The new weapon system - part 1.
Code:
---| 0. Intro |--------
The weapons are a little bit tricky: you have 9 maintypes of ammo (as in 1.23), but you have some different weapons to shoot ammo. Different weapons support different ammo. With the Character's basic blaster, the interface update will make it possible to shoot more types of ammo. You CAN get ammo that cant be shot out, for if you find a weapon that CAN shoot it out. Each maintype has some upgrades for weapons.
---| 1. Blaster |--------
Weapons
a) LFG-2000 (Jazz's basic).- Shoots light energy shots, which don't do much damage, but since the energy is drained from the environment into the gun's battery, the ammo is pretty much infinite. If you shoot fast enough you might use up energy faster than it recharges, but in such occasion hide for a moment or switch the weapon to let it recharge. You can also hold down the shoot key to charge a more powerful shot, but it'll take more energy (only with blaster shots, not with other ammo).
b) LFG-3000 (Spaz's basic).- The difference from LFG-2000 is that it shoots faster (only with blaster shots, not with other ammo), but the shots are less accurate. The battery is a bit stronger, so even with this fast shooting energy will run out with the same speed as in LFG-2000.
c) LFG-1500 (Lori's basic).- The difference from LFG-2000 is that it shoots energy bullets in a shape of a disc - they deal more damage, but use up the battery faster.
d) LFG-4000....(Pickup)....- Shoots three energy bullets at once - has thrice stronger battery than LFG-2000, so battery drains with same speed.
e) LFG-5000....(Pickup)....- Shoots an energy ball that spreads into 5 typical blaster shots on impact - has only twice stronger battery than LFG-2000, so needs to recharge pretty much.
Ammo
f) Blaster shot............- Standard shot. Damage: 1 (2 with Interface update).
Upgrades
g) Extra battery...........- Can be connected to character's basic blaster, lets you shoot longer before you'll need to stop for recharging.
h) Accumulator.............- Can be connected to character's basic blaster, increases damage dealt by shots but also uses up batteries faster. Basically more power -> bigger need for batteries, so hunt them down with same effort.
i) Interface update........- Can be connected to character's basic blaster, lets you use 2nd level ammo (powered-up ones from 1.23) in the blaster.
---| 2. Bouncer |--------
Weapons
a) Basic Blaster..- Supports blue bouncy bullets, and purple bouncy bullets if you got the Interface update.
b) BBT-21.........- Supports blue and purple bouncy bullets, shoots them with big speed, but the rest is like blaster.
c) BBT-3:1........- Supports blue, purple and black bouncy ammo, shoots three bullets at once in different, random angles.
d) BBT-S15X.......- Supports blue and purple bouncy bullets, shoots with great power, so the bullets either fly very far or bounce off walls very aggresively.
Ammo
e) Blue bullets...- Damage: 1, bouncy: 1.
f) Purple bullets.- Damage: 2, bouncy: 2.
g) Black bullets..- Damage: 3, bouncy: 3.
Upgrades
h) Visor..........- Compatible with BBT-S15X, lets you zoom the vision for sniping far positioned enemies. Sort of targeting for far positioned enemies.
---| 3. Freezer |--------
Weapons
a) Basic Blaster.........- Supports ice cubes, and N charged cubes (2nd level) if you got the Interface update. Needs to reload after each shot (temperature precautions), freezes enemies and you can crash them into pieces with a shot or hit (1.23 feature). You can also shoot the ground (by ducking) to make it slippy (for you too!).
b) Frostbiter N-11.......- Supports normal and N charged cubes, needs to reload after each 5 shots, you can charge up your shot to freeze the enemy for longer (feature borrowed from Metroid games).
c) Frosteater N12U08.....- Supports normal, N charged and U charged cubes, no need to reload.
d) Frostswallower N15U10.- Supports normal, N charged and U charged cubes, shoots 5 cubes at once. Charged shot takes up to whooping 50 cubes, becouse the 5 cubes will explode into 10 new ones, when hitting a wall.
Ammo
e) Ice cubes.............- Time: 1, doesn't work on certain enemies (heat-based?).
f) N charged ice cubes...- Time: 3, can even shortly freeze most resisant enemies.
g) U charged ice cubes...- Time: 2, deal small damage to frozen enemies.
Upgrades
h) T-Amplifier...........- You need a Frost-series weapon to use it. With it turned on, you slowly lose ice cubes, but your gun emanates with frost, freezing enemies that are close enough. Be careful, using it for too long will freeze you too!
---| 4. Seeker |--------
Weapons
a) Basic Blaster.........- Supports red-white heat-seeking rockets (blue-orange also if you have the Interface update). Normally, just shoots the rocket straight forward. When you shoot it out, it will first just go straight (very slow). Then it locks at a heat spot (enemies, but you may accidently lock on fire or stuff like that) for two seconds to lock on, and then the rocket will slighty seek the object's movement. After 3 seconds, it'll explode.
b) HSRL-1 "Seeker".......- Supports red-white and blue-orange rockets. Has a better detection system, which means it won't lock on most environmental heat signs. The lock-on time is still 2 seconds, but rockets hunt down targets in a better manner.
c) HSRL-2 "Hunter".......- Supports red-white and blue-orange rockets. Hardly improved system decreases the lock-on time to 1 second and does not lock on lifeless objects, but that also means it LOST the ability to seek machines. Rockets now hunt enemies down very aggresively, so they'll need to hide behind a wall or something to don't get hit. And they better do that FAST.
d) SeeKannon XP4.........- Supports red-white, blue-orange and green-brown rockets. This is certainly a heavy weapon - it'll slow you down and make your jumps lower. However, it's size is mostly a system of advanced seeking devices, and that means immediate lock-on, no problems with environmental heat or finding robots.
e) SeeKrazy PTF..........- Supports only green-brown rockets. Immediately locks on enemies. Then the gun communicates with the rocket and it takes the aim. It's advantage is that it doesn't slow you down and still has the same intelligence features as SeeKannon XP4.
f) Rocket Pilot v3.01....- This small toy is compatible only with special black rockets. Once the rocket is shot, camera takes it's point of view and you can steer it. At any point (for example if your character is being attacked) you can push the shoot key and you'll lose control over the rocket, but will be able to move again. The rocket will work as a blue-orange one, but will still last 8 seconds.
Ammo
g) Red-white rockets.....- Damage: 1. Seeking time: 3 secs.
h) Blue-orange rockets...- Damage: 2, can avoid small objects less then 3 tiles heigh. Seeking time: 3 secs.
i) Geen-brown rockets....- Damage: 2, is covered in strong metal so they can bounce off objects for 3 times. Seeking time: 5 secs.
j) Black rockets.........- Damage: 2. Rare rockets that are the only ones working with Rocket Pilot v3.1. It's ability is worth finding them. Seeking time: 8 secs.
---| 5. RF-missle |--------
Weapons
a) Basic Blaster......- Supports green rockets (and red with Interface update). Fires a single rocket at speed 1, but can shoot two if you hold down the shoot key for longer. That will count -2 on your ammo counter.
b) RF-missle Launcher.- Supports green and red rockets. Fires a single rocket at speed 2, but can shoot up to three rockets if you hold down the shoot key for longer. That will count up to -3 on your ammo counter.
c) T-B RF-RL..........- Supports green and red rockets. Fires three rockets at once with speed 2. Quite a heavy beast, it'll slow you down and make your jumps lower. That will count -1 on your ammo counter.
d) RapidRF............- Taken straight out of Bolly's left-overs, supports green and pink rockets. Shoots them at speed 3. But if you shoot too much it'll overheat and you'll need to wait until it cools off.
e) Sticky Launcher....- Supports red and pink rockets. Fires 2 red rockets and 1 pink rocket at once with speed 2, but they are sticked to each other, meaning they can hit only one target and deal massive damage to it.
Ammo
f) Green RF rockets...- Damage: 1, explosion radius: 1.
g) Red RF rockets.....- Damage: 2, explosion radius: 2.
h) Pink RF rockets....- Damage: 3, explosion radius: 1.
Note 1.............- The explosions should also hurt you, if you are too close.
Note 2.............- If you shoot only one rocket, it will lose heigt pretty fast at speed 1 and less fast at speed 2. At speed 3, it will not lose any height.
Tools
i) RF Turret IP312....- You can have up to 3 Turrets running at the same time and you can own not more than 5. When it is empty, it becomes available for other players. Set it somewhere and give it up to 20 of your rockets (supports green only). It will shoot out one rocket in a preset direction when someone comes near it. Good for securing tunnel exits or any other places that are certain to cross by enemies.
__________________
Last edited by Jerrythabest; Sep 6, 2005 at 07:23 AM.
|