Difference between revisions of "Weapon:Railgun"

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=Content=
 
=Content=
  
TFC's railgun does 23 damage per hit, but this is obviously not particularly useful for us, since we're revamping the railgun.
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'''Do not animate the railgun until this stuff is ingame and we're fairly sure it's good enough for the beta, otherwise you'll just have to redo them after we test it.'''
FF's railgun bounces off walls and gets more damaging with each bounce.
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FF's railgun is a fairly big departure from TFC's.  The FF railgun can be charged by the engineer, shoots faster projectiles, the projectiles knock people around inflicting damage via visceral jolts.  Railgun damage isn't absorbed by armour as effectively, so it is useful against heavier targets.
  
==Damage==
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This gives the engineer a more useful backup role against heavies (in cooperation with their own heavy defenders) and allows the engineer to defend his sentry gun when players approach corners intent on stealthily taking down a sentry.  It also means a skilled railgun user can knock half of a player's health off with a fully charged shot.  Obviously this will probably all be tweaked on testing.
* '''x''' damage on first bounce
 
* '''x''' damage on second bounce
 
* '''x''' damage on third bounce
 
* '''x''' damage on fourth bounce (is there a fourth?)
 
  
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==Minimum Charge Damage==
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* 30, with normal armour absorption.
  
Shouldn't this be green on initial 1x damage, yellow after 1st bounce and 2x damage, red after 2nd bounce and 4x damage + explosion if you score a hit? -dos
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==Maximum Charge Damage==
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* 50, with zero armour absorption (i.e. taken straight from the wounded player's health, armour is ignored).
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==Charge==
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* Reaching full charge takes 7 seconds (same as the [[Weapon:Sniper Rifle|Sniper Rifle]]).  A full charge can be maintained for 5 further seconds after which it will dissipate.
  
 
==Rate of Fire==
 
==Rate of Fire==
* '''x''' shots per second
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* The railgun can fire a projectile every 1 second.  However, these low charge shots are weak.
  
 
==Speed of Projectile==
 
==Speed of Projectile==
* 1500 units per second (TFC), may need tweaking.
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* 2500 units per second.
  
 
==Ammo==
 
==Ammo==
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==Range==
 
==Range==
* Whatever. 2000 units? (might have to set this to be quite low to stop random railgun bolts flying around midmap for ever)
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* ?  Same as whatever the rocket uses, I guess.
  
 
==Special==
 
==Special==
* Reflects off surfaces to increase damage levels.
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* Pushes players around when used with a large charge.  At minimum charge, there is a very slight kick.  At maximum charge, it will provide an impulse big enough to move a heavy weapons guy around 100 units.  Lighter classes obviously will be jolted more severely.
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* Bypasses armour 100% when fully charged.
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* Both of these effects increase in a linear fashion according to the charge.
  
 
==Animation==
 
==Animation==
 
[[Animation:Railgun|Railgun]]
 
[[Animation:Railgun|Railgun]]
 
  
 
[[Category:Projectile]]
 
[[Category:Projectile]]

Revision as of 14:48, 24 June 2006

Content

Do not animate the railgun until this stuff is ingame and we're fairly sure it's good enough for the beta, otherwise you'll just have to redo them after we test it. FF's railgun is a fairly big departure from TFC's. The FF railgun can be charged by the engineer, shoots faster projectiles, the projectiles knock people around inflicting damage via visceral jolts. Railgun damage isn't absorbed by armour as effectively, so it is useful against heavier targets.

This gives the engineer a more useful backup role against heavies (in cooperation with their own heavy defenders) and allows the engineer to defend his sentry gun when players approach corners intent on stealthily taking down a sentry. It also means a skilled railgun user can knock half of a player's health off with a fully charged shot. Obviously this will probably all be tweaked on testing.

Minimum Charge Damage

  • 30, with normal armour absorption.

Maximum Charge Damage

  • 50, with zero armour absorption (i.e. taken straight from the wounded player's health, armour is ignored).

Charge

  • Reaching full charge takes 7 seconds (same as the Sniper Rifle). A full charge can be maintained for 5 further seconds after which it will dissipate.

Rate of Fire

  • The railgun can fire a projectile every 1 second. However, these low charge shots are weak.

Speed of Projectile

  • 2500 units per second.

Ammo

Range

  • ? Same as whatever the rocket uses, I guess.

Special

  • Pushes players around when used with a large charge. At minimum charge, there is a very slight kick. At maximum charge, it will provide an impulse big enough to move a heavy weapons guy around 100 units. Lighter classes obviously will be jolted more severely.
  • Bypasses armour 100% when fully charged.
  • Both of these effects increase in a linear fashion according to the charge.

Animation

Railgun