Firearm Suggestions

Started by palandus, December 11, 2013, 11:25:36 AM

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palandus

My other threads:
"Furniture Suggestions" http://ludeon.com/forums/index.php?topic=1419.0
"Research Suggestions" http://ludeon.com/forums/index.php?topic=1424
"Skills and Traits Suggestions" http://ludeon.com/forums/index.php?topic=1425
"Equipment Suggestions" http://ludeon.com/forums/index.php?topic=1426.0

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NOTE = Junk weapons could be wielded by early raiders or could be crafted at the Work Bench as an early weapons before you have the money to purchase real ones.

NOTE2 = Being that there is spaceflight and travel throughout the cosmos, I'd think that there would be the possibility of highly advanced weaponry compared to today, things like Laser weapons, Plasma Weapons, Railguns, etc...

Pistols:
-> Junk Pistol = A very basic pistol created from spare parts and scrap metal. Not as effective as a regular pistol, but its better than nothing.
-> Machine Pistol (ie G18) = A fully automatic pistol.
-> Heavy Pistol (ie Desert Eagle) = High power, lots of kick (recoil)
-> Magnum (ie .44 Caliber Revolver) = Old Western style Heavy Pistol
-> R2 Charger Pistol = Miniaturized version of the R4 Charger Rifle
-> Laser Pistol = Fires a beam of energy in a line, hitting multiple targets. Instantly hits, highly accurate, but now damage.
-> Plasma Pistol = Very good against flesh and armor, but very inaccurate.

Submachine Gun:
-> Junk Submachine Gun = A submachine gun made from scraps of metal. Not super effective, but somewhat better than a Junk Pistol.
-> Military Submachine Gun (ie MP5)
-> Suppression Submachine Gun = This submachine gun fires rubber bullets instead of normal rounds designed to stun and incapicate targets over outright killing them.

Rifles:
-> Junk Rifle = A single shot rifle that is made from scraps of metal. This is better than the Junk Submachine Gun but not by much.
-> Automatic Rifle (ie AK47) = What game isn't complete without a AK47?
-> High Caliber Sniper Rifle (ie M99 or 50 Caliber Rifle) = More power, more kick.
-> Battle Rifle (ie FN-FAL) = Similiar idea to Enfield, except its not a bolt-action weapon.
-> Automatic Marksman Rifle (ie M110) = A sniper rifle that isn't bolt-action, basically.
-> Railgun = Fires a single highly penetrating shot (ignores cover).
-> Laser Rifle = Fires a single beam of energy in a straight line, and can hit multiple targets in the line. Deals minor damage though (as it only penetrates as much as the laser beam has width) but has extremely long range and is extremely accurate and hits targets immediately.
-> Plasma Rifle = Melts armor and flesh real good. Fairly inaccurate though, so best used at close range.

Shotguns:
-> Sawed-off Shotgun
-> Double Barrel Shotgun
-> Quadruple Barrel Shotgun
-> Automatic Shotgun (ie AA-12)
-> Belt-Fed Automatic Shotgun

Grenades:
-> Sticky Grenade = Sticks to whatever it initially hits, whether thats a wall, a person, or the floor and then detonates shortly after.
-> Napalm Grenade = A grenade that when it explodes creates a cloud of napalm (which napalm is actually a gaseous compound) which remains in the area for a while. Any fire-effects, explosions, plasma, laser, or richochets (bullets that hid walls) detonates the cloud turning it into a raging inferno of fire. Most things are burnt to a crisp, including people, weapons, walls, fortifications and last but not least psychotic squirrels!
-> Cluster Grenade = This grenade when it detonates it launches 8 mini grenades randomly within 2 squares, that explode on contact with whatever they touch. Can potentially maim or kill multiple opponents with this weapon.

Machineguns:
-> Light machinegun = This is your standard machinegun. High rate of fire, fairly inaccurate.
-> Suppression machinegun = This machinegun fires rubber bullets. Also high rate of fire, fairly inaccurate.
-> Minigun = This weapon requires a wind-up time, but once it has, it fires constantly until the colonist stops firing. Highly inaccurate except at close range.
-> Bulletstorm = This weapon makes the minigun look like a kid's toy. This thing has relatively no recoil, highly accurate, and sports about 3 times more bullets fired than the minigun. Fortunately its extremely rare and it consumes bullets like no other. (Think Typhoon from Crysis 3)
-> Gatling Shotgun = This weapon is scary at close range. Like the minigun, it requires a windup period, but instead of firing bullets it fires shotgun shells at insane rates. Woe to the poor sucker caught in front of this thing. However, the recoil on it is so bad that you are unlikely to hit anyone unless they are within 5 squares of you.

Dual-Wielding: Wield two similiar weapons at the same time. Doubles rate of fire, loses accuracy and each weapon's aiming is independent of eachother. What can be dual wielded:
-> Pistols, Submachine Guns, Grenades (Molotov is a grenade), Sawed-Off Shotgun.

Explosives:
-> Grenade Launcher = Launches a grenade at a target. Propels the grenade farther than manually throwing it. Comes standard with Frag Grenades. Can switch out ammo type to Napalm Grenades, Cluster or Sticky Grenades.
-> Rocket Launcher = A powerful boomstick. By the way the exhaust shoots backwards inflicting fire damage, so be aware of positioning. The rocket travels in a straight line.
-> Homing Missile Launcher = Fires a missile that homes in on the nearest target. Also backfires exhaust.