Mugnum Heavy Rifle

Post » Wed Sep 01, 2010 10:12 am

I know that OHKs (one hit K.O.s) have been discussed already but I think there could be a place for them under specific circumstances. It's just a quick idea and not really necessary, but oh well.

I thought of a heavier rifle. Since we have the light Barnett rifle there could be a Mugnum heavy rifle as well (heritage of the name should be obvious). Let's have a look at the possible properties:

Usable by body type(s): Heavy

Dmg/Projectile: 145
Rate of fire (sec/proj): 4.1
Fire Mode: Bolt
Mag Size: 2
Total Ammo Reserves: 2 (ammo buff by Soldier adds one)
Reload (sec): 4.4
Equip speed (sec): 0.9
Dequip Speed (sec): 0.375


Summary: The Mugnum Heavy Rifle is able to OHK totally unbuffed Mediums as well as Lights with 2 pips added (assuming that one pip provides 10 additional HP), meaning that battlehardened Lights with improved HP buff by a medic would survive one shot. Battlehardened Mediums would survive one shot, as well. Heavies would always survive body shots, only exception would be if the Mugnum would have engi buff 1 or 2, dunno how many percent it adds to the normal damage. The weapon would be slow to handle, but powerful when hitting. The high rate of fire would enable victims to react in time. :celebration:

That could make Heavies more enjoyable. I fail to see a possibility to add SMGs or ARs with properties unique enough to justify their implementation :toughninja:
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Far'ed K.G.h.m
 
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Post » Wed Sep 01, 2010 7:43 pm

Lower Damage?, slower fire rate, less ammo and mag size, reload speed then the barnet ?

Besides we definatly don't need more ohk weapons in a game that wernt supposed to have them in the first place.
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Deon Knight
 
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Post » Wed Sep 01, 2010 9:18 am

Barnett's already 125 damage, and gets more than this gun if you can headshot consistently.

Get metter with a scoped Maximus and you won't need this.

Or, you know... Take the Barnett as your secondary...
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Abel Vazquez
 
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Post » Wed Sep 01, 2010 5:59 pm

I don't need it, but the game does. To crush bottlenecks normal weaponry doesn't do the job if both teams know what they are doing. U need long enough to clear a path to enable the opponents who died first to be back again in time. It was just a suggestion.
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KRistina Karlsson
 
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Post » Wed Sep 01, 2010 9:50 am

I don't need it, but the game does. To crush bottlenecks normal weaponry doesn't do the job if both teams know what they are doing. U need long enough to clear a path to enable the opponents who died first to be back again in time. It was just a suggestion.

I disagree.

I don't think the game needs this at all.

A Barnett or two can do the same job. One player who uses it as a primary, the other who's a Medium or bigger using it as a Secondary.

Or one player with Barnett, and a couple of ARs/MGs/SMGs in the hands of the appropriate body types for their weapons.

Or a couple of Soldiers with ARs and underslung GLs - GL/Molotov spam can take and hold an area REALLY well...
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Richard Dixon
 
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Post » Wed Sep 01, 2010 11:55 pm

No offense, but what makes you think you know what the game needs Qbix?

As for bottlenecks, the answer to that question is not a weapon, its a class.. Guees which.
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Hannah Whitlock
 
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Post » Thu Sep 02, 2010 12:18 am

The OP doesn't realize how much HP things have or get so I'll outline it, but I didn't read anything in the post so I'll just leave it at that.

Light=120hp
Med=140hp
Heavy=180hp

The first pip of extra HP is 30hp, it degrades at 5hp for each thereafter to a maximum of 5 (1 universal ability, 2 com station buffs, 2 medic buffs) 30+25+20+15+10=100 extra hp.

At max, fully buffed the numbers are:

Light=220hp
Med=240hp
Heavy=280hp


***v Opinion v***
Heavies imo need 20 more HP innately to counter the large hitboxes and terrible ability to move out of the way of fire or flank. Their weapons are fine, but heavies also need an innate buff to sustained fire(they have huge muscles and the heavy weapons aren't that great because of their terrible accuracy.. giving them less weapon spread will make them good for what they are and we might start seeing a heavy or two inside of competetive matches)
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Benjamin Holz
 
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Post » Wed Sep 01, 2010 4:42 pm


***v Opinion v***
Heavies imo need 20 more HP innately to counter the large hitboxes and terrible ability to move out of the way of fire or flank. Their weapons are fine, but heavies also need an innate buff to sustained fire(they have huge muscles and the heavy weapons aren't that great because of their terrible accuracy.. giving them less weapon spread will make them good for what they are and we might start seeing a heavy or two inside of competetive matches)


That sounds nice :)
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jessica robson
 
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Post » Wed Sep 01, 2010 3:12 pm

***v Opinion v***
Heavies imo need 20 more HP innately to counter the large hitboxes and terrible ability to move out of the way of fire or flank. Their weapons are fine, but heavies also need an innate buff to sustained fire(they have huge muscles and the heavy weapons aren't that great because of their terrible accuracy.. giving them less weapon spread will make them good for what they are and we might start seeing a heavy or two inside of competetive matches)


Adding more health to the Heavy only prolongs the problem, it does not solve it. Your method would let a Heavy survive, at most, one extra bullet. Every SMG fires ~15 rounds per second; you do the math.

NOTE: You could survive two exra bullets if being hit by the Belgo, Galactic, Kross or silenced Bulpdaun. Yay? That's an extra 0.067 seconds!
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Sammie LM
 
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Post » Thu Sep 02, 2010 1:30 am

according to Fishbus, they're buffing heavy weapons and balancing the Carb9 soon
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Steve Bates
 
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Post » Wed Sep 01, 2010 11:41 am

i dont think the piont is to add a more powerful sniper, thats just a biproduct,
OP wants to give heavies a better weapon
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Connor Wing
 
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Post » Wed Sep 01, 2010 12:49 pm

Better weapons

Yes.


More "Sniper Rifles" / "Railguns"

No.


I'd happily take a bigger, beefed-up version of the Rokstedi, though.
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Alan Whiston
 
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Post » Wed Sep 01, 2010 9:37 am

I know that OHKs (one hit K.O.s) have been discussed already but I think there could be a place for them under specific circumstances. It's just a quick idea and not really necessary, but oh well.

I thought of a heavier rifle. Since we have the light Barnett rifle there could be a Mugnum heavy rifle as well (heritage of the name should be obvious). Let's have a look at the possible properties:

Usable by body type(s): Heavy

Dmg/Projectile: 145
Rate of fire (sec/proj): 4.1
Fire Mode: Bolt
Mag Size: 2
Total Ammo Reserves: 2 (ammo buff by Soldier adds one)
Reload (sec): 4.4
Equip speed (sec): 0.9
Dequip Speed (sec): 0.375


Summary: The Mugnum Heavy Rifle is able to OHK totally unbuffed Mediums as well as Lights with 2 pips added (assuming that one pip provides 10 additional HP), meaning that battlehardened Lights with improved HP buff by a medic would survive one shot. Battlehardened Mediums would survive one shot, as well. Heavies would always survive body shots, only exception would be if the Mugnum would have engi buff 1 or 2, dunno how many percent it adds to the normal damage. The weapon would be slow to handle, but powerful when hitting. The high rate of fire would enable victims to react in time. :celebration:

That could make Heavies more enjoyable. I fail to see a possibility to add SMGs or ARs with properties unique enough to justify their implementation :toughninja:


Simple enough...No! Game already said no OHKo's. Suggestions should stick with the theme already presented.
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Greg Swan
 
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