Rework Underslung Weapons

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Surrealistik
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Rework Underslung Weapons

Post by Surrealistik » 12 Jan 2017, 21:08

Summary (a quick, 2-3 sentence summary):

Per topic.


Benefits (How this will benefit the server and game as a whole):

Underslung weapons get some more versimilitude/realism, and are in general more fun to use as opposed to being 2/5 shot wonders.

Also helps out the UGL which lost about half its utility with Campaco camping no longer being a thing due to the shuttle crash mechanic.


Details (Description of how you think this would work, the benefits, etc):

All underslung weapons can now be reloaded. Reloading underslung weapons features a significant delay during which you can't do anything else and must remain stationary. It is _not_ something you can feasibly do in the middle of a combat/fire fight.

All underslung weapons now apply a minor accuracy penalty similar to the bayonet (just makes sense; the attachment adversely affects the balance and weight distribution/profile of the weapon).

UGL's capacity is reduced to 1 grenade to account for reloadability and the following power increment. The UGL grenade now has contact detonation vs mobs that are not 'on the ground' such as when resting, stunned or in crit (not objects/turfs/walls; it has the standard 3 second timer det if it doesn't contact a mob). When it detonates, instead of creating a concussive wave, shrapnel is emitted in every direction from its epicenter. The shrapnel behaves similarly to buckshot; the closer to the epicenter it is when hitting something, the more accuracy, damage and penetration it has. Also like buckshot, each piece of shrapnel applies a minor stun, cumulatively maxing out at 1 second if each piece hits the same target (honestly every 'frag' explosive should work exactly like this). Between this stun time reduction and the inability of the UGL grenades to hit targets that are prone, stunlocking with it shouldn't be problematic.

Masterkey shotgun's number of shots are reduced to 3 to account for its reloadability; likewise the underslung flamer's shots are reduced by ~40%.


Implementation (Optional, if you have an idea how to implement it):

Coding.
Last edited by Surrealistik on 12 Jan 2017, 21:14, edited 2 times in total.
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Snypehunter007
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Re: Rework Underslung Weapons

Post by Snypehunter007 » 12 Jan 2017, 21:11

Sorta already a partial topic, while not the same, it is still similar: viewtopic.php?f=59&t=10769

Though it only applies to the UB GL instead of the rest off the UB attachments.
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Derpislav
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Re: Rework Underslung Weapons

Post by Derpislav » 25 Jan 2017, 05:11

+1 and I don't understand the reason behind UWs not being reloadable in the first place.
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Swagile
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Re: Rework Underslung Weapons

Post by Swagile » 25 Jan 2017, 14:00

Yeah I never pick up underslung weapons because they are useless when you use it up, when any other attachment I take can give me useability for the rest of the round.

+ 1
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Re: Rework Underslung Weapons

Post by Boltersam » 25 Jan 2017, 17:41

The shrapnel addition for grenades is an interesting, and warranted buff. Impact grenades are realistic, but would be a bit powerful in the hands of someone that possesses any skill at aiming, and in narrow areas.

Neutral.

Reloadability with subsequent ammo reduction, I'm all for.

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Surrealistik
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Re: Rework Underslung Weapons

Post by Surrealistik » 28 Jan 2017, 12:47

Boltersam wrote:The shrapnel addition for grenades is an interesting, and warranted buff. Impact grenades are realistic, but would be a bit powerful in the hands of someone that possesses any skill at aiming, and in narrow areas.

Neutral.

Reloadability with subsequent ammo reduction, I'm all for.
UGLs need the buff since you can't really camp the Campaco anymore which was where most of their value derived from. Further, per the OP, the UGL would lose stun in exchange for more damage, and you can't impact det a grenade on a downed target, which would make chaining more difficult (if you're quick, you can also 'dodge' nades by resting and going to ground).
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CrimsonAerospace
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Re: Rework Underslung Weapons

Post by CrimsonAerospace » 30 Jan 2017, 20:14

I... would actually very much like this, but maybe with a decent reload time so you could maybe reload in combat, but still have reduced ammo?

Either or, +1 from me, good idea.
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Swagile
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Re: Rework Underslung Weapons

Post by Swagile » 30 Jan 2017, 20:30

Just make it like the smartgun reload.

You can do it in combat but you gotta stand still and be vulnerable for like 3 seconds, so you can't just spit out nades / flame like mad.
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Re: Rework Underslung Weapons

Post by Harakoni warhawk » 31 Jan 2017, 21:05

Give it a 5 round mag like the film had, make it only fit HE grenades and make grenades easier to get ahold off.
Then I'll be happy with it.
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Re: Rework Underslung Weapons

Post by flying_loulou » 01 Feb 2017, 14:25

I always wondered why they weren't reloadable. Nice idea.

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