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Weapons for the player


Nidhugg

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You actually need to build your own weapon, but the power will be limited, you can't reach as much power as you'd want otherwise it would be the mess.

There will first be personal weapons released, then spaceship weapons.

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At this time all weapons are planned as "mesh elements" when you build or buy the weapon, you get the whole thing.

 

There hasn't been any formal statement on if or how you can modify them.

 

So sub components aren't planned at this time.. They could be added later...

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At this time all weapons are planned as "mesh elements" when you build or buy the weapon, you get the whole thing.

 

There hasn't been any formal statement on if or how you can modify them.

 

So sub components aren't planned at this time.. They could be added later...

 

Plus, with a Lock-And-Fire system there isn't a ton of exciting things they can do with weapons other than different stat lines. Like other MMO's, you can expect there to be quite a few weapons, but that they are likely quite similar with the exception of how strong they are, how fast they are, what they look like, etc.

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At this time all weapons are planned as "mesh elements" when you build or buy the weapon, you get the whole thing.

 

There hasn't been any formal statement on if or how you can modify them.

 

So sub components aren't planned at this time.. They could be added later...

Thanks. I didn't know about mesh weapons. I don't read the devs statements all through, I basically search into the forum and find what interests me.

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  • 3 weeks later...

Hmm i understand. So you can build weapons that fires, but i Wonder If you can build energyswords and energisheilds. How epic would that be.

Currently there are no plans to include swords or other melee weapons. The way JC answered it sounded like an artistic decision.

 

:)

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Plus, with a Lock-And-Fire system there isn't a ton of exciting things they can do with weapons other than different stat lines. Like other MMO's, you can expect there to be quite a few weapons, but that they are likely quite similar with the exception of how strong they are, how fast they are, what they look like, etc.

Actually, they did confirm ammunition will be a thing, so possibly, extended magazines = more shots fired in a rapid succession, essentially a DPS ceiling for a weapon, let alone the factor that different ammo does different things like armor piercing, heck, even some sort of cryo-rounds from Mass Effect. It's a sci-fi game, so instead of magic = science ! :D

 

And those are only two examples. Add a night-vision scope to a sniper rifle, now you can be a efficient during the night cycle of a planet. Just because the gameplay is different, it doesn't mean the weapon modifications have to be abandoned, after all, it's all about stats. Quality of material can be a factor as well, the 3D mesh will be the same, its colouring will cange, at best. And given the tendency NQ demonstrates for modularity, this may be the case indeed on Avatar weaponry as far as customisation goes. 

 

 

 

 

As to the original poster, you have to craft your wepaons or buy them from people who made them and put them up for sale on the market.If you ask if you can make the weapon as you want it to look, that's sadly not the case, they need as less of a load on 3D meshes as possible, so NovaQuark will be the only ones issueing said 3D meshes, which extends to Elements (3D mesh machinery) in the game, as well.

 

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Currently there are no plans to include swords or other melee weapons. The way JC answered it sounded like an artistic decision.

 

:)

However, pistols, shotguns, or sumachine guns would make excellent close range weapons for a scifi game. no need for a sword if you've got a scatter lazer (unless you wanna relive Star Wars or Xenogears)

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However, pistols, shotguns, or sumachine guns would make excellent close range weapons for a scifi game. no need for a sword if you've got a scatter lazer (unless you wanna relive Star Wars or Xenogears)

Welp, Swords can wait for a later expansion or whenever the Devs want to implement them. Shotguns are what we need :P

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Forget swords .... this isn't the technological starved era .... gimme light sabers!!!

Copyrights. Make them vibration emitting blades instead and add a secondary "power attack" that consumes power off the blade's battery for extra damage.

 

 

But chances are if any blades come in, they will come at a later expansion.

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If you read the book about the backstory, it says that the machine you use to suck up resources and place blocks can actually be used as a weapon. I imagine that it would shoot matter at a target, while it would be weak and probably have 0 armor penetration, it would be free and would be available to you from the moment you spawn/respawn. Am I the only one who read the book? :P

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If you read the book about the backstory, it says that the machine you use to suck up resources and place blocks can actually be used as a weapon. I imagine that it would shoot matter at a target, while it would be weak and probably have 0 armor penetration, it would be free and would be available to you from the moment you spawn/respawn. Am I the only one who read the book? :P

Sure, most know that. Probably some Iron Man / weak plasma emission. It has hybrid damage model, but it's not meant for that use.

 

-shrug-

 

To be honest, I'm all in for swords, no matter how they are implemented. I want to have the opportunity to do a good old Quake "HUMILIATION!!!!" if I can.

 

And let's face it, swords are the best when bullets run out :| 

 

This is why I support the Nanoformer being a weaker weapon. If the devs add melee weaponry later on, they got the nanoformer that can do the Mass Effect omnitool shuffle of becoming an arm-blade, essentially turning the Nanoformer into the trusty entrenching tool. Look it up, it's the modern army's swiss army knife. It can dig, but it can also be used as a hand-axe for clsoe combat.

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  • 1 month later...

As a pirate, I need a sword. I don't care if melee combat isn't added until later, I still need a sword on my belt.

What I would suggest, is essentially a Tactical Destroyer's Modes from EVE for melee weapons, with a specific action tied to the left click for each "Stance".

 

Attack Stance = Charge Attack (you charge and release to attack an enemy, no real connection of blows needed and even then, the Devs can implement a Cone of Damage spawn after the charge is full)

Defense Stance =  Parry (window of blocking an attack that comes from where you are looking at, te higher the training into it, the longer the window)

Martial Prowess = Pre-planned series of actions by the player, with attacks dealing less danage than in the Attack Stance and Parry's window lasting shorter than in Defense Stance, with the number of actions dictated by the level of trainign the player has put into the melle weapons training (or whatever is may be). And the whole system is made with "delayed' attacks in mind, it's not about refleces, it's about guessing right on what the enemy will do, exactly how a Tactical Destroyer is played in EVE. 

 

Heck, there can even be specialisation for different categories of weaponry, like swords and riot shields, each having different bonues on each stance and meant for different uses, like the riot shield being able to block all attacks from even connecting to your team-mates behind you, with longer windows of block (instead of parry) for weaponry, while sword is more specialised for .. well, swhatever it can do.

 

I agree, the melee weapons can come later on, it's not that much of a deal at launch. But yeah, we should be able to have epic duels with swords (or in my case, sneaky-sneaky, stabby-stabby). 

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  • 2 weeks later...

I understand why they want/need to do lock/fire weapons, especially for ship combat and even more so for ranged PVP.  With that said, I don't understand why we can't have traditional ballistic weapons that are based on player skill for close quarters PVP (not construct vs construct).

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I understand why they want/need to do lock/fire weapons, especially for ship combat and even more so for ranged PVP.  With that said, I don't understand why we can't have traditional ballistic weapons that are based on player skill for close quarters PVP (not construct vs construct).

 

Because the reasons CvC combat is using lock and fire is the same as for PvP combat? Server load.

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Server load? Could it relly be that easy? Would thought that they didnt do a lock on system in fighting. Would be more fun without that type of fighting

 

AMA Video on Kickstarter: 11:50min

 

Server side restrictions because of single shard server (thousands of players nearby possible -> no FPS style combat)

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Server load? Could it relly be that easy? Would thought that they didnt do a lock on system in fighting. Would be more fun without that type of fighting

The "lock on" people speak of, is called Active Lock On. You essentially "home in" your shots to the target, with your "attack speed" being your "lock on speed" (something the devs are consdiering, Updatee #21 Kickasterter). Movement still plays a role, as it's the measurement of damage avoidance, resistance, while different equipment on you provide different options. You may have stronger shields, while the opponent may have thicker armor, each to its own devices. Remember, flanking in DU (given what the devs have described) still plays a role, and also, more spicy things like verticality. So, jetpacks + medium range weapon + rooftop = happy killwhoring.

 

 

The server load is needed, since the players are from all around the world in the game. You can't expect someone from australia to play on the same level as someone who's playing right nexto to the servers, or in the same country as them. Now, you got to understand that what DU goes for, with its calculations and equations, is called an "emulation". What Battlefield or Planetside 2 does, is called a "Simulation".

 

Simulations : Need more code to function = More code means bor bytes of processing = more bytes of processing required means the server is loaded. Also, have I mentioned calculating direct, physical projectile colissions cost in RAM? A LOT. Thee's a reason why BF servers host up to 64 people ( I think, I haven't play BF since BF2142). If it was to go beyond that, the servers would crack open. 

 

Emulation : it's a formula, you input statistics, like damage, velocity, enemy angular velocity and orientation (very few factors), to get a hit chance and damage proportions -- if your enemy moves at a 22 degrees angle away from you and to the left, and you shoot at them, with a weapon that has less than 22 degrees of tracking speed on its turret  at your weapon's max effective range, then that bullet will glance off of the target, thus dealing less damage. If the tracking speed of the turret is WAY lower than the deviating angle, the hit becomes "Grazing" - just a flesh wound. More than that and you just waste ammo at them Something that in EVE, it actually works (and the reverse, for causing smashing hits on the damage calculations, but that's a can of worms I won't open here). In EVE, a smaller ship is also very much more agile against a battlesihp, since battleship sized waponry, are very.... VERY... slow... on.... their... tracking... . You can zoom around them and they won't be able to stop them. Of coursee, if your smaller sized ship is unlucky, and the lords of Math and Geometry find you are on a range, deviating angle and speed that you shouldn't be, a battleship's far larger cannons, will probably melt you on an instant. It happens. :| 

 

So yeah, simulations cost, emulations do not. I'm fine with emulations, as long as the formulas are rigid and can't be exploited. If you think playing WW2 in space is "challenging", I challenge you to do mental math and geometry while people are tailing you inside a system :P

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