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More modules and weapons for comms

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Firepluk
13 years ago
I suggest to add some new modules and weapons for commanders. It will make game more interesting, i think that commanders is one of the most interesting parts of zero-k. And it will be great to make them more flexibility and configurable. If you open to discussion i suppose that players can suggest many interesting ideas here.
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Firepluk
13 years ago
This dont mean that we need to create commanders to "be one in the field unit".
(this will break ballance).
For example it will be good to add some kind of powerfull AA weapons for commanders.
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13 years ago
I think llts and com lasers ( All lasers ) should get more range, but maze can get unbalanced this way.

But if you make a Strike Com with 1 Advanced Targeting System, one Laser Upgrade, 2 lasers and Damage boosters you will get your AA Com
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13 years ago
A commander flamethrower would be cool. Just because.
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13 years ago
Flamethrower would be awesome indeed.
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13 years ago
I recon it would be good to have some kind of research centre devoted to focusing on better upgrades, it could cost exponentially more research time for each upgrade to keep it balanced.
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13 years ago
I would like a capture module, like Dominatrix.
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13 years ago
and a Torpedo gun.
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13 years ago
The Newton's gravity gun.

Come on, mobile newton, you know you want it. =)

Put it on a recon comm and you have a jumpjetting gravity weapon. I always wanted to see the experimental gravity plane from CA come back. Was WAY too hilarious.
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13 years ago
The ultimate problem with gravity gun on mobile units is newton's 3rd law.
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13 years ago
anti-nuke and anti-missiles, minesweaper could be fine ^^ Or something like ninja rope ^^ which can move you and a target together (or you to a land).
Some "wings" module, or real catapult :D (i just wanna fire peewe xD)
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13 years ago
The slicer weapon would be the most awesome thing ever.
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13 years ago
Yes the melee laser blade i created! that would be so awesome!
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13 years ago
lucky:
Newton's third law? Is that really in the engine?

I seriously doubt there's some kind of engine limitation preventing units from mounting a gravity gun. You can just give it to them and it should work.
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13 years ago
I could see it now, with 70 percent range increase so its like a two handed sword, and with a special module that enhances move speed of the commander by 15% and damamge of melee blade by 15%.
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13 years ago
Jseah, it's not in the engine, that's the problem. It looks silly to have units throwing things around and not being effected. Slow morty used to be gravity morty and it was really funny looking.

Trib, you made the lightsaber thing? That weapon was so sexy! Jedi commanders do want.
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13 years ago
Gravity morty... lol. Wish I could see that.

I don't really understand what you mean by "it looks silly". Newton doesn't look silly. Well, ok, bandits and rockos doing somersaults is funny, but not in the same way that silly stuff is just silly.
It only looks weird when there's direct contact instead of a mysterious tractor beam thingy. Imagine a morty extending a tiny arm, picking up the Dante physically and tossing it across the map. THAT looks silly.
Now imagine a morty shooting a red newton beam and causing a Dante to fall over. That doesn't look so silly now.

Why would say gnats mounting the newton's gravity gun be silly? (other than the gross imbalance that would cause)
OP reasons: Sure, they wouldn't do alot of damage nor stop an enemy force or do anything substantial really, but sending units flying all over causes chaos and chaos is very hard to respond to.

I still want that flying newton from CA's experimental lab... =)
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13 years ago
i agree more com slots(long ago)

http://zero-k.info/Forum/Thread/230
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13 years ago
oops wrong post
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13 years ago
DisruptorBeam seems to work great against air, but have a little bit low range.

There is no upgrade for it's range to like the PlasmaContainmentField.

But I really want a anti bandit weapon like on outlaws for coms.

I want to boost it with advanced targeting systems to a disruptor field XD
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