Unimplemented Version 1 Weapons and Sidearms

Discussion in 'NOTD 2 Discussion' started by Kith, Sep 3, 2017.

  1. Kith
    • Development Team
    • Designer

    Kith NOTD Staff: Anti-Fun Wizard Skeleton

    Version 1 Weapons and Sidearms
    pew pew

    NOTD 2's Weapons and Sidearms are being adjusted to fit in with the new Armor systems.

    Many damage and attack speed values have been adjusted based on preliminary testing. Since the majority of these changes are simple field adjustments, they will likely be one of the first things implemented when work starts on Version 1.

    The "original" weapons based off of NOTD's can be found in this post.
    The "variant" weapons that are new to the series can be found in Post #2.
    The new Sidearm system and their stats are detailed in Post #3.

    Detalles Importantes
    • All weapons will be available as Favored Weapons, meaning that players will be able to start the game with them once they reach 5,000 Rank points.
    • Unequipping a weapon discards currently loaded Rounds. As a result, Equip Times are now longer, as they are both Equipping and loading the weapon in question. As a note, swapping to a Sidearm will not discard currently loaded rounds.
    • To make up for the new equip functionality, most Reload times have been shortened.
    • Critical Damage has been standardized to 150% for most weapons and 200% for weapons intended to be used by classes who rely on Critical Hits. The former have their Critical Damage listed in Orange whereas the latter have their Critical Damage listed in Red.

    Splash Type Clarifciations
    Show Spoiler
    As a general rule, Splash Damage does not apply to the primary target. The only exception to this is Scattershot, which is clarified below.

    Single Target weapons do not have any splash, but can have it added based on certain classes.
    Penetration deals 50% of the weapon's damage in a 0.5 width, 2.5 length line behind the target.

    Radial deals 50% of the weapon's damage in a 1 radius circle around the target.

    Spray And Pray hits one target twice at less than 4.5 range and two targets once at greater than 4.5 range. If there's only one target being attacked at greater than 4.5 range, it is only hit once and the second attack is wasted.

    Forked Lightning attacks three times, preferring to hit as many targets as possible. If there are less than three targets, the additional bolts will attack the same target again.

    Fragmentation deals full damage in a 1.5 radius around the target.

    Scattershot uses one of twelve different splash templates based on the distance to the target. Keep in mind that these overlap with the primary damage of the weapon, meaning that the primary target of any attack takes the listed damage of the weapon plus Scattershot's splash effect.
    1. 60 Damage, 0.25 Radius
    2. 55 Damage, 0.5 Radius
    3. 50 Damage, 0.75 Radius
    4. 45 Damage, 1.0 Radius
    5. 40 Damage, 1.25 Radius
    6. 35 Damage, 1.5 Radius
    7. 30 Damage, 1.75 Radius
    8. 25 Damage, 2.0 Radius
    9. 20 Damage, 2.25 Radius
    10. 15 Damage, 2.5 Radius
    11. 10 Damage, 2.75 Radius
    12. 5 Damage, 3.0 Radius


    Assault Rifle
    Round Consumption: 1
    Damage: 15
    vs Armored: 13
    vs Critical: 22.5
    Attack Speed: 0.3
    Splash Type: Penetration
    Penetration deals 50% of the weapon's damage in a short line behind the target.
    Range: 12
    Reload: 1.25 Seconds
    Equip: 1.75 Seconds


    Sub-Machine Gun
    Round consumption: 1
    Damage: 15
    vs Armored: 10
    vs Critical: 22.5
    Attack Speed: 0.3
    Splash type: Spray And Pray
    Attacks one target twice at less than 4.5 range or hits two targets once at 4.6 range or further.
    Range: 8
    Reload: 1 Second
    Equip: 1.5 Seconds


    Medium Machine Gun
    Round consumption: 1
    Damage: 15
    vs Armored: 13
    vs Critical: 30
    Attack Speed: 0.3
    Splash type: Penetration
    Deals 50% of its damage in a 2.5 length, 0.25 width line behind the target.
    Range: 15
    Reload: 2 Seconds
    Equip: 4 Seconds


    Heavy Machine Gun
    Round Consumption: 1
    Damage: 30
    vs Critical: 60
    Attack Speed: 0.3
    Splash Type: Penetration
    Deals 50% of its damage in a 2.5 length, 0.25 width line behind the target.
    Range: 20
    Reload: 2 Seconds
    Equip: 4 Seconds
    Special: Weapon requires setup.


    Marksman Rifle
    Round consumption: 1
    Damage: 80
    vs Armored: 56
    vs Critical: 120
    Attack Speed: 1.25
    Splash type: Single Target
    Range: 20
    Reload: 1.5 Seconds
    Equip: 1.75 Seconds


    Anti-Materiel Rifle
    Round Consumption: 2
    Damage: 200
    vs Critical: 300
    Attack Speed: 3
    Splash Type: Single Target
    Range: 30
    Reload: 2.5 Seconds
    Equip: 4 Seconds


    Laser Rifle
    Round Consumption: 1
    Damage: 20
    vs Armored: 30
    vs Critical: 30
    Attack Speed: 0.25
    Splash Type: Single Target
    Range: 12
    Reload: 1.75 Seconds
    Equip: 3 Seconds


    Flamethrower
    Round Consumption: 1
    Damage: 6
    vs Critical: 9
    Attack Speed: 1.15
    Splash Type: Flamethrower
    Attacks hit the target up to 12 times the closer they are.
    Range: 4 (Ground Only)
    Reload: 2 Seconds
    Equip: 4 Seconds


    Pump Shotgun
    Round Consumption: 2
    Damage: 40
    vs Armored: 28
    vs Critical: 60
    Attack Speed: 1.5
    Splash Type: Scattershot
    Attacks gain more damage the closer the target and more splash radius the further the target.
    Range: 12
    Reload: 1.75 Seconds
    Equip: 3 Seconds


    Automatic Shotgun
    Round Consumption: 2
    Damage: 20
    vs Armored: 14
    vs Critical: 30
    Attack Speed: 0.75
    Splash Type: Scattershot
    Attacks gain more damage the closer the target and more splash radius the further the target.
    Range: 12
    Reload: 1.75 Seconds
    Equip: 3 Seconds
  2. Kith
    • Development Team
    • Designer

    Kith NOTD Staff: Anti-Fun Wizard Skeleton

    Plasma Rifle
    Round Consumption: 1
    Damage: 20
    vs Armored: 15
    vs Critical: 30
    Attack Speed: 0.45
    Splash Type: Radial
    Deals 50% damage in a small circle around the target.
    Range: 12
    Reload: 1.25 Seconds
    Equip: 1.75 Seconds


    Chem Sprayer
    Round Consumption: 1
    Damage: 10
    vs Critical: 15
    Attack Speed: 0.25
    Splash Type: Radial
    Deals 50% damage in a small circle around the target.
    Range: 8
    Reload: 1.25 Seconds
    Equip: 1.75 Seconds


    Minigun
    Round consumption: 1
    Damage: 15
    vs Armored: 12
    vs Critical: 30
    Attack Speed: 0.3
    Critical Damage: 200%
    Splash type: Spray And Pray
    Attacks one target twice at less than 4.5 range or hits two targets once at 4.6 range or further.
    Range: 15
    Reload: 2 Seconds
    Equip: 4 Seconds


    Plasma Lancer
    Round Consumption: 2
    Damage: 80
    vs Critical: 160
    Attack Speed: 0.5
    Splash Type: Penetration
    Deals 50% damage in a short line behind the target.
    Range: 20
    Reload: 2 Seconds
    Equip: 4 Seconds
    Special: Weapon requires setup.


    Grenade Launcher
    Round Consumption: 2
    Damage: 50
    vs Armored: 35
    vs Critical: 75
    Attack Speed: 2
    Splash Type: Fragmentation
    Deals full damage in a circle around the target.
    Range: 15
    Reload: 3 Seconds
    Equip: 4 Seconds


    Microwave Projector
    Round Consumption: 1
    Damage: 25
    vs Critical: 37.5
    Attack Speed: 0.3
    Splash Type: Single Target
    Range: 10
    Reload: 1.75 Seconds
    Equip: 3 Seconds


    Slug Shotgun
    Round Consumption: 2
    Damage: 90
    vs Armored: 72
    vs Critical: 135
    Attack Speed: 1
    Splash Type: Penetration
    Deals 50% damage in a short line behind the target.
    Range: 16
    Reload: 1.75 Seconds
    Equip: 3 Seconds


    Volt Thrower
    Round Consumption: 1
    Damage: 20
    vs Critical: 30
    Attack Speed: 0.8
    Splash Type: Chain Lightning
    Attacks bounce to up two additional enemies.
    Range: 6
    Reload: 1.5 Seconds
    Equip: 3 Seconds
  3. Kith
    • Development Team
    • Designer

    Kith NOTD Staff: Anti-Fun Wizard Skeleton

    SIDEARMS
    • Unlike NOTD's transient and castable Combat Knife, NOTD 2's Sidearms will be actual weapons that their characters swap to when the button is pressed.
    • Sidearms do not consume ammunition or require Reloading.
    • Sidearms tagged as "Powered" reduce the users's Maximum Energy by 25 while active.
    • The player can still Reload an equipped weapon while a Sidearm is active, but will do so at a 30% penalty to Reload Speed.
    • Each Sidearm has an equip and unequip timer, with a length determined by the "swap" field.
    • Sidearms cannot Critically Hit.
    • Ranged Sidearms are used by Standard Armor classes and Melee Sidearms are used by Specialist Armor classes, but Augment Sidearms can be used by either.


    RANGED SIDEARMS
    Used by Standard Armor characters, aka:
    Rifleman, Guardsman, Medic, Nanotech, Surveyor, Demolitions, Pathfinder, Tactician, Strategist, Force Recon, Marksman, Telepath, Psion, Commando, Delta Operative, Dragoon, Technician, Forward Observer, and Squad Leader


    Pistol
    Damage: 20
    vs Armored: 18
    Attack Speed: 0.75
    Splash Type: Single Target
    Range: 6
    Swap: 1 Second
    Powered: Yes


    Spiker
    Damage: 40
    vs Armored: 60
    Attack Speed: 1.75
    Splash Type: Single Target
    Range: 6
    Swap: 1.5 Seconds
    Powered: Yes


    Carbine
    Damage: 40
    vs Armored: 28
    Attack Speed: 1.75
    Splash Type: Single Target
    Range: 10
    Swap: 1.5 Seconds
    Powered: Yes


    Machine Pistol
    Damage: 15 (x3)
    vs Armored: 11 (x3)
    Attack Speed: 2
    Splash Type: Single Target
    Range: 6
    Swap: 1 Second
    Powered: Yes


    MELEE SIDEARMS
    Used by Specialist Armor characters, aka:
    Gunner, Assault, Stormtrooper, Paladin, Flamethrower, Sapper, Engineer


    Fist
    Damage: 25
    Attack Speed: 0.3
    Splash Type: Single Target
    Range: 1.2 (Ground Only)
    Swap: 0.25 Seconds
    Powered: No


    Axe
    Damage: 40
    vs Armored: 28
    Attack Speed: 0.45
    Splash Type: Single Target
    Range: 1.2 (Ground Only)
    Swap: 0.5 Seconds
    Powered: No


    Crowbar
    Damage: 35
    Attack Speed: 0.45
    Splash Type: Single Target
    Range: 1.2 (Ground Only)
    Swap: 1 Second
    Powered: No


    Hammer
    Damage: 75
    Attack Speed: 1
    Splash Type: Single Target
    Range: 1.2 (Ground Only)
    Swap: 1 Second
    Powered: No


    Chainsaw
    Damage: 10
    vs Armored: 7
    Attack Speed: 0.1
    Splash Type: Single Target
    Range: 1.2 (Ground Only)
    Swap: 1.5 Seconds
    Powered: Yes


    Mining Drill
    Damage: 15
    Attack Speed: 0.17
    Splash Type: Single Target
    Range: 1.2 (Ground Only)
    Swap: 1.5 Seconds
    Powered: Yes


    Fusion Cutter
    Damage: 80
    Attack Speed: 0.8
    Splash Type: Single Target
    Range: 1.2 (Ground Only)
    Swap: 1.5 Seconds
    Powered: Yes


    AUGMENTS
    Augments are not weapons at all, but passive upgrades. If a player chooses to take an Augment over a Sidearm, they will not have access to Sidearm weapons and the button will be passive. Any class, regardless of Suit type, can use Augments.


    Aim Assistant
    Increases Critical Chance by 10%.

    Occular Implants
    Increases Sight Range by 2 and Detection Range by 8.

    Mobility Augment
    Increases Movement Speed by 0.25 and Jump Range by 1.
  4. Kith
    • Development Team
    • Designer

    Kith NOTD Staff: Anti-Fun Wizard Skeleton

    All of NOTD 2's Weapons and Sidearms have been fully detailed here and are ready for implementation.
  5. Stereo
    • Development Team

    Stereo Paper Boy

    I think Pistol and Auto Pistol should be considered unpowered to differentiate them from the others, as you could say they are comparatively weaker than their alternatives.
  6. Kith
    • Development Team
    • Designer

    Kith NOTD Staff: Anti-Fun Wizard Skeleton

    Nah. Ranged Sidearms are powered, period - they give you the ability to attack at range without expending ammunition, and the Maximum Energy penalty isn't even really a penalty if you keep up your Ability use (easy enough for characters like the Demolitions).

    Right now the DPSes factor out to:

    Pistol: 25 (22.5 vs Armored)
    Spiker: 22 (34 vs Armored)
    Carbine: 28 (20 vs Armored)
    Machine Pistol: 22.5 (16.5 vs Armored)

    The Machine Pistol's DPS is lower than the Pistol's, I will grant you that, but it also attacks in three-round bursts, making it useful for stutter-stepping. If anything, the Carbine is over-performing, so I'll just dial that back and move on - I'll leave the rest to live testing.

    New Carbine DPS is 22 (16 vs Armored).

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