I was thinking about the Commando weaponry, and how to perhaps make the weapons more unique, what could be done with existing ones to be able to add new ones later on etc, but I'm having a little troubles with specific new ones, due to not knowing so many fitting weapons 
But before going into the suggestions, let's look at the current Commando weapons:
* Bullpup - 6 weight, 40 bullets in mag, 400 ammo total, 26 damage per shot, 1.1 headshot multiplier, has a holographic scope, 400 cost.
* AK47 - 6 weight, 30 bullets in mag, 300 ammo total, 45 damage per shot, 1.1 headshot multiplier, no special feature, 1000 cost.
* SCAR - 5 weight, 20 bullets in mag, 300 total, 65 damage per shot, 1.1 headshot multiplier, has a aimpoint scope, 2500 cost.
Now, here is my thought of the weapons. Let's start by tampering a little with the old ones:
* AK47 - Remains unchanged. It's the perfect "average" assault rifle
* SCAR - Increase the weight to 7, add piercing bullets (can pierce only once, deals 50% on the 2nd target), remove the scope but take the M14's lasersight (the M14 gets the SCAR's aimpoint scope instead)
* Bullpup - Possibly change the model to the original one (Was it the L85A2, instead of current L22A1?), reduce magsize to 32 and total ammo to 320, increase damage to 35-ish, increase headshot multiplier to 1.25, increase price to 750-ish
Now this would actually sorta make sense, since the Bullpup uses 5.56x45mm NATO bullets, and the Bullpup in the game at the moment is just too weak to display that power imo...
Now, the weapons i had in mind to add was 2 of them:
1) A big-mag SMG with piercing bullets and a flashlight (only shoots in fullauto due to having the flashlight)
2) An AR that only shoots in 3-shot bursts and has an underslung grenade launcher.
Stats i was thinking about was:
SMG: 5 weight, 40 bullets in mag, 400 ammo total, 26 damage, 1.1 headshot multiplier, pierces targets once (30% on second target), only shoots fullauto as secondary fire is toggle flashlight, 400/500 cost
What SMG would fit that description? P90 perhaps (even though it's overly used in games, it's 5.7 ammo is known for having great piercing abilities...)?
The thought was to give the Commando a flashlight weapon, which took over the Bullpup's current role as the weak weapon as well.
AR+UGL: 7 weight, 24 bullets in mag, 240 total ammo, 35-ish damage, shoots in 3-round bursts due to secondary fire launches the grenade launcher (10 total grenades-ish, 1 greneade in its mag, secondary fire reloads the launcher when it's empty) and a 1250 cost.
What AR would fit this descriptioni? The boring and overly used M4/M16 weapon (urgh, don't want :S)? Any other ideas?
That would give you these weapons:
In short (their niches):
SMG - The spammy fullauto SMG with flashlight and weak but piercing ammo.
Bullpup - The "sniper" AR, using a holographic scope.
AK47 - The allround AR with no special attribute
AR+UGL - The adaptive burst-shot AR with grenade launcher.
SCAR - The crowdclearing powerhouse AR with lasersight and piercing ammo.
With stats:
SMG - 5 weight, 40 mag, 400 ammo, 25-ish dmg, flashlight, pierces once (30%), 400/500 cost
Bullpup - 6 weight, 32 mag, 320 ammo, 35-ish dmg, holographic scope, 1.25 headshot multi (compared to the others 1.1), 750 cost
AK47 - 6 weight, 30 mag, 300 ammo, 45 dmg, 1000 cost
AR+UGL - 7 weight, 24 mag + 1 grenade, 240 + 10 ammo, burstshot and nade launcher, 1250 cost
SCAR - 7 weight, 20 mag, 300 ammo, 65 dmg, lasersight, pierces once (50%), 2500 cost
I understand if you guys want no tampering with the Commando weaponry, but, with the hypothesis of new weapons being added for all perks, is this a good redesign of the old weapons and/or good ideas for new weapons?
If not a good redesign/ideas, I'd like to hear if you got other better ideas how to implement new weapons with different niches and so on
But before going into the suggestions, let's look at the current Commando weapons:
* Bullpup - 6 weight, 40 bullets in mag, 400 ammo total, 26 damage per shot, 1.1 headshot multiplier, has a holographic scope, 400 cost.
* AK47 - 6 weight, 30 bullets in mag, 300 ammo total, 45 damage per shot, 1.1 headshot multiplier, no special feature, 1000 cost.
* SCAR - 5 weight, 20 bullets in mag, 300 total, 65 damage per shot, 1.1 headshot multiplier, has a aimpoint scope, 2500 cost.
Now, here is my thought of the weapons. Let's start by tampering a little with the old ones:
* AK47 - Remains unchanged. It's the perfect "average" assault rifle
* SCAR - Increase the weight to 7, add piercing bullets (can pierce only once, deals 50% on the 2nd target), remove the scope but take the M14's lasersight (the M14 gets the SCAR's aimpoint scope instead)
* Bullpup - Possibly change the model to the original one (Was it the L85A2, instead of current L22A1?), reduce magsize to 32 and total ammo to 320, increase damage to 35-ish, increase headshot multiplier to 1.25, increase price to 750-ish
Now this would actually sorta make sense, since the Bullpup uses 5.56x45mm NATO bullets, and the Bullpup in the game at the moment is just too weak to display that power imo...
Now, the weapons i had in mind to add was 2 of them:
1) A big-mag SMG with piercing bullets and a flashlight (only shoots in fullauto due to having the flashlight)
2) An AR that only shoots in 3-shot bursts and has an underslung grenade launcher.
Stats i was thinking about was:
SMG: 5 weight, 40 bullets in mag, 400 ammo total, 26 damage, 1.1 headshot multiplier, pierces targets once (30% on second target), only shoots fullauto as secondary fire is toggle flashlight, 400/500 cost
What SMG would fit that description? P90 perhaps (even though it's overly used in games, it's 5.7 ammo is known for having great piercing abilities...)?
The thought was to give the Commando a flashlight weapon, which took over the Bullpup's current role as the weak weapon as well.
AR+UGL: 7 weight, 24 bullets in mag, 240 total ammo, 35-ish damage, shoots in 3-round bursts due to secondary fire launches the grenade launcher (10 total grenades-ish, 1 greneade in its mag, secondary fire reloads the launcher when it's empty) and a 1250 cost.
What AR would fit this descriptioni? The boring and overly used M4/M16 weapon (urgh, don't want :S)? Any other ideas?
That would give you these weapons:
In short (their niches):
SMG - The spammy fullauto SMG with flashlight and weak but piercing ammo.
Bullpup - The "sniper" AR, using a holographic scope.
AK47 - The allround AR with no special attribute
AR+UGL - The adaptive burst-shot AR with grenade launcher.
SCAR - The crowdclearing powerhouse AR with lasersight and piercing ammo.
With stats:
SMG - 5 weight, 40 mag, 400 ammo, 25-ish dmg, flashlight, pierces once (30%), 400/500 cost
Bullpup - 6 weight, 32 mag, 320 ammo, 35-ish dmg, holographic scope, 1.25 headshot multi (compared to the others 1.1), 750 cost
AK47 - 6 weight, 30 mag, 300 ammo, 45 dmg, 1000 cost
AR+UGL - 7 weight, 24 mag + 1 grenade, 240 + 10 ammo, burstshot and nade launcher, 1250 cost
SCAR - 7 weight, 20 mag, 300 ammo, 65 dmg, lasersight, pierces once (50%), 2500 cost
I understand if you guys want no tampering with the Commando weaponry, but, with the hypothesis of new weapons being added for all perks, is this a good redesign of the old weapons and/or good ideas for new weapons?
If not a good redesign/ideas, I'd like to hear if you got other better ideas how to implement new weapons with different niches and so on
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