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Author Topic: Some gameplay ideas (3 messages, Page 1 of 1)
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IcePhoenix
Joined: Sep 9, 2010

-Minor modeler-


Posted: Oct 4, 2010 05:23 AM    Msg. 1 of 3       
I'm so pathetic with computers this is all I can contribute- ideas.
Weapons:
1. Trap Rifle: Modified plasma rifle with a bayonnet forming a large part of the lower half, projectiles will set the target on "fire" that does no damage and is invisible and lasts for 8 seconds. This makes a target who is hit unable to recharge shields for 8 seconds longer, which, combined with the bayonnet's 2-hit melee kill, makes this weapon extremely formidable.

2. Shield Jammer: A battery-powered "power weapon", would replace a sniper rifle. It fires 10 shots before overheating for 7 seconds, with a total of 100 shots' worth of battery. The shots are pinpoint accurate, infinite range, non-headshot, and deal EMP damage to the victim's shields and setting them on "fire" that does no damage. Essentially, it's a plasma pistol's overcharge, except hitscan and the shields stay down for longer (or maybe even as long as the victim lives). Unfortunately, this would make noob combos easier, but using this as a noob combo weapon up close risks losing the weapon to the enemy. Thus, this weapon is best used as a support weapon to soften up enemies for easy headshots for your teammates.

3. Energy Phantom: A heavy weapon which would appear someone similar to the Fuel Rod, fires from a clip of 2, projectiles are fatal, home extremely strongly, but are only slightly faster than a player's running speed and disintergrate after 7 seconds.

4. Needle Grenade: sticks to the first thing it touches, explodes 0.5 seconds later, releasing needler projectiles in all directions. Due to the evenly spread nature of the needles, a grenade thrown at a say, humanoid biped's chest will generally embed less needles into said biped than if the grenade had been thrown on the inner side of a limb. The needles are short-lived so that the maximum distance you can get harmed by the grenade is about the same radius as a frag grenade.

5. Remote-Planted Covenant Charge: A hitscan sniper weapon which has two fire modes, left click for Standard Charges, and right-click for Heavy Charges. Both reach their destination instantly, in a straight line. Both of them stick onto the first thing they touch and start an invisible 15-second countdown upon impact. Standard Charges can be picked up as ammo for the weapon, a total of 5 can be held at a time, and 1 loaded in the clip. Heavy Charges are picked up as grenades exclusively used by this weapon, similar to the BR's grenade launcher, and only 2 can be held at a time. A Standard Charge is basically a slighty stronger Plasma Grenade, except a lot less visible, to the point that if it is fired onto the leg of a moving player, it is virtually impossible to spot. A Heavy Charge has an explosive radius similar to current C4 with similar damage to 3 plasma grenades (which will destroy any standard vehicle apart from a tank). However, it has the drawback of emitting a faint green glow every 3 seconds, as well as humming faster and louder as the countdown gets lower, which gives a stuck player time to discover the Charge and run away from his teammates to protect them, therefore it is wise to stick the much quieter Standard Charge which is still strong enough to kill multiple players who are close together. This weapon should ideally be placed on a map which offers some way for a player to survive the explosion only if he know he is stuck. Such as armor lock.

6. Infection Form Launcher: A risky weapon which, while laughably weak against shielded opponents, is extremely dangerous to all nearby unshielded bipeds, even the user of the weapon, as the weapon is an instant kill to any unshielded targets. The weapon's projectile is an animated Infection Form which drops down but also homes sharply, and pops after 7 seconds, and travels at about the same speed as a needler, and can bounce off all surfaces.

Hope you guys like my ideas, even though some of them might not even work, after all, I'm still pathetic with programming. If you ever make any of these weapons or weapons with characteristics akin to these ideas, please credit me.
Edited by IcePhoenix on Oct 4, 2010 at 09:47 AM
Edited by IcePhoenix on Oct 4, 2010 at 09:50 AM


MoooseGuy
Joined: Aug 10, 2008

I Approve This Message.


Posted: Oct 4, 2010 07:40 AM    Msg. 2 of 3       
1. Blade would neet to be 1-hit-kill to make this weapon of any use. Also, the shots would need to take down the shields very quickly for this to be a useful gun.
2. This weapon already has a similar but better counterpart called the beam rifle.
3. Sounds like the plasma launcher from Halo Reach.
4. I think I saw this in Needle Madness.
5. Wait, why would this be useful if it's only as good as a grenade or a rocket launcher, and it takes 15 seconds to use? This weapon sounds like a super-duper-nerfed version of the RPG nuke.
6. You could either use this and wait 7 seconds to watch the person die, or you could pull out a pistol and shoot them in the head.

Anyways, cool ideas, but they won't really work in-game unless they are in singlepayer.


IcePhoenix
Joined: Sep 9, 2010

-Minor modeler-


Posted: Oct 4, 2010 09:32 AM    Msg. 3 of 3       
Quote: --- Original message by: MoooseGuy
1. Blade would neet to be 1-hit-kill to make this weapon of any use. Also, the shots would need to take down the shields very quickly for this to be a useful gun.
It's a Plasma Rifle, and you only need to take down half of the shields, which is about 3-5 shots. If it was any easier you might as well ask for a Plasma Rifle that fires and 1-hit kills with melee at the same time.
2. This weapon already has a similar but better counterpart called the beam rifle.
Which is why you wouldn't put it together with another sniper rifle. Or, maybe buff it a bit, 10 shots before overheating.
3. Sounds like the plasma launcher from Halo Reach.
It's not explosive, and the Plasma Launcher's grenades are meant to be dodged, not run away from. I want a weapon which fires projectiles that players will actively flee from.
4. I think I saw this in Needle Madness.
Yeah that probably is a commonly-thought-of concept.
5. Wait, why would this be useful if it's only as good as a grenade or a rocket launcher, and it takes 15 seconds to use? This weapon sounds like a super-duper-nerfed version of the RPG nuke.
Ok I was imagining those charges being used by an invisible person who would silently rig important players and vehicles with explosives. I'm gonna remake it.
6. You could either use this and wait 7 seconds to watch the person die, or you could pull out a pistol and shoot them in the head.
Where's the fun in that? Besides, if it hits them it's not gonna take 7 seconds, it's a kill. I said they pop if they don't hit anything after 7 seconds. Also, it's a lot easier to hit with a homing weapon, give the newbs a chance.

Anyways, cool ideas, but they won't really work in-game unless they are in singlepayer.
They could be, the shield-jamming weapons would be extremely valuable against elites.

 

 
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