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Re: REKT: Armory Suggestions (R&D)

#316
0111narwhalz wrote:
JanB1 wrote: Well...frak Tal then! :ghost:
Welp. If you ever do join REKT, be prepared to make lots of bad rolls and die in a spectacular fashion. :ghost:
Welp...gotta get a starting attribute of "luck -2"...

Talvieno wrote::lol: I think the dice are unbiased. :D
Yeeeaaah...but char charts are. Or could be. :ghost:
Automation engineer, lateral thinker, soldier, addicted to music, books and gaming.
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Flatfingers wrote: 23.01.2017: "Show me the smoldering corpse of Perfectionist Josh"
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Re: REKT: Armory Suggestions (R&D)

#319
Nope. Everything starts at zero, and you can raise some stats, on the price of lowering others. (if you raise 1 stat you have to lower 1, if you raise 2 stats, you have to lower 3, if you raise 3 you have to lower 6 etc. And this separately for the 8 stats and 8 skills.)
It's also way more condensed - stats only go from -2 till 5 (where 5 is hard to attain unless you never level anything else, and 3 is already "you are super good at this"), and initial stats from -2 to 2.
Warning: do not ask about physics unless you really want to know about physics.
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Re: REKT: Armory Suggestions (R&D)

#320
Dinosawer wrote:Nope. Everything starts at zero, and you can raise some stats, on the price of lowering others. (if you raise 1 stat you have to lower 1, if you raise 2 stats, you have to lower 3, if you raise 3 you have to lower 6 etc. And this separately for the 8 stats and 8 skills.)
It's also way more condensed - stats only go from -2 till 5 (where 5 is hard to attain unless you never level anything else, and 3 is already "you are super good at this"), and initial stats from -2 to 2.
You seriously have negative stats? I never played a DnD with negative stats before. :shock:
Automation engineer, lateral thinker, soldier, addicted to music, books and gaming.
Nothing to see here
Flatfingers wrote: 23.01.2017: "Show me the smoldering corpse of Perfectionist Josh"
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Re: REKT: Armory Suggestions (R&D)

#321
Well, it's not a DnD :ghost:
It uses d6 rolls adjusted with stats/stat differences/differences of stat averages. Negative means you're crappy at something, 0 is not very good, positive is decent to very good.
Stats are more linked to specific things (which is why we have more than DnD) - the system forces you to specialise to a degree, do stuff you're good at and avoid stuff you're bad at.
Warning: do not ask about physics unless you really want to know about physics.
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Re: REKT: Armory Suggestions (R&D)

#322
Dinosawer wrote:Well, it's not a DnD :ghost:
It uses d6 rolls adjusted with stats/stat differences/differences of stat averages. Negative means you're crappy at something, 0 is not very good, positive is decent to very good.
Stats are more linked to specific things (which is why we have more than DnD) - the system forces you to specialise to a degree, do stuff you're good at and avoid stuff you're bad at.
Oh, okay. Cool. :P
Automation engineer, lateral thinker, soldier, addicted to music, books and gaming.
Nothing to see here
Flatfingers wrote: 23.01.2017: "Show me the smoldering corpse of Perfectionist Josh"
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Re: REKT: Armory Suggestions (R&D)

#325
Discussed with Talvieno, to a degree: The Shotgun 2.0, more boom edition. No, I don't expect it this mission. But maybe for the next one.

The idea comes from the gap in conventional weapons:

Gauss Rifle - Medium-Long-Long range - Low damage, high penetration.
Assault Rifle - Medium-Medium-Medium range - Med-low damage, but a lot of bullets, meh penetration.
Gauss Shotgun - Short-Short-Short range - Low damage except at close-close range, no penetration.

The Medium-Short range gap, the uselessness of the Gauss shotgun, as well as the gap in penetration in that range zone, brought upon the idea of making a new, Medium-Short range Hand Cannon. In particular, a 6 gauge, 5 shot per reload 'shotgun' with a wide variety of ammo.

These are the ideas I have so far. A slightly less utility-filled conventional crossbow with a larger direct damage, big fucking bullets, a large ammo choice for players to chose from with each ammo type being specialized in one thing and more useless in others, if all sharing the giant fucking caliber of the gun,


As an infantry weapon, it's cost would be 0.

It would have a limited ammo count as well. The sizeable shells would come in backs of 10(?), at 2 reloads per pack, and the number of packs carried would be based on strength levels (-2 str = 2 pack; -1, 0 str = 3 packs; 1, 2 str = 4 packs; etc. ).

Ammo types I have thought up right now:
Spread - Short-short range.
Wide Spread - short-short range shell, very likely to hit, not likely to do much damage against anything armored, high stopping power.
Heavy Spread - short-short-mid range shell, fires larger shrapnel that can penetrate very lightly armored targets, less stopping power, but high ramage ( rip arm off levels of damage if at proper range and on a good hit )
Plasma Spread - This is science fiction. We need science fiction ammo. Ammo that fires some dense plasma. Short-short range, low damage, low penetration, but high heat damage in particular, good at blinding sensors, or hiring a lightly armored enemy without actually penetrating the armor.

In Between slugs and spread - Slugs that penetrate and shatter, for maximum internal damage.

Slugs - Short-Med range.
Stopper slug - Low penetration, med damage if it penetrates, but if it does not penetrate it is likely to knock whoever you are shooting at on their ass, or dislocate something.
Armor slug - Low damage, Medium penetration, OK stopping power, in particular it excels at stopping and maybe killing the annoying guy in heavy armor.
Explosive slug - No penetration, high damage on penetration. Explodes on impact.
EMP slug - Kills robots on some good hits, otherwise low damage. Low penetration.
Probably some other specialized slugs for murdering this one thing in particular, or doing that other thing.


A little summary of Pros and Cons for this "Hand Cannon":
Pros:
- Large stopping power
- Utility of ammo
- High damage on penetration. Its a hand cannon.
- Good accuracy at medium-short range, depending on ammo
- Does not get in the way of existing weapons
- Covers the range and caliber gap
Cons:
- Heavily supported by strength, both ammo wise and hit success wise ( should probably calculate this with emphasis on strength )
- Bad aim further than short-med range, just because of the large caliber of the shells and relatively low velocity
- High accuracy fall off, in other words.
- Ammo limit: Wasted shots matter, and due to low fire rate, 'shooting lots' won't help you if you have the wrong ammo.
- Reloads every 5 shots, or about once-twice a turn, if fired often.
- Heavy, not well maneuvered
- Mostly useless against armored targets, unless with specifically with armor penetrating ammo, and then the damage is reduced.

For reference of looks, i am thinking :
Spoiler:      SHOW
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Why you ask? Because its cool.
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Re: REKT: Armory Suggestions (R&D)

#327
Dinosawer wrote:
Fri Nov 17, 2017 1:20 am
Triggerhappy wrote:
Thu Nov 16, 2017 6:28 pm
the uselessness of the Gauss shotgun
[citation needed]

Also the shotgun has the same penetration as the assault rifle and makes it easier to circumvent heavy armor
Just gonna leave this for people to see, from the WIKI: Current shotgun:

Punches lots of tiny holes at ridiculous speeds
At close range, deals lots of highly-focused damage
At medium range, deals light damage over a large area
Doesn't work well at long range
Can punch through light armor at close range with a good shot
Shot spread can get into the joints of heavy armor
Can instantly kill anything at close range, provided it's not wearing heavy armor.


I say useless, because it will kill Lightly armored and unarmored targets at close range ( maybe ) and scratch a bit in every other situation. I doubt the joints on heavy armor are that weak. "Can get into the joints of heavy armor" does not sound like "Disable the joints or deal too much damage at any range". Unless you stick the barrel into the joint.

If anyone has experience with the Gauss Shotgun, I want to hear how it went.

Either way, I think my idea fixes all these problems, and leaves the current capability of the gauss shotgun, if you bring the right ammo. And adds a lot more.
Without stepping on the heels of any existing weapons too much.
I think.
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Re: REKT: Armory Suggestions (R&D)

#328
The joints on heavy armor are unarmored, because otherwise you can't move. In other words, getting shot there means getting shot in the ellbow, knee, neck etc. which is not fun.
So basically it means "doesn't penetrate heavy armour but makes it so you don't really need to"
(Remember the time in VR when BFett hit Triggerhappy in the joints of his armour?)
Other than that, the majority of enemies does not have heavy armour and most infantry weapons can't get through it (the gauss rifle and semiautomatic pistol is the only one that can with a good shot) so its penetrating capabilities are actually on the better side of average.
So, very powerful at short range + the fact you can get aim bonus at point blank makes it very powerful at its intended range.

I had one with my previous character last mission. I used it to blow up a 200 m anti-space megaturret. :ghost:
Warning: do not ask about physics unless you really want to know about physics.
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