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  • mountable machine guns
  • 12
     

    i belive there should be mountable machien gun for defence for things like fortresses, bunckers, and trenches. they should have a clip of 100-150 bullets and each hit dose about 20-25 damge (so its not to over powering) each player can only get 1 from thier base and can not get another one until the machine gun is destroied (can eb destroied by destroying the block under it) if you get trigger happy be warned! the gun will over heat and wont cool down until 20-40 seconds later so be advised. to tell when the gun is going to be overheated i belive there should be an icon of the gun in the lower right corner of the screen above the ammo and it fills with red until th whole gun becomes red = Overheated. just to tips if this actually comes out the make sure the hole or what ever you firing out if is small (machien guns are the 1 targeted defence)

    #4812
    thejmaster
    Member
    Posted 13 years ago
     

    meh, i guess that would be a good idea. It'd add a challenge for attackers, and make defense a lot more fun, and not too powerful. i think that if a player begins the game with an MG, the rounds he has should be his ONLY rounds. Can't pick some up from the base. This would make the MG user not trigger happy and destroy a mountain with a wall of bullets

    #4886
    AnacondaML
    Member
    Posted 13 years ago
     

    If bullet damage to blocks is restored, then the MG should just do none to the blocks.

    #4914
    Megaman
    Member
    Posted 13 years ago
     

    I actually like this idea. Mabye the damage could be a little more buff. As well as when reloading, it takes atleast 10 seconds to reload it.

    #4918
    Lexsym
    looka
    Posted 13 years ago
     

    Good idiea :D

    #5006
    Spencer204
    Member
    Posted 13 years ago
     

    ways to balance MGs:
    bad accuracy,giant tracers, and no destruction of bricks.
    there should also be max of 1 per 6 players on a team. that should be plenty balanced.

    #5014
    superkonami
    Member
    Posted 13 years ago
     

    So you're completely immobile and have poor accuracy and damage? I'll stick with the rifle!

    #5016
    Lokiamis
    Member
    Posted 13 years ago
     

    But the question is how will we pick who gets that gun.

    #5018
    Howard
    Member
    Posted 13 years ago
     

    to make it fair if there isnt anyone on the gun you can be on it but i say to people thign you should only get 1 clip how about 1 clip per life and not destroy blocks if peopel want it to destroy blocks then like it takes 15 hits to destroy a block?

    #5020
    thejmaster
    Member
    Posted 13 years ago
     

    maybe you combine the gun and the base. Make the whole base like 5x5x5. A little building with a window for the MG The ground by it would be invincible

    #5172
    AnacondaML
    Member
    Posted 13 years ago
     

    I'd say make something like this equip-able and deployable.

    -Movement Speed reduced 25%
    -Huge Spread
    -Tracers
    -35 Damage/Shot
    -4x Shots to break a block )

    You have to mount it somewhere before you can fire. You get 200 bullets with one extra reload. Reloading should take ~10s or so. The whole thing should be loud, flashy, and obvious. Make it break after being shot 10 times or so.

    #5183
    Qizi
    Member
    Posted 13 years ago
     

    that's overkill on the balancing. Give it just a tiny bit more boost then it would actually be usable

    #5187
    AnacondaML
    Member
    Posted 13 years ago
     

    How much damage does a rifle bodyshot do? I'd assume a MG should do about half of that.

    #5201
    Qizi
    Member
    Posted 13 years ago
     

    40 damage

    #5203
    AnacondaML
    Member
    Posted 13 years ago
     

    Damn, I must just usually eat more than one bullet at a time, I thought bodyshots were 80.

    So what would sound good? Up the damage to 60 with a slightly tighter spread?

    Anytime rapid fire comes into play the damage/bullet and bullet/minute ratios have to be just so or its useless or broken.

    #5206
    Qizi
    Member
    Posted 13 years ago
     

    I think 60 is a bit much, but tighter spread is a good idea. A rifle takes 1 for a head shot, 3 for a body shot, and 4 for limbshot. Maybe you add one for each of those with an MG?

    #5208
    AnacondaML
    Member
    Posted 13 years ago
     

    I'm seeing the MG as more of a suppressive fire weapon, used to slow and soften up approaching groups for riflemen to take out, not so much for actually getting kills.

    Adding one to everything works for me, I'd rather weapons be too weak than too powerful in this sort of game.

    #5213
    Qizi
    Member
    Posted 13 years ago
     

    So, in your situation, it would be used to help troops advance by keeping the enemy undercover? I think of it as a defensive weapon.

    #5215
    AnacondaML
    Member
    Posted 13 years ago
     

    My description sounded defensive to me. Make things harder for troops advancing on your position, making it easier for your team to defend. But I suppose it works either way, thats why you give the thing HP and make it destroyable.

    #5221
    Qizi
    Member
    Posted 13 years ago
     

    This would be cool but they should hit about 10hp and shoot only about 50% faster then the rifle.

    #5224
    carib
    Member
    Posted 13 years ago
     

    @Carib

    I think they mean more of a heavy machine gun that an LMG or SMG.

    With those numbers, mobility would be a huge issue. At best you're doing half the damage the rifle does in the same amount of time.

    #5226
    Qizi
    Member
    Posted 13 years ago
     

    Yeah, you would need like 7-10 times the rate for that damage

    #5231
    AnacondaML
    Member
    Posted 13 years ago
     

    The machine gun should act like a block. It should be 1x1x1 and break in 3 hits.

    #5285
    ryan
    Member
    Posted 13 years ago
     

    Your Main Base should have about 2 HMG's spawn outside it (not just 1 so the traditional criss cross method could be used), players can pick these up, but it replaces one of their other items such as the shovel. The Machine Gun has to be mounted to be fired, it can be destroyed with grenades or pick, but not rifles (else its useless) far less accurate than the rifle, fires faster (you know when you mash the click with the rifle? perhaps around that speed), deals the same damage as the rifle, has 150 ammo in a belt and comes with one spare belt, long reload time (5-10 seconds) can overheat if firing non stop for about 10 seconds (3-5 secs). You can resupply a Machine Gun by bringing ammo (in the slot if would normally be in) to it. Someone else suggested being able to pick whats in your slots before spawning, perhaps hevay machinegun ammo can count as an item slot of its own.

    #5317
    AbominableToast
    Member
    Posted 13 years ago
     

    Not to sound like an asshole, but there is no need to make a suggestion about something that has already been suggested countless times. Some of the machine gun suggestion threads are still on the first page.

    Anyway, I would like a machine gun as well, although most of the suggestions (including this one) seem to want to nurf its usefulness to the point where it does more harm (to its users) than good.

    #5320
    POMF Technological Solutions™
    Director of Renovations
    Posted 13 years ago
     

    OP's suggestion for an MG is fine, though I think they should be limited to 2 or 3 per team.

    #5367
    Brojangles
    Member
    Posted 13 years ago
     

    if they are limited by team, this is what will happen, griefer gets mg, griefer takes mg to random out of the way hilly spot, griefer digs straight down, griefer hits bedrock and builds small room, griefer mounts mg in room, griefer fills hole up and hides its location. There is practically no good way to counter this.

    much better is 1 per player max as an extra loadout option, with no option to remount it once its mounted. mgs items should be deployable unless clicking on an already deployed mg, in which case it should refill ammo instead. trying to deploy an mg with another mg already deployed should remove the previous mg, unless someone is using it in which case the action should fail.

    Also
    -Its main limitations should be its fixed position,limited ammo(the fact that you need a buddy or a trip to the tent to restock),overheating and narrow horizontal firing cone(at most 90ish degrees)

    - It should do only slightly less damage than the rifle, while firing significantly faster. (we don't want most players to be able to walk out into the open and simply headshot the user quicker than he can kill them).

    - while it should be less accurate than the rifle over long distances, any spread needs to be very tight, otherwise there is no point to using it.

    - there is also the matter of should the user be able to be headshotted and should the mg be able to deliver headshots.

    - unlike handheld guns, it shouldn't be able to remove blocks.

    #5373
    Zakski
    Member
    Posted 13 years ago
     

    Spread should make headshots more difficult so I don't see a problem having it able to headshot
    I also think it should remove blocks since in theory it should be as powerful as rifle
    There supposed to be deadly however the firing arc should definitely be limited

    #5375
    adrix89
    Member
    Posted 13 years ago
     

    If there would be a mounted machine gun, it should be like this:
    -Spawns near the tent.
    -A player can pick it up, and deploy it where ever he wants.
    -It needs to have two guys handling it.
    -100 bullets, can be reloaded by taking it into the tent.
    -100 or 50 dmg to the head, 40 to other body, 20 to legs and arms.
    -Fast, but inaccurate. Bullets should go around the area what's in the aim cursor.
    -No ironsights.
    -Only one per team.

    #5382
    Monsteri
    Minion
    Posted 13 years ago
     

    Monsteri see my post above, one per team is pointless

    #5383
    Zakski
    Member
    Posted 13 years ago
    12
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