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Messages - frostgiant

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211
Forum Games and Roleplaying / Re: XCOM Arms Race II : Ethereals
« on: June 28, 2019, 06:46:28 pm »
Sectoid Wardisk
A Floating disk, like a Ship in miniature, the war disk is piloted by three cybernetically connected sectoid brains working in harmony, using their limited capacity for the gift to collect intelligence from nearby lesser species in order to aid in targeting its heavy weaponry. The floating Capabilities of moving over Small forms of cover and impediments along with being able to increase its altitude in order to shoot at targets that would normally be protected.
The outer shell of the wardisk is reasonably well armored, with the three operating brains held inside of the most heavily protected center, making it difficult for anything except for a shot from directly below or above to take out the operating brains.
The war disk is equipped with a simple Gas compression mortar designed to launch lerium grenades in long ranged arc's through the use of little more then the local atmosphere and what could most accurately be described as 4 plasma PDW's connected into a single weapon, designed to fire in sequence allowing for long-lasting suppression and the rapid destruction of anything without effect armor or cover. even so, it is rather obvious that most of the work went into producing the well-made chassis over the weapon system in a desire to best manage the time of the designer minds.

Here's a proposal for a vehicle, easy improvements would be giving the sectoid brains the ability to do things like mind merge with nearby sectoids and improving the weaponry.

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Forum Games and Roleplaying / Re: XCOM Arms Race II : Ethereals
« on: June 28, 2019, 04:35:07 pm »
Quote from: Votebox
2 Adaptive Genes: (0) 
1 Adaptive Gene: (2) Piratejoe, Frostgiant
1 Superior Gene: (3) Frostgiant, Piratejoe, TricMagic
1 Ethereal to help us for a design: (1) TricMagic
[/quote]

Meh, I'll still take it, Lets us deploy muton's quickly in the game or the horrifying chrysalid. Easier we have it deploying our current lifeforms, the quicker we can work on new weapons and armour with which to clad them

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Forum Games and Roleplaying / Re: XCOM Arms Race II : Ethereals
« on: June 28, 2019, 04:03:55 pm »


Quote from: Votebox
2 Adaptive Genes: (2) TricMagic, Frostgiant
1 Superior Gene: (1) Frostgiant
1 Ethereal to help us for a design: (1) TricMagic

So many great options in the present animal kingdom, let alone those long past. Pistol shrimps and mantis shrimps are the ones that spring to mind rather quickly, Not to mention this that could happen if we manage to supercharge axolotl regeneration or something.
Super cordyceps anyone?

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I think I'll throw in with the ethereal team after some contemplation, probably won't input as much as some other arms races.

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Quote from: Vote Box
General Design:
Sunspitter Pistol (0):
Kobold PDW (0):
Naufragium Shotpistol (2): Frostgiant, Happerry
Staredown CDW: (1) Madman

Auxiliary Equipment Design:
PAYNE ERTCM (0):
Deployable Spawn Station (1): Happerry
Nanite Deconstruction System: (2) Madman, Frostgiant


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Volcano Runes
Mages and magical energy are a known factor inside of the tower, while some floors stragle the flow of power that some Volcasians feel from their first waking moments into this world after exiting their pod, it is Still a factor in most floors, and as such it will make a useful weapon to supplement our… lacking armaments.

Magical energy is manipulated by those who are capable of “weaving” it into a correct spell matrix, in order to create a structured effect, a so called spell matrix. The mental strength required to fully fulfill this weaving inside ones own head with an energy that could be compared to mist in its ability to be grasp by 99% of mage capable volcasians. Obviously, when even the most simple spell matrixes require years of training and mental discipline it doen’t make for all that fine of a weapon to equip our army with.
Most mages will barely be able to create a campfire, let alone anything dangerous due to the complexity of a spell matrix created in a purely mental form.

The Volcano Runes are an experiment in creating a spell matrix in physical form, allowing the mage in question to call upon that spell with a simple channeling of energy into the rune tattooed onto his body. Currently, the volcano runes take the form of tattoos upon the battlemages body.

The current tattoo is as much a proof of concept for the runic system as a weapon in of itself, Nicknamed Fire Stream, it allows the battlemage to create a hose of fire out from his hand. It goes without saying that the ability to create a deadly stream of flames on demand would be rather useful, albeit the amount of fire the battlemage can create relies on their own stamina.


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I really want to make a magical design first, Anti-magic zones are a thing, but apparently so are anti-tech (if more rare) So I truly feel like it should be viable

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EDIT whoops, accidental double post

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The Enabria shall be crushed under the heel of the mighty Volcasial

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Well it's a balance, of course. Number of shots per charge versus size of power supply versus rate of charge compared to capacity. This needs to be a rather easy-to-handle sidearm, thus it must have a sufficiently small power supply, while our preference for powerful and accurate weaponry means that we can't have too many shots between reloads. And this is only a "relatively" lengthy recharge, I have no idea how long it's going to be in seconds or whatever.

Yes, you'd be vulnerable to goon number 4, but there's always that point. With a weaker pistol firing six rounds, you double tap everybody to ensure a kill and are still vulnerable to goon number 4, but some of the other guys may not have been killed by the weaker blasts and now you're still in trouble.

Oh, and saying that having only three shots in close quarters won't be enough is patently ridiculous, provided you can't miss. If you're outnumbered more than two to one, even with the element of surprise you should be dead since the enemies are NOT going to sit nice and still as you rush into the room and aim slowly and carefully at all three of them. With this pistol, the user could conceivably kill ALL THREE with just three shots before they might react...maybe. Probably not, but they've got a better chance of beating the enemy's reaction times and accuracy than with a different gun.

Except most high caliber pistol's even today have more than even 6 shots, Even with the aim botting, I find it a highly unlikely that every shot will translate to a kill, just from the existence of things in our own arsenal like hardlight shields. even if the gun doesn't miss, their are so many variables provided at shooting enemies with shielding, cover and medical technology that I find it rather silly to claim that 3 shots is anywhere close to sufficient.

This pistol can't be used for suppressive fire, You don't have the shots necessary for double tap to ensure a kill, Becuase even if its a High power pistol we are still dealing with high tech shielding and armoring. When it comes to being a sniper rifle, it would be pretty good, but as a pistol its really not up to par for whats around even by today's standard on any metric except accuracy and power.

221
Quote
Staredown Close Defense Weapon
Based on our preference for high-powered laser weaponry, our soldiers should generally avoid getting up close and personal, since powerful weapons are not known for firing quickly, and rapid fire is extremely desirable in close quarters, because if you miss your first shot you may not have time for another if your weapon is slow. However, with the amazing power of modern technology, the limitations of powerful weaponry in close quarters can be reduced somewhat.

The Staredown is a powerful laser weapon, making use of a power supply customized for high power density at the expense of recharge time. The power supply is capable of firing three shots before being drained, each shot capable of putting down most soldiers in one hit. It then takes an extended amount of time to recharge, of course. Firing three rounds before running out of power is a great way to reduce the disadvantages of a powerful laser weapon, however that's not enough. You still only have three shots, after all.

In order to make the weapon truly amazing in close quarters, the Staredown packs a specialized miniaturized computer system built into the weapon and the user's own uniform/helmet and integrated with the user's HUD. This computer system is capable of identifying targets and has a reticle superimposed on it, representing where the handgun is pointing. The reticle changes color when the gun is pointed at something the computer has identified as a target. Most impressive, however, is the variable lensing array at the end of the laser weapon's barrel. The computer is capable of controlling the array to alter the path of a shot, allowing it to lock onto targets and make shots that the user would otherwise have missed.

How about this for a CQB weapon?

Going to be honest, Three shots followed by a long recharge sounds kinda terrible. even IF, all shots land, and all shots are killing shots, that means that anyone using it would be completely open to Goon#4. # shots is even less than a revolver, and while the Aim bot may be fun, it runs into the problem of being attached to a bad weapon. 3 shots is absolutely nothing, you can't fire any kind of suppression and to even kill 3 guys the events would need to line up perfectly.
To be honest, rejiggered as a sniper rifle it would be pretty decent, as a pistol its terrible.

222

A cybernetic implant which can give our soldiers bullet time, anyone who's played a game like super hot or sniper elite should know how useful the ability to carefully aim, plan and react while your enemies are slower then you is. Useful at both long-range shooting and close range combat, I feel like its worth a roll of the dice trying to make this if we decide to try our luck at an offensive grenade during revision by combining the dissolving tube and our medical nanites.

Quote from: Vote Box
Sunspitter Pistol (0):
Kobold PDW (0):
Naufragium Shotpistol (1): Frostgiant

PAYNE ERTCM (1): Frostgiant

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"Naufragium" ShotPistol

The Naufragium is a basically a heavy pistol sized Hardlight generator, designed to create packets of hardlight debris.
Projected hardlight is designed to stop small arms fire, and is hard enough to do this for a fair amount of time when anchored. The hardlight debris created by the Grinder lacks an anchor point, instead of being flash-forged and launched pushed out of the chamber via a small plasma detonation, created from a compact air chamber located near the back of the barrel being ignited while under high pressure.

This Detonation Quickly pushed the Hardlight debris out of the chamber very quickly, having been flashforged and then fired in the blink of an eye.
The Weightless hardlight shrapnel is propelled by this Plasma detonation at high enough speeds that one could almost mistake the hardened light for its normal photon counterpart.

While lacking in mass, its Almost none existent weight leans heavily on another end of the holy weapon formula, Creating hundreds of Razor sharp shards of light that a person has no hope of dodging after the trigger is pulled.
Heat monument and power are the only limitations on this weapon, with its primary accelerant pulled from the atmosphere and its ammunition forged from its own hard light components.
Unfortunately, lacking an Anchor and power source, the Naufragium’s range is limited even with its speed of light-esque projectiles, with the Hardlight debris quickly transforming back into regular photons past a limited distance.

Hardlight shotgun pistol, Packs a punch at close range.
Deadly inside of its range, and perfectly safe outside of it. Good for close range scenarios and can be used in urban environments safer then a kinetic counterpart.

224
Spoiler: Kobold PDW (click to show/hide)

A secondary weapon, we need one for our loadouts. rapid fire, And is meant to be kinda simple so we don't run into and modifiers.

225

Armor also bears two issues that shields don't have A: it works right until it doesn't. If someone decided to make a BFG then it will cut through armor like butter. Shields on the other hand at least are likely to eat a hit or two before they fail giving you time to run away. Just saying it has enough armor to defeat everyone else guns doesn't stop this. Second, it's heavy while we may not have that much shield know how we sure don't have any for armor. So heavily armoring a tank will make it slow or really expensive.

That is making a lot of assumptions, That's like saying that safety precautions are useless, because they are the same it works right until it doesn't. while that's kinda true it's ignoring the fact that it working is bringing down the chance of such an occurrence by quite a fair bit. Point A doesn't hold water.
Why would shields eat a hit or two if the armor doesn't? Do the shields work off a separate health bar and DPS doesn't hold over? If an attack can go through armor, it's not unthinkable that the attack that made our advanced alloy tank armor act like butter wouldn't also go through the said shield and the hull underneath it.  Saying A shield would do better against a BFG then armor makes a lot of assumptions and conjecture based on nothing.
Armour is heavy, But the various emitters, generators and various other bits and bobs required to make shields work will be heavy, space extensive and EXPENSIVE.

The primary upside of a shield over armor is that shields can be regenerate, and be put back up, while armor needs to be repaired by an outside source (not that hard once we actually fic our repair tool) at the downside of requiring much more complicated parts in comparison to the relatively simple installation of armour. A shield generator isn't only the shield, its the power generator, the emitters, the circuits and the machinery to make the shield, while an armour defense system is basically what sits on the hull, maybe some change sto the engine system and hull.

Armour is a hell of a lot cheaper, and simpler then shields which have the upside of not taking permanent damage. Either way, I feel the need to weigh in here because I felt your argument made quite a few assumptions that lack any base right now.

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