Possible SuperWeapons

If you have any suggestions or ideas about what you'd like to see in a future version of Lambda Wars, tell us about it here.
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Re: Possible SuperWeapons

Post by nickerun » Wed Oct 15, 2008 1:48 pm

Dark Shot wrote:Combine super-weapon: The combine super-portal as seen in ep2, produces combine units instantly and will tear up anything in its path (somewhat like a tornado) and will move verrry slooowly.

Rebel super-weapon: The rocket as seen in ep2, can inflict a huge amount of damage and/or can deactivate a combine super-portal.

Possible combine super-weapon Suggestion: Combine advisor, Can call in soldiers and can wreck havok on a rebel base killing its guards and make a clear path for the troops. When down to 0 hp instead of dying it will retreat out of the map

Just some mature suggestions.



maby the magnusson device for rebels and the super turret in ep2 for combines
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Re: Possible SuperWeapons

Post by scrub » Thu Oct 16, 2008 12:22 am

How would the device work? In Ep2, you use the Gravity Gun to fire it up at the Strider. I am curious as to how they can code the rebels to fire it up at the Striders.

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Re: Possible SuperWeapons

Post by SkedarE » Thu Oct 16, 2008 4:59 am

Although, these two utilities, the super turret and magnusson device, will be hard to implement, they could be a good asset to the game. However, I would not recommend them for superweapons. They don't hold that special effect that makes them even seem like super weapons. They just seem more like upgrades or that they should rather be upgrades than a superweapon.

A superweapon needs that detachment from the simple building of upgrades, buildings and units. A light headcrab barrage would suit better for combine for example.
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Re: Possible SuperWeapons

Post by Vaun » Fri Oct 17, 2008 5:22 am

Before anyone else says the PORTAL STORM is a weapon, it IS NOT a weapon. It indescriminately KILLS everything near it, like a tornado made of dark energy. Thank you, this has been a public enlightenment announcement brought to you by the correctness nazi.
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Re: Possible SuperWeapons

Post by Terminus Prime » Mon Dec 08, 2008 9:16 pm

Headcrab missile silo for the Combine.

Teleportation/portals for the Resistance. Possible miniature portal storm; sure it kills anything in its AoE, but that's not a problem when it's short-lived, is of limited size and materializes over the Combine base.

Suppression cannon I see as more of an artillery piece/heavy defensive turret.

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Re: Possible SuperWeapons

Post by Vaun » Sat Dec 13, 2008 5:27 am

So essentially lets build a mini citadel reactor (if thats possible) then blow it, our base, and the entire immediate area, up. I say instead of giving them "superpoweres", we give them facilities that you pay to fire off. The rebels get a missile silo that launches a big missile with a few MIRVs to do direct (but sporadic) damage to an area (albeit not a ton, unless you research some sort of WMD payload). The combine get a Headcrab Artillery cannon (like in Lost Coast tech demo), which fires like 3-5 shells of varying payload into an area, landing randomly in said area, doing a small bit of blast dmg and deploying their hazardous cargo.

Also, are you saying that the rebels get the Portal Storm abillity? Only the combine COULD do this, and even then it would be suicide and kill all of them, as well as the rebels cancelling the reinforcements through the superportal, which takes hours if not days to open, with a single missile.
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Re: Possible SuperWeapons

Post by Terminus Prime » Sat Dec 13, 2008 7:56 am

The Rebels have more advanced portal technology than the Combine. It is conceivable that they could cause a small scale portal storm in a given area via the same satellite array used to close the Combine one.

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Re: Possible SuperWeapons

Post by jimjim » Sun Dec 14, 2008 1:21 am

Portal storms are a byproduct of Combine portals, not Rebel portals...

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Re: Possible SuperWeapons

Post by Terminus Prime » Sun Dec 14, 2008 5:22 pm

See the Black Mesa incident. It should not be beyond the Rebel scientists to reflect on what they know of that phenomena, and replicate it, albeit at a miniaturized, less catastrophic level.

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Re: Possible SuperWeapons

Post by St3althPyr0_37 » Mon Dec 15, 2008 8:50 pm

in that case it would also need to be controllable, or at least directed to an area. Portal storms as we have seen them are random events triggered by a large portal entity.
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Re: Possible SuperWeapons

Post by Drunkenvalley » Mon Dec 15, 2008 10:16 pm

St3althPyr0_37 wrote:in that case it would also need to be controllable, or at least directed to an area. Portal storms as we have seen them are random events triggered by a large portal entity.
In just a few years a lot can change. Especially during a war. We're also seeing that humanity has already evolved at a more rapid pace the further along history we go. So personally, I don't find it out of the question that at some point, the Rebels manage to make the portal storms an element of power that they can to some degree of control.

It's almost like trying to find a balance in today's bombs: They are unstable, and kill indiscriminately once set off, but that's why we try to stabilize and prepare these weapons to go off when we want them to.

The reason why Portal Storms as a weapon would occur at some point if the war continues would be that it would have to be suggested to someone that can make it reality. Only issue is, the person making the suggesting would have to be pretty slow to not realize just how unstable this power is, or he/she would simply have to not care about that.
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Re: Possible SuperWeapons

Post by jimjim » Tue Dec 16, 2008 4:50 am

Terminus Prime wrote:See the Black Mesa incident. It should not be beyond the Rebel scientists to reflect on what they know of that phenomena, and replicate it, albeit at a miniaturized, less catastrophic level.
Rebels don't have anti-mass spectrometers. I don't think rebels could easily acquire vortessence either (facts are facts, only a vortigaunt and a Freeman can get vortessence and return alive based on facts we've already seen).

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Re: Possible SuperWeapons

Post by Terminus Prime » Tue Dec 16, 2008 4:02 pm

There's more than one way to create a portal storm, and really, is the exacting psuedoscience behind it really that important? It's something the Rebels are at least plausibly capable of pulling off given the technological ability they've demonstrated so far.

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Re: Possible SuperWeapons

Post by newguy » Sat Jan 10, 2009 11:56 pm

Hiturunk wrote:Super weapons? For the love of God no..Or at least, With extreme limitations..In EVERY game I've seen super-weapons the WHOLE game became ten times less tactical because you'd spend ten minutes finally finishing the enemy's defenses only to have your base and men obliterated by a Nuke, Stuff like the units popping up I DO like, I remember playing GLA, As long as the super-weapons fit the faction and are appropriately balanced. :?
Superweapons give teams a purpose to quickly build up their military; focusing on attacking and not just defense. I loved having superweapons on C&C because it scared the shit out of everyone when it was announced that that person had a nuke (though I think it should only be announced when the enemy has begun the countdown of the nuke rather than when it has been built). It also makes you think about how to organise the buildings in your base - don't put all the very important buildings in one place and the less important one's in another place because it is obvious what the enemy is going to bomb.

Superweapons should be added.

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Re: Possible SuperWeapons

Post by SkedarE » Sun Jan 11, 2009 1:18 am

newguy wrote:
Hiturunk wrote:Super weapons? For the love of God no..Or at least, With extreme limitations..In EVERY game I've seen super-weapons the WHOLE game became ten times less tactical because you'd spend ten minutes finally finishing the enemy's defenses only to have your base and men obliterated by a Nuke, Stuff like the units popping up I DO like, I remember playing GLA, As long as the super-weapons fit the faction and are appropriately balanced. :?
Superweapons give teams a purpose to quickly build up their military; focusing on attacking and not just defense. I loved having superweapons on C&C because it scared the shit out of everyone when it was announced that that person had a nuke (though I think it should only be announced when the enemy has begun the countdown of the nuke rather than when it has been built). It also makes you think about how to organise the buildings in your base - don't put all the very important buildings in one place and the less important one's in another place because it is obvious what the enemy is going to bomb.

Superweapons should be added.
Yes, but they should not be quite so super as in EA :evil: 's C&C3 where the entire game is not based on destroying the other player as much as getting your super weapon up as soon as possible which defeats any detail of HL2 in the game where there are small to big skirmishes of actual units attacking positions and eventually attacking the opponents base strategically. One of the reasons that Company of Heroes is loved so much is that enemy superweapons damage and annoy you and give the opponent a slight advantage depending where placed without destroying your base beyond recovery with one single power.

Thus, a portal storm of horrific magnitude bringing in one hundred units is a bit overpowering. A head crab barrage where a few units are converted to neutral hostile zombies and any vehicles and buildings are slightly damaged but not down to half their health sounds more reasonable. If a portal storm is implemented then a few squads or a couple of vehicles would be more suitable to HL2 game-play. Bearing in mind though that portals are increasingly rarely used or seen in HL2 anywhere including rebel battlefields.
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