Poll: Do you think a heavy machine gun with its specs listed below could fit in this game?
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I like the idea
35.71%
5 35.71%
LOL no
64.29%
9 64.29%
Total 14 vote(s) 100%
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AC Weapons Revisited
#1
Ok so: the thread titled "AC Weapons" was calling for more weapons to be added to the game but ~sh00t{b} didn't even give any ideas as to what he would like to see added.

Here are two ideas that I had been thinking of before I stopped playing. I wrote them down a while back and, looking through my old computer, decided I'd just put them out there for the fuck of it (so feel free to add your input however positive or negative it is).

1.) in match mode only, each player gets one mine to start the game. this mine can be placed anywhere on the map as long as it is 15 units away from the flag and there is 5 units of space to walk on all sides of this hypothetical idea. only the allied team and spectators/refs can see these mines. the mine would take 10 seconds to set up (adding a little risk to placing it) and if the player setting it up moves or is killed in the middle of placing it, they lose their mine. each player gets only one mine per game.

why add this? it gives a little bit of risk/reward to both teams and makes running with a flag slightly more risky.

2.) a heavy machine gun. holds 45 bullets in one clip and has a slower firing rate than the AR. it would ignore all armor and would have the old AR's damage figures (100/76/52/28/4). it would also have 1.5 times the amount of kickback that the current AR has and a higher spread. you would not be able to reload this gun or get more ammo and would have to switch to pistol/nades/akimbo when you run out of ammo. ammo would only be replenished upon death. (if the cube engine can't ignore ammoboxes with this weapon, then perhaps stepping on an ammobox would give 1 bullet only)

why add this? this weapon would have a large power upside since it kills an enemy from 100 HP in five shots regardless of armor. however, the fact that you are only given 45 bullets until death, that you have an incredibly high kickback, that your fire rate is slow, and that your spread is high, this weapon would have high rewards but higher risks. i think it would be really interesting to see a team composition that tries to incorporate a heavy machine gun user.
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Messages In This Thread
AC Weapons Revisited - by MerCyKiL - 02 Sep 14, 11:56PM
RE: AC Weapons Revisited - by PhaNtom - 03 Sep 14, 12:14AM
RE: AC Weapons Revisited - by Vanquish - 03 Sep 14, 12:14AM
RE: AC Weapons Revisited - by Nightmare - 03 Sep 14, 01:10PM
RE: AC Weapons Revisited - by MerCyKiL - 03 Sep 14, 01:46PM
RE: AC Weapons Revisited - by TheNihilanth - 03 Sep 14, 12:34AM
RE: AC Weapons Revisited - by ExodusS - 03 Sep 14, 01:18AM
RE: AC Weapons Revisited - by MerCyKiL - 03 Sep 14, 05:05AM
RE: AC Weapons Revisited - by *H1TM4N* - 10 Sep 14, 02:02AM
RE: AC Weapons Revisited - by Cemer - 03 Sep 14, 03:37AM
RE: AC Weapons Revisited - by Orynge - 03 Sep 14, 12:30PM
RE: AC Weapons Revisited - by Robtics - 03 Sep 14, 01:10PM
RE: AC Weapons Revisited - by killerjoe - 04 Sep 14, 10:35AM
RE: AC Weapons Revisited - by Marti - 04 Sep 14, 11:09AM
RE: AC Weapons Revisited - by MykeGregory - 05 Sep 14, 10:08AM
RE: AC Weapons Revisited - by Flint - 05 Sep 14, 11:20AM
RE: AC Weapons Revisited - by Nightmare - 05 Sep 14, 01:43PM
RE: AC Weapons Revisited - by killerjoe - 05 Sep 14, 12:05PM
RE: AC Weapons Revisited - by Marti - 05 Sep 14, 12:12PM
RE: AC Weapons Revisited - by MerCyKiL - 05 Sep 14, 08:47PM
RE: AC Weapons Revisited - by killerjoe - 08 Sep 14, 09:40AM
RE: AC Weapons Revisited - by Waffles - 06 Sep 14, 02:47AM
RE: AC Weapons Revisited - by Cemer - 06 Sep 14, 04:50AM
RE: AC Weapons Revisited - by Ronald_Reagan - 06 Sep 14, 06:56PM
RE: AC Weapons Revisited - by Marti - 08 Sep 14, 04:29PM
RE: AC Weapons Revisited - by Waffles - 08 Sep 14, 11:31PM
RE: AC Weapons Revisited - by Marti - 09 Sep 14, 08:22AM