalm (like the grenade), Explosive, Fragmentation and Flash I prefer to don't suggest much because the laser system could be hard to code ... It's just a proposal |
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| Author: | OCAdam [ Sat Jun 13, 2009 11:21 am ] |
| Post subject: | Re: BWCP - Idea Discussion - Projectile Explosives |
Sounds like a sort of air-burst system you are suggesting. Am I right? |
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| Author: | Blade sword [ Sat Jun 13, 2009 1:20 pm ] |
| Post subject: | Re: BWCP - Idea Discussion - Projectile Explosives |
Yes, You are right, just selectable for better control and use.
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| Author: | BurnerMeen [ Fri Jun 19, 2009 11:10 am ] |
| Post subject: | Re: BWCP - Idea Discussion - Projectile Explosives |
I didnt know the hat was heat-seeking. nice... Ahh, back on topic, oh the AIMS arced, not stright...AHHH...back...on...topic...Mini mortar system? Primary fires, alt deploys, tab (my special fire) melee? Or even multiple ammo (since that is the main general theme)? I like the Cerberus mutator's bombs would those work? |
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| Author: | raziel [ Fri Jun 19, 2009 1:07 pm ] |
| Post subject: | Re: BWCP - Idea Discussion - Projectile Explosives |
BurnerMeen wrote: I didnt know the hat was heat-seeking. nice... Ahh, back on topic, oh the AIMS arced, not stright...AHHH...back...on...topic...Mini mortar system? Primary fires, alt deploys, tab (my special fire) melee? Or even multiple ammo (since that is the main general theme)? I like the Cerberus mutator's bombs would those work? only problem is that it would only work on tall maps (ONS I think are the only tall enough) but still, that sounds awesome (I would like to add that I think it needs a top down view like the camera on the artillery truck (SPMA?)) Also... for the special I would say use it for direct fire... lower the barrel (you get the idea) Raziel P.S I thought the AIMS shot straight... if not it was a little arc (I sniped quite successfully with it) |
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| Author: | OCAdam [ Fri Jun 19, 2009 1:17 pm ] |
| Post subject: | Re: BWCP - Idea Discussion - Projectile Explosives |
The AIMS in Nightfire shot straight, but a real OICW's grenades did arc, like every other grenade. |
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| Author: | BurnerMeen [ Fri Jun 19, 2009 5:25 pm ] |
| Post subject: | Re: BWCP - Idea Discussion - Projectile Explosives |
Oh, my bad, it did go straight i'm thinking of the main grenade launcher. Dammit, off topic again. Ur mortar idea sounds awesome. Oh i got some RuneStorm maps made for BW/JW |
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| Author: | Blade sword [ Sat Jun 20, 2009 7:14 am ] |
| Post subject: | Re: BWCP - Idea Discussion - Projectile Explosives |
I got an other idea, but it's much more simple to do and even design. It's a multishot rocket launcher http://world.guns.ru/grenade/gl50-e.htm something like this. but I try to find a good way in therms of design to make a 4 tube that can use 8 - 12 rockets per clip, the rocket would be more powerful than the JL9 but less than the G5 also the rocket would fly much faster and do something like 120~150 dg on direct hit for the HE rockets And the ammo are incendiary rockets, HE rockets and SABOT For the design I think I will use a similar loading system as the HAMR combined with some mobile parts Also I plan to design a quadshot with a similar mechanism And a full auto shottie with a magazine / drum |
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| Author: | L4Y Duke [ Wed Jul 08, 2009 4:59 pm ] |
| Post subject: | Re: BWCP - Idea Discussion - Projectile Explosives |
IPS-4 'Dragonwing' Missile Launcher Clip size: 1 Fire rate: Once you put the next one in. Primary fire: Fire missile Secondary fire: Fire missile, while button is held missile stays in launcher, propelling the user. Hold it too long, the missile explodes in the launcher, killing the user and destroying the launcher. Fire modes: High speed, low yield/Normal/Low speed, high yield. |
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| Author: | Herr General [ Wed Jul 08, 2009 7:38 pm ] |
| Post subject: | Re: BWCP - Idea Discussion - Projectile Explosives |
Sounds quite awesome. Like the recoilless rifle in Sgt. Kelly's pack, except the alternate fire actually has a use.
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| Author: | raziel [ Thu Jul 09, 2009 1:07 pm ] |
| Post subject: | Re: BWCP - Idea Discussion - Projectile Explosives |
L4Y Duke wrote: Secondary fire: Fire missile, while button is held missile stays in launcher, propelling the user. Hold it too long, the missile explodes in the launcher, killing the user and destroying the launcher. HELL YES! Raziel P.S If I have not made myself clear, I approve! |
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| Author: | Sergeant Kelly [ Wed Jul 15, 2009 7:50 pm ] |
| Post subject: | Re: BWCP - Idea Discussion - Projectile Explosives |
Herr General wrote: Sounds quite awesome. Like the recoilless rifle in Sgt. Kelly's pack, except the alternate fire actually has a use. ![]() Lies! |
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| Author: | Grizzlykiller [ Thu Jul 16, 2009 10:46 am ] |
| Post subject: | Re: BWCP - Idea Discussion - Projectile Explosives |
serg kelly's has a use it makes a nuclear launch sound and blows you up its better than the enemy getting you
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| Author: | ChaosMarine [ Sat Sep 05, 2009 4:03 am ] |
| Post subject: | Re: BWCP - Idea Discussion - Projectile Explosives |
Ok, here is a good idea do base this off of the EX-41 multi-shot grenade launcher (USA). link: http://world.guns.ru/grenade/gl28-e.htm |
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| Author: | raziel [ Sat Sep 05, 2009 9:27 am ] |
| Post subject: | Re: BWCP - Idea Discussion - Projectile Explosives |
Or the famous rotary six clip capacity Grenade launcher... two to a clip is too few... Mal P.S no offense; more is just, well, more. |
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| Author: | ChaosMarine [ Sat Sep 05, 2009 11:51 am ] |
| Post subject: | Re: BWCP - Idea Discussion - Projectile Explosives |
Well, duh, it needs more than 2. More means more fun/destruction. lol |
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