What weapons would you like to see in the game?

Ever played Parasite Eve II? M4A1 Pyke sounds about your speed. Flamer attachment for the carbine. Worked OK but the Javelin laser was generally the better call. (And then the really nasty stuff was better still.) :wink:

Why does everyone reference weapon making with parasite eve? I’ve never played the game, so can someone enlighten me?

Two SquareSoft (pre-SqEnix) RPGs for the PS1. Makes a hash out of biology for an excuse to shoot grossly mutated critters throughout NYC, an office building, and a conspiratorial desert area.

Aya Brea the protagonist blasts everything to hell with a wide assortment of firearms. PE1 was fairly freeform: guns, named 9at least) for RL firearms, had various base stats, bonuses (+1 to damage, etc), and special qualities (three-shot burst, nitrogen rounds, etc). Aya can rip them off of one gun to put them on others.

This leads to truly inspired weaponry, such as the H&K A101: a Heckler & Koch G3 battle rifle remag’d, rechambered, & rebored for 12g shot shells, with roughly a 35-shot mag capacity or so, three-shot burst capability, and the shells themselves loading tranqulizer-tipped flechettes.

(Fortunately Ammo was generic. Add in the Cyanide effect and that shit just isn’t available in stores. :wink: )

PE2 tamed that somewhat by adding a broader variety of guns, but removing the customization. So you can get an M4A1, a .44 Magnum, a Calico M950, an M249 (both full-auto, and Aya handles it just fine, kthx), an MM1 rotary 40mm launcher, and a massive shoulder-carried railgun that takes 5 seconds to actually discharge.

The magical mitochondrial powers are nice too.

You should check it out if you’ve got a playstation sitting around. IMO each is worth around $10-25.

PE3, incidentally, is pretty much a letdown. Stick with the first two.

Where’s my ps1 emulator…

h&k re-chambered for 12 gauge rounds SOUNDS FRACKING AWESOME

What you really get is a rifle with spread shot. Also there’s some weirdness involved when you put burst fire on a weapon. I seem to recall multiple shots in burst actually DIVIDE the firepower between them, thus wasting ammo and making your weapon kind of poo.

Re spread-shot: so…functionally indistinguishable from a re-chamber, especially since you likely destroyed the shotgun taking the “Multi-Hit” modifier off?

x# shots: someone did a FAQ and found that there’s a modest damage-bonus for the total amount of shots: x3 wasn’t so bad. Multiple actions were of course much better, but those ain’t easy to come by. (x10, found on the P90, was about a 30% increase in damage output, but isn’t worth the trouble.)

Hey Guys, I collected most of your suggestions and posted them where they belong :3

http://smf.cataclysmdda.com/index.php?topic=3396.0

If you still get more of those awesome ideas, post them
here

I hope there they will be seen and considered!

My point was that you’re not putting 12 gauge attack power into a weaker gun. You’re just adding the spread effect to the gun. And yes you destroyed the shotgun.

Instead, I upgraded the shotgun. Eventually ending up with multiple actions per turn, cyanide, tranquilliser effect, and ridiculously high attack power.

THE RAILWAY RIFLE- that gun from Fallout: New Vegas.

Since we don’t have railway spikes, we can use regular spikes. Not sure how long coding spikes to work as ammo is gonna take.

Yeah, the burst fire firepower division always seemed a bit odd to me-- then again,
single shot = accurate
burst fire = inaccurate, but you’ll get a bit more damage.
So it’s still pretty nice for hulk-panic moments.

We could use a bit more diversity in the heavy weapons department.

I’m not sure if this has been mentioned previously in this thread but:

High-powered game rifles (.700 tyrannosaur stuff, elephant guns, for example)
Anti-materiel rifles
Sci-fi assault cannons
LMG’s and HMG’s
Miniguns
Rocket/Missile launchers

Stuff like that

[quote=“FunsizeNinja123, post:229, topic:2160”]THE RAILWAY RIFLE- that gun from Fallout: New Vegas.

Since we don’t have railway spikes, we can use regular spikes. Not sure how long coding spikes to work as ammo is gonna take.[/quote]

Isn’t this effectively the same as the pneumatic bolt driver? Except with metal bolts. Which should be craftable because only having wooden ones is ridiculous.

Yes.

[quote=“FunsizeNinja123, post:229, topic:2160”]THE RAILWAY RIFLE - that gun from Fallout: New Vegas.

[/quote]Actually, I think the Railway Rifle is from Fallout 3…

[b]that gun[/b] from Fallout: New Vegas.
[size=18pt]that gun[/size]
[url=http://fallout.wikia.com/wiki/That_Gun]That Gun[/url] is actually a .223 revolver-type pistol; the unique variant, actually, and the only variant in the game without without Gun Runners Arsenal. I think a pistol like That Gun or the 5.56mm/.223 Pistol would be rather interesting to see in-game, though.

Requires:
Welder or Makeshift Welder
Components:
Steel Chain
Chainsaw x 2

CHAINSAW NUNCHUKS
Same weight/volume as the total of the components, same damage as a regular chainsaw but with a better attack speed. Also holds twice as much fuel. AWWWW YEEEAHHHH

I’ve always liked the CZs. another vote from me :slight_smile:

The FAMAS is an interesting weapon, and we already have bullpup weapons like the AUG, so diversity ftw.

[quote=“An0n3, post:235, topic:2160”]Requires:
Welder or Makeshift Welder
Components:
Steel Chain
Chainsaw x 2

CHAINSAW NUNCHUKS
Same weight/volume as the total of the components, same damage as a regular chainsaw but with a better attack speed. Also holds twice as much fuel. AWWWW YEEEAHHHH[/quote]
4/5 chance of sawing one of your own limbs off.

…I want to see mounted M2 Brownings, along with a conversion for high-stranth characters to use them dismounted…

…But that probably won’t happen XDD[size=1pt]until I can focus long enough to make the mod…[/size]

[quote=“EkarusRyndren, post:238, topic:2160”]…I want to see mounted M2 Brownings, along with a conversion for high-stranth characters to use them dismounted…

…But that probably won’t happen XDD[size=1pt]until I can focus long enough to make the mod…[/size][/quote]

Unloaded, the M2 weighs about 85 pounds.

I’m not even going to go into the ridiculously high recoil force it generates when being fired.

So far Cataclysm DDA isn’t Final Fantasy, and the trend seems to generally not favor weapons that are too large for even a professional weightlifter to wield.

[quote=“Rivet, post:239, topic:2160”][quote=“EkarusRyndren, post:238, topic:2160”]…I want to see mounted M2 Brownings, along with a conversion for high-stranth characters to use them dismounted…

…But that probably won’t happen XDD[size=1pt]until I can focus long enough to make the mod…[/size][/quote]

Unloaded, the M2 weighs about 85 pounds.

I’m not even going to go into the ridiculously high recoil force it generates when being fired.

So far Cataclysm DDA isn’t Final Fantasy, and the trend seems to generally not favor weapons that are too large for even a professional weightlifter to wield.[/quote]

Eh, fair enough. XD Still, vehicle mounted isn’t … too unreasonable.