H R G I N C I N ER λT O R
/ / /
"Concept of a dangerous weapon, stolen from Horzine's SDS group, Research team recreated some of it's initial power using this rifle as a base."
"Concept of a dangerous weapon, stolen from Horzine's SDS group, Research team recreated some of it's initial power using this rifle as a base."
* HRG Incinerator is a tier 5 weapon for commando, it's a alternate version of firebug's Helios Rifle, designed to utilize dark energy. It's inspired by OSIPR aka AR2 from half-life 2 beta and also some weapons from entropy zero 2, i made a little twist in idea
Knowing that Commando is a straight-forward perk, i decided to leave primary fire simple, it fires fast moving projectiles of dark energy impulses in full auto mode, nothing crazy yet
* Damage type - Assault Rifle *
Secondary fire mode creates a sphere of dark energy in front of the gun barrel and holds it there, consuming some of the ammo, player can shoot primary fire through energy sphere, this will charge up its projectiles, increasing spread of the weapon (sphere dissipates projectiles), turning it's damage type to Piercing and giving penetration power.
* changes sfx and bullet tracers *
- Player can release energy ball at any time by pressing secondary fire mode button again. It will release slow-moving projectile that has simillar mechanics to "Heavy bump",
- if at the time of impact with sphere zed will have body health value not greater than damage of the energy ball - he will be obliterated;
- if body health value is greater, then zed will be knocked down with strong pushback force;
- Initially energy ball has bigger damage value, slow speed and low pushback/knockdown force, firing primary mode through energy ball will progressively reduce it's size, and also give it more speed and pushback force if player decides to release it, but small energy ball will deal less damage;
- Smallest energy ball will be able to ricochet off surfaces due to higher speeds;
- Firing smallest energy ball boosts you backwards
- Player can reload with secondary mode activated, energy ball will not disappear, also if the mag is empty you can interrupt reload to release energy ball by pressing secondary fire mode button;
- Energy ball will disappear if you shoot through it enough times, when it's depleted and about to dissapear it will "warn" the player by changing it's color, so you can decide whether to use it or continue shooting in normal mode after it dissappears;
Optional features/small details
Energy ball as light source ? - while you hold it it could provide some light, i mean, firebug has flares for his molotovs, this could be helpful for navigating dark close quarters such as seen in catacombs. Perhaps an addition to NVG goggles which nobody uses, maybe even straight up better alternative at this point, IF suitable to implement;
also it would be cool to apply little bit of knock back power to charged shots(not stumble), simmilar to shotguns, like when you shoot zeds they fly away after death, it shouldn't be that noticeable, just subtle feature to make weapon more satisfying.
- black/purple color scheme? - emphasising mysterious origin of initial weapon and perhaps further modifications research team have done in development;
- redesigned barrel to fit new concept? - I suggest you adding extended mechanical arms, like the ones arc generator has:
Also it would be super cool if you could make them rotate slowly when holding energy ball and fast when firing, like reload animation of zed eradication device, it's really satisfying:
- redesigned (integrated?) scope with indicators of ammunition and energy ball power percentage? zed weakpoints highlighted in orange color?(when activating ADS mode you can see vulnerable spots through visual obstructions like smoke, fire or explosions, or just darkness, like in Half-life: Alyx) - this might be useful for commando to land precision shots and extend zed-time carefully, while in the midst of chaotic combat.
Primary fire can be used to pick off single targets with precision, and combination of charged shots with energy balls to clear choke point of hordes or fight big zeds and effectively avoid them.
Last edited: