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Chaingun for Assault Rifles


mcalexev

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Any chance we could have that chaingun model some NPCs use added in as a costume weapon option for Assault Rifle wielders? Should work totally fine with the assault rifle animations given that's what the NPCs use.

Edited by mcalexev
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Weird, then, because it does look different in hand position to me.  ** shrugs **

 

4 minutes ago, mcalexev said:

they have the same one available over on Rebirth

Without getting too much into the weeds on the issue, I'm not terribly concerned with what other CoH private servers do/have done...

 

I'd also like to note that the Council troopers that use chainguns also have differently named attack powers than their AR-wielding brethren...

Edited by biostem
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4 minutes ago, mcalexev said:

Nope! It's the exact same stance. Also they have the same one available over on Rebirth and it works perfectly, so, definitely doable! @biostem

How would it work with the Sniper Rifle power? Completely different stance.

 

19 minutes ago, mcalexev said:

Should work totally fine with the assault rifle animations given that's what the NPCs use.

And no, they use the Assault Rifle power, not the Assault Rifle power set. Minor nitpick.

 

1 minute ago, biostem said:
5 minutes ago, mcalexev said:

they have the same one available over on Rebirth

Without getting too much into the weeds on the issue, I'm not terribly concerned with what other CoH private servers do/have done...

Agreed.

 

More options are a good thing, I just don't get how the chaingun can be used for the Sniper Rifle power.

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Just now, mcalexev said:

It'd probably look a little weird holding it like that but, it does otherwise work as far as I've seen! Plus you don't HAVE to pick sniper rifle anywho! It'd just be nice to have a minigun as an option. 😄 @Rudra

Just because players don't have to take a power doesn't mean the models/animations shouldn't match the available powers. And with the grips used in the animations for the Assault Rifle power set available to players and the grips used on the chaingun model animation, it wouldn't look a little weird. It would look completely idiotic. I'm fine with getting a chaingun model for players to use. The chaingun we can get as a Praetorian is one of the things I look forward to when I make a Praetorian. I just think it would work better as a new power set or something else needs to be made for the chaingun model to work with Sniper Rifle. Otherwise, you are just proposing a model for you to use and not considering how it would affect others that may also want to use it but also take Sniper Rifle on their Assault Rifle characters.

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10 hours ago, Rudra said:

How would it work with the Sniper Rifle power? Completely different stance.

 

Since AR doesn't get very much in the way of customization perhaps

We can switch gun models per power?

sort of a "right gun for a right situation" kinda thing.

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Its easy to criticize a suggestion but can you suggest an alternative?

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3 hours ago, Saiyajinzoningen said:

 

Since AR doesn't get very much in the way of customization perhaps

We can switch gun models per power?

sort of a "right gun for a right situation" kinda thing.

I feel like I read once that AR was probably a "weapons" set and there was a different gun for the different attacks but people in beta had a problem with all the redraw. Hence the frankengun.

What this team needs is more Defenders

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14 hours ago, mcalexev said:

It'd probably look a little weird holding it like that but, it does otherwise work as far as I've seen! Plus you don't HAVE to pick sniper rifle anywho!

 

Why would I *not* pick it? That seems a bit ridiculous, honestly.

 

"This model is broken with that power." "Don't take that power then!" ... no. If it's a choice between weapon model but having to skip useful powers to make it "work" or not having that weapon model - I'll do without the weapon model. Besides, I'd think it'd also look rather silly with Flamethrower and Ignite/Incinerate. Not skipping those either.

 

Now, if you want to argue for a chain gun powerset, with actually appropriate powers? All for it. Open up some more concepts.  But "this looks weird with 1/3 of the set" (possibly more) ... no thanks.

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Aside from anything overly troublesome with geometry and power effect orientation that could cause crazy effects (a la shooting crab lasers out of your feet), I'm not hearing any damning arguments against this from any cosmetic/thematic perspective.

 

You have specialized weapons in the models selection already. Sniper rifles aplenty. A blunderbuss.  A tommygun. Take a step back and ask: How do THESE mesh with the broader powerset? Slug? Buckshot? M30 Grenade? Sniper Rifle? Flamethrower and Ignite? Full Auto and Burst?

 

Oh- also the Crey, Rikti, Resistance, and tech-set energy weapons. Those are about as off-point for the entire powerset as can be. Yet, here we are. We have them. And they can be fun and thematic for characters, no less.

 

Simply put: The arguments here are more for separate firearms powersets rather than against including more selectable weapon models for Assault Rifle... If anything, these arguments work in favor of INCLUDING a minigun/chaingun.

 

That is to say, I support even more weapon skin options. Even if they look a little derpy with an off-center barrel. Whatever lets people have fun without harm to others. And it'd be a lot less work than dividing AR into 5 separate powersets, besides.

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25 minutes ago, Axilos said:

chaingun

 

32 minutes ago, Axilos said:

Aside from anything overly troublesome with geometry and power effect orientation that could cause crazy effects (a la shooting crab lasers out of your feet), I'm not hearing any damning arguments against this from any cosmetic/thematic perspective.

 

You have specialized weapons in the models selection already. Sniper rifles aplenty. A blunderbuss.  A tommygun. Take a step back and ask: How do THESE mesh with the broader powerset? Slug? Buckshot? M30 Grenade? Sniper Rifle? Flamethrower and Ignite? Full Auto and Burst?

 

Oh- also the Crey, Rikti, Resistance, and tech-set energy weapons. Those are about as off-point for the entire powerset as can be. Yet, here we are. We have them. And they can be fun and thematic for characters, no less.

 

Simply put: The arguments here are more for separate firearms powersets rather than against including more selectable weapon models for Assault Rifle... If anything, these arguments work in favor of INCLUDING a minigun/chaingun.

 

That is to say, I support even more weapon skin options. Even if they look a little derpy with an off-center barrel. Whatever lets people have fun without harm to others. And it'd be a lot less work than dividing AR into 5 separate powersets, besides.

 Surprised the Rikti stuff wasn't added to the energy gun powerset as customizations too tbh!

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1 hour ago, Axilos said:

Aside from anything overly troublesome with geometry and power effect orientation that could cause crazy effects (a la shooting crab lasers out of your feet), I'm not hearing any damning arguments against this from any cosmetic/thematic perspective.

 

You have specialized weapons in the models selection already. Sniper rifles aplenty. A blunderbuss.  A tommygun. Take a step back and ask: How do THESE mesh with the broader powerset? Slug? Buckshot? M30 Grenade? Sniper Rifle? Flamethrower and Ignite? Full Auto and Burst?

 

Oh- also the Crey, Rikti, Resistance, and tech-set energy weapons. Those are about as off-point for the entire powerset as can be. Yet, here we are. We have them. And they can be fun and thematic for characters, no less.

 

Simply put: The arguments here are more for separate firearms powersets rather than against including more selectable weapon models for Assault Rifle... If anything, these arguments work in favor of INCLUDING a minigun/chaingun.

 

That is to say, I support even more weapon skin options. Even if they look a little derpy with an off-center barrel. Whatever lets people have fun without harm to others. And it'd be a lot less work than dividing AR into 5 separate powersets, besides.

The thing is, those weapons are designed to work with the animations of the power set. The weapons are designed so that when you use them, they fit what the animation does, like look down the barrel or through the sights when sniping. Even if they lack the features to use the powers available in the set, they can be plugged into the animation and work. A chaingun cannot and at minimum requires new animations. At least for the Sniper Rifle power. So it would be better off as its own power set in my opinion. (After all, isn't that basically how we got Dual Pistols? Probably not, but maybe?)

 

7 hours ago, Saiyajinzoningen said:

 

Since AR doesn't get very much in the way of customization perhaps

We can switch gun models per power?

sort of a "right gun for a right situation" kinda thing.

This is what CO did, and it frustrated the hell out of me. (I like the idea of a character carrying multiple weapons, but I prefer different power sets for it. So I would still like to see the Sidearm power pool that was previously suggested by someone.) If that is people's preferences though? I don't have to opt into it. However, that also means I won't get to use the chaingun model without (in my opinion) breaking the set (either for the broken animation or for the weapon change from the single power set). (Besides, breaking AR up into different weapon models for different attacks will require an overhaul of the costume creator.) Hence why I proposed a minigun power set. If implemented, the animations for its use already exist (just need to use the one animation for different lengths of time, easy implementation), gives players a new power set option (particularly for those players upset about Beanbag still being in AR), and can still use the existing weapon models from AR in addition to the requested chaingun.

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