Net Launcher

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Kilm
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Net Launcher

Post by Kilm » 17 Mar 2016, 05:59

Summary (a quick, 2-3 sentence summary): An additional round for the grenade launcher that fires a weighted net at its target, and if it hits, the target is immobilised and ready to be dragged off for some experimentayshun

Benefits (How this will benefit the server and game as a whole): Gives R&D something more to play with other than just dead Aliens. Get it in there, strap it down and slice it up as you try to figure out what makes it tick. Also adds that element of danger should it break free whilst on the Sulaco

Details (Description of how you think this would work, the benefits, etc): As mentioned, it hits the target, it either traps them and freezes them on the spot making them unable to escape, and much like Marines in the nest, the Alien can 'resist' but it takes time. The net being made of a suitably acid resistant material.

Implementation (Optional, if you have an idea how to implement it): No idea. :)

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Halinder
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Re: Net Launcher

Post by Halinder » 17 Mar 2016, 07:00

This is probably just going to be used like crossbows, but stronger since you don't need to pin xenos to walls. I doubt marines are going to use these to capture aliens, but instead to pin them down and kill them.

It's a cool idea for R&D stuff, especially to make use of the autopsy machine, but so very easily exploited.
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andre1999
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Re: Net Launcher

Post by andre1999 » 17 Mar 2016, 12:24

Maybe make it so that the alien can still move with it on exept they can't attack in any way with it on, there, aliens wont be hit by a instant kill weapon, and marines can still capture aliens with it, just not as easily.

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Logi99
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Re: Net Launcher

Post by Logi99 » 17 Mar 2016, 17:50

I have made a similar suggestion about this some time ago. Making it with grenade launchers is too op. J
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Kilm
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Re: Net Launcher

Post by Kilm » 18 Mar 2016, 09:35

Logi99 wrote:I have made a similar suggestion about this some time ago. Making it with grenade launchers is too op. J
Why is it too OP? I rarely see anyone picking a grenade launcher over the other specialist token only choices. It'd have to be a tactical decision to take it, and it could be driven by the Corporate Liaison influencing the Commander.

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MrJJJ
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Re: Net Launcher

Post by MrJJJ » 19 Mar 2016, 12:27

Neutral, while i tended to +1 aliens capturing methods, i don't think we need them anymore that much

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forwardslashN
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Re: Net Launcher

Post by forwardslashN » 31 Dec 2016, 13:53

We should probably focus on fixing the GL first and foremost. Not sure this is a good either, either. Grenade launchers don't generally launch nets.
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