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[Suggestion] Morita Mk5 'Bushwacker'


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The IC

The Morita Mk5 ‘Bushwacker’ has been designed specifically to kill arachnids. It fires a caseless 12.7mm blunt-tipped round at low velocity (950 feet per second).

 

The large size of the round and its hemorrhaging nature mean it punches into bug armour, then causes catastrophic damage by tumbling inside. It also has sufficient heft to blow off limbs if not aimed for the nerve stem.

 

The subsonic, low velocity nature of the rounds make the Mk5 ideal for quiet operations, and for CQC, due to the lack of ricochet risk. Recoil is manageable thanks to the low rate of fire and muzzle velocity, and the rounds are relatively small thanks to their caseless design, which was 'creatively borrowed' from the Mk4. 

 

Against modern body armour, the Bushwacker is defeated easily. This makes it less than ideal for countering threats other than the arachnid menace.

 

The OOC

Progression is fun, and right now, there’s a slight lack of weapons for the average infantryman to aim for. Anything aside from the mark one comes with added responsibilities. We used to have the mark four, which was as much of a status symbol as a weapon. I thought it could be cool to have a similar type of thing, but more specialised towards arachnids - after all, the Federation has been fighting bugs for how many years? Surely they’d come up with a weapon more fit for purpose than the mark one.

 

The idea behind this is to allow specialists to use it, and possibly NCOs/officers with permission from the MSpcs, and deployed only against arachnids and other unarmoured targets.

 

It already has a model rigged and ready - what’s more, it’s got a CW swep all set up. It’d need a few tweaks to fit with the IC stuff above, but that shouldn’t be any more effort than changing a couple of numbers.

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I like the idea of introducing more weapons, but I feel as though some of the concepts here are a bit off;

 

12.7mm subsonic, blunt-tipped, caseless ammunition (assuming it'd have similar properties to subsonic hollow point) would most likely be too heavy and impractical for use against Arachnids, as it'd lack the penetration needed to punch through the carapace. The Mk5 also have heat and reliability issues, as caseless ammunition doesn't extract heat from the weapon like standard, cased ammunition does. Not to mention that, if using the Mk4's firing system, would also have to contend with electrical issues caused by the aforementioned heat or something like an electromagnetic pulse. Fully automatic 12.7mm would also impart incredible fatigue on the operator, regardless of fire rate.

 

I'm not against adding another Morita variant, but I feel like the Federation would design it more to fight Progenitors moreso than Arachnids, as even the Mk1 has proven to be mostly effective against them. Maybe I'm being a bit too nitpicky here, but it's how I feel looking at the IC weapon from a practical standpoint.

 

EDIT;

I think something chambered in a round ballistically similar to .300 Blackout or 6.8mm Remmington using a traditional gas-operated, rotating bolt assembly with either the means to attach a suppressor, or an integrated suppressor would fair quite nicely against Human, Skinny, Arachnid, and Progenitor targets.

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just on the note of ballistic and 'muh realisms', the morita in chronicles / the RPG is a fuckn gauss rifle that still uses cased brass???. at the end of the day all that matters is the pretty space rifle sounds cool, feels cool, and fits the server's direction

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"its about time NCOs got their UBER SPECIAL GUN AAAAAAAA"

 

Sounds cool, but ultimately unnecessary. MK4's been in the dumpster for nearly a year and nobody left the server over it.

 

There are also additional problems with designing an anti-arachnid rifle:

 

1) It would have to compete with Mark Two, the resident arachnid killer, for it's role to be justified. When roles overlap, it's very easy for one gun to overshadow the other. Perhaps this could be solved with careful tinkering of numbers to give both weapons a niche, but there are far more ways to fuck it up than there are ways to do it right.

 

2) Even if it did work well, do you really want infantry power vs arachnids to get a flat increase for everyone except the pfcs? Imagine being an admin and complaining about those two stupid fucking marauders melting your warriors too easily. Now imagine that complaint applying to the entire server. I can see the natural consequence of this being higher HP arachnids in the future, which would take their TTK back to where it is now, sans the one recruit who hasn't had their cert yet, and has to stick around for their promotion despite having an absolutely miserable time trying to kill anything at all.

 

 

I agree with the problem you outlined (Weapon specs hijacking progression for enlisted who arent NCOs), but your way of going about the solution (make better MK2 but Pfcs still cant use it) is very roundabout and doesnt actually adress the Pfc issue. It just gives NCOs something new to shoot.

 

 

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6 minutes ago, Appetite Ruining Kebab said:

"its about time NCOs got their UBER SPECIAL GUN AAAAAAAA" 

 

Sounds cool, but ultimately unnecessary. MK4's been in the dumpster for nearly a year and nobody left the server over it.

 

There are also additional problems with designing an anti-arachnid rifle: 

 

1) It would have to compete with Mark Two, the resident arachnid killer, for it's role to be justified. When roles overlap, it's very easy for one gun to overshadow the other. Perhaps this could be solved with careful tinkering of numbers to give both weapons a niche, but there are far more ways to fuck it up than there are ways to do it right.

 

2) Even if it did work well, do you really want infantry power vs arachnids to get a flat increase for everyone except the pfcs? Imagine being an admin and complaining about those two stupid fucking marauders melting your warriors too easily. Now imagine that complaint applying to the entire server. I can see the natural consequence of this being higher HP arachnids in the future, which would take their TTK back to where it is now, sans the one recruit who hasn't had their cert yet, and has to stick around for their promotion despite having an absolutely miserable time trying to kill anything at all.

 

 

I agree with the problem you outlined (Weapon specs hijacking progression for enlisted who arent NCOs), but your way of going about the solution (make better MK2 but Pfcs still cant use it) is very roundabout and doesnt actually adress the Pfc issue. It just gives NCOs something new to shoot.

 

 

How are Weapons Specialist hijacking progression?

 

NCO get all the Ranks they can imagine for progression.

 

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7 minutes ago, Appetite Ruining Kebab said:

"its about time NCOs got their UBER SPECIAL GUN AAAAAAAA"

 

Sounds cool, but ultimately unnecessary. MK4's been in the dumpster for nearly a year and nobody left the server over it.

 

There are also additional problems with designing an anti-arachnid rifle:

 

1) It would have to compete with Mark Two, the resident arachnid killer, for it's role to be justified. When roles overlap, it's very easy for one gun to overshadow the other. Perhaps this could be solved with careful tinkering of numbers to give both weapons a niche, but there are far more ways to fuck it up than there are ways to do it right.

 

2) Even if it did work well, do you really want infantry power vs arachnids to get a flat increase for everyone except the pfcs? Imagine being an admin and complaining about those two stupid fucking marauders melting your warriors too easily. Now imagine that complaint applying to the entire server. I can see the natural consequence of this being higher HP arachnids in the future, which would take their TTK back to where it is now, sans the one recruit who hasn't had their cert yet, and has to stick around for their promotion despite having an absolutely miserable time trying to kill anything at all.

 

 

I agree with the problem you outlined (Weapon specs hijacking progression for enlisted who arent NCOs), but your way of going about the solution (make better MK2 but Pfcs still cant use it) is very roundabout and doesnt actually adress the Pfc issue. It just gives NCOs something new to shoot.

 

 

+2

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it's worth noting that script wise the mark5 could literally have the same damage value as the morita, and just be roleplayed as better. it isn't a matter of 'special NCO' gun. it's a matter of having alternatives. the mark 2 isn't the end all be all because it's a heavy LMG. if u have 20 people lugging big fat gun, ur no longer the mobile infantry.

 

edited bc i had a big brain 100000 quantum IQ psychic idea.

 

a while ago i pitched that the marauders use low capacity autocannons designed for armored arachnids. eg, marauders would have 20 rounds to fuck up tigers, elite tigers, tankers, etc. the mi would shoot warriors to cover them.

the same concept can be applied here. just like the ASH rifle the FSB uses which is basically a 20 round mag, a low capacity, high damage weapon could give incentive to MI types to become 'elite hunters'. u got a damaging gun but u gotta pick ur targets.

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4 minutes ago, Randynand said:

How are Weapons Specialist hijacking progression?

 

NCO get all the Ranks they can imagine for progression.

 

 

"Weapon specs hijacking progression for enlisted who arent NCOs"

 

 

It's somewhat silly that in order to use slightly more specialized weapons/equipment one has to commit themselves to a faction, that also closes off opportunity for them to become NCOs,, should they change their mind in the future or whatever. It also means that if you're a Pfc, you better be NCO material, or the fun you're going to have from the server is going to be diminished compared to everyone else.

 

4 minutes ago, Tony said:

it's worth noting that script wise the mark5 could literally have the same damage value as the morita, and just be roleplayed as better. it isn't a matter of 'special NCO' gun. it's a matter of having alternatives. the mark 2 isn't the end all be all because it's a heavy LMG. if u have 20 people lugging big fat gun, ur no longer the mobile infantry

 

In that case, the term you're looking for is cosmetic alternative. That's not what I'm arguing against, but I guess it's something to discuss. I'm personally indifferent to it.

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If they change their mind and want to pursue NCO ranks, they can drop out of their division and pursue the NCO rank.

The whole point of 'Specialists' is that they're 'specialized' in fighting certain things, hence their name. A CQC specialist for example cant' fight tanks as well as a Heavy Weapons specialist can, or fight ranged enemies as well as a Recon specialist can. Similarly, Recon can't fight tanks or in CQC as well, et cetera.

I'll think of something though.

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1 minute ago, Appetite Ruining Kebab said:

 

"Weapon specs hijacking progression for enlisted who arent NCOs" 

 

 

It's somewhat silly that in order to use slightly more specialized weapons/equipment one has to commit themselves to a faction, that also closes off opportunity for them to become NCOs,, should they change their mind in the future or whatever. It also means that if you're a Pfc, you better be NCO material, or the fun you're going to have from the server is going to be diminished compared to everyone else. 

 

 

In that case, the term you're looking for is cosmetic alternative. That's not what I'm arguing against, but I guess it's something to discuss. I'm personally indifferent to it.

Pfc's ,Pvts and Lance's  are the Riflemen of the MI before branching out into the NCO Corps. Riflemen are always needed, no matter what

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19 minutes ago, Tony said:

a while ago i pitched that the marauders use low capacity autocannons designed for armored arachnids. eg, marauders would have 20 rounds to fuck up tigers, elite tigers, tankers, etc. the mi would shoot warriors to cover them.

the same concept can be applied here. just like the ASH rifle the FSB uses which is basically a 20 round mag, a low capacity, high damage weapon could give incentive to MI types to become 'elite hunters'. u got a damaging gun but u gotta pick ur targets.

this sounds like the best way for cool gun mark 5 to actually do something useful without conflicting with anything else.

 

I guess I lied earlier. I slightly dislike adding cool guns for the sake of cool guns.

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The DMR is a marksman's weapon. This would come without the range (and all of the training that comes with being a marksman). If you can't get the difference between a high caliber short range gun and an assault rifle with a scope on it, idk how I can spell that out any better.

 

 

Also it's lame, yeah. 

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ICly yes, it's low-velocity high-damage weapon like the ArmA3 ASP. Except we can't give it the downsides it realistically has, we can't give it the severe bullet drop that'd make it useless at range. We can tweak the accuracy but that's about it, in the end it will still reach out to any range OOCly speaking, and I feel like it'd be annoying for admins to have to keep an eye out for people using this at range just to PM them "please stop shooting enemies at range cos ICly they'd never hit", they say after someone kills something haflway across the map and it's already dead

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It has to be balanced from an OOC standpoint, not just an IC one. Sure "oh it's low velocity it'd be useless at range" but we can't leave it up to it being ICly enforced because people just don't care.

People use the recruit carbine all the time even though they're not supposed to, but it's rarely ever actually enforced.

Point being, if you say ICly it can't, but OOCly it's able to, people will do it anyway because like you said, people don't care. At which point, if it's just a more powerful DMR that "isn't supposed to hit at range but does anyway", why should I want to implement it?

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