Hello everyone!2day I wanna speak about experimental weapons ;))I hear a lot of different opinions about this add on in the game and want to share with you my ideas.As for me,those guns are lil bit upgraded version of standard weaponry(I call ‘em MARK 2 weapons for myself;))with mostly useless effects (excluding PVG-90,it’s really nice😎) and can not count as experimental exemplars.I think truly X-weapons could be based on the different principles:
1. Brand new ammunition types or case less ammo
2. Extremely powerful therefore difficult to access and can only be available in the later stages of the game
3. Should be disposable with the impossibility of carrying more than one in the inventory
4. Impossible to use for shooting from the hands (except small arms and throwable),can’t be equipped to the weapon slot(in the inventory looks like a weapon box and requires unpacking for use on the principle of ammo boxes and paramedics kits)
5. Can’t be transferred to another player or placed in your PLUNDRA(when attempting such an action is automatically unpacked for firing)
6. After the ammunition run out,it is dumped to the ground and self-destruct
From my point of view,the best way to classify x-weapons-split them on the 3 categories:
• Small arms
• Support weapons
• Throwable weapons
Most popular and common weaponry in the world’s armies in the 80s.
After the start of clashes with machines, all previous weapons showed their complete failure in the fight against robots. Based on the data obtained, the following requirements for weapons of the next generation were developed:
1. Brand new caliber to effectively pierce robots armor and destroy their components:
4,5x26 mm (Interdynamics AB MKR)
4.73x33 mm (Heckler&Koch G-11)
12,7x55 mm (АSh-12)
2. Increased capacity magazine (50-75 rounds)
3. High rate of fire (700-1000 rounds per minute)
All this provides effective fire and enemy permanent destruction on the close and medium distances.In game damage could be the same as 5* PVG-90.
Extremely powerful but heavy weapons.Here I can split class for 2 sub-categories:Rocket launchers and anti material sniper rifles.
2.1. AT and AA portable launchers.
Provides effective and instant destruction of even the most protected targets with a single shot.Could be equipped with thermobaric,tandem or cluster warhead.Deployment to the position is required, after the shot the empty tube is dropped to the ground.Every box contains only one,armed,rocket,but deadly for any target.
2.2 Anti material rifles.
Long range,heavy support weapon.As a result of heavy weight it is mounted on a bipod or tripod, but despite its massiveness and small magazine capacity (3-5 round),it has tremendous firepower capable of stopping even the most thick-skinned opponents.
Also,equipped with powerful 8x56 scope.
Perfect choice for fight against Hunters.One shot-one target.Devil power in compact body.
Useful tools for ambushes and sudden attacks.Experimental “clever” mines and grenades specially orientated on fight against machines.
How obtain experimental weapons.
I believe that the best and most logical way,to get those weapons,is the airdrop by planes.This may explain where the weapons came from and why it’s equipped with self destruct function.I think that this may be a randomly generated mission with a timer that is available to the player once every 24 hours of real time. The player receives a radio signal with the coordinates of the airdrop and the order to inspect it, the timer starts at the same time. Upon arrival, the player discovers that the signal emitted by the cargo attracted the attention of an enemy nearby(1 APO/FNIX Tank,2-4 APO/FNIX Hunters,4-6 APO/FNIX Runners,1-2 Seekers).The main task is to recapture the cargo and destroy the enemies before supply drop health bar runs out.If everything goes well, the player receives the contents of the cargo, which may consist of first-aid kits,munitions, parts of clothing, experimental weapons boxes,blueprints for homemade weapons craft(if crafting will be available).Each x-weapon’s box (6 cells in player’s inventory required) could be equipped with following munitions quantity:
•Small Arms (100-120 rounds)
•Support weapons (1 fully armed rocket launcher or 5 rounds for Anti material rifle)
•Throwable weapons (1-2 mines/grenades)
I think that all of the above will allow you to hold a balance between the power of weapons and accessibility for the player.Also I will be very happy to see what you thinking about this;)))
P.S. For those who think that my vision of x-weaponry could brake in game balance.
X-weapons always too powerful.Cuz they made specially for fight not only with existing military technologies but also with future prototypes.Good example is Soviet made АН602 hydrogen bomb(101,5 megaton of TNT),it’s never been used but 1 exemplar still exist.
Happy hunting,Comrades !!!