Brink weapon pack idea


(Baiken6609) #1

Add evilerthedongal if you would like to play brink with me in xbox live.

Post your ideas for a weapon pack here UPDATED NEW GUNS

You can include attachments, and abilities.

My idea for a weapon pack

Guns
Assault rifles: ak47 or 74u and a fully automatic m14
M14- TIU-57 / AK47 or 74U- .347 DECIMATOR
New: H&K M416/ NIA9-AR
New: ACR/ K4P-TACTICAL ASSAULT

Sniper rifles: M95 and M24 or Gold Super Magnum
M95- SA82 BOLT ACTION RIFLE / M24 or Gl MAGNUM- MGN-64 BOLT ACTION RIFLE
New: SV98/ CZ86 BOLT ACTION RIFLE
New: VSS SPECIAL/ N55 SEMI-AUTO RIFLE

SMGs: MP5, P90, and SCAR-L
MP5- THE M1-ISOLATOR / P90-SDT26 / SCAR-L- XMA-48
New: G36C/ FE9-RT
New: UZI/ UNIVERSAL SMG

LMG: M60 or MG36
M60- N09 LMG / MG36- LNK-E9
New: RPK/ PRC-35

Pistols: Desert Eagle
DESERT EAGLE- VLTR-50C
New: USP .45/ CLSSC-A7

Attachments
Under barrel: laser sights, bipod, or under barrel shotgun
Laser sight: increase accuracy and lower recoil slightly
Bipod: allows mounted mg view with ar and lmg, increases stability and lowers recoil.
can be placed on railing, effects only work when place.
Under barrel shotgun: Shoots shotgun rounds that are as strong as the default shotgun. 6 rounds

Sights: Thermal scope or New acog variation
Thermal Scope: Green crosshairs, heat signatures revealed through walls.
New acog variation: would be a a circle with crosshairs with another circle with crosshairs inside it.

Barrels: longer barrel for more accuracy but fire rate decrease
Longer barrel: decreases fire slightly and increase accuracy slightly. Silencers and breaks can’t be placed on it.

Magazines: incendiary rounds and three round burst capabilities
Incendiary Rounds: increases damage slightly and leaves a burn on the enemy that decreases health 1 hp per second and last 30 seconds.

NEW Stock: 3 new stocks.
Each stock will increase accuracy, stability, lower recoil, and decrease equip speed.

Abilities
All rank 5
Soldier: steady aim like in call of duty but only slightly helps and doesn’t help when downed fire is active
Medic: steroid makes heavy like mediums and mediums like lights and lights run slightly faster ( can’t be self administered)
Engineer: work stand allows you to build a command post but only for weqpons so you can edit the attachments on your gun with a 30 second time limit and 2 changes allowed
Operative: silent kill allows operatives to assassinate people from behind. Doesn’t work on operatives. Allowed twice per life.

New level cap: 30
Abilities for new ranks
Universal: rank 7- three guns. Allows you to carry a primary, a secondary, and any pistol. Decreases speed.
Universal: rank 6- dual wield, allows you to dual wield smgs and pistols. To dual wield you’ll have the option to pick a enemy gun if it’s a smg or pistol by holding x. To drop hold x. You will drop the enemy gun.
Universal: Rank 7- Commander, allows you to control the bots objective to make objectives much easier.

Abilities for new ranks
Rank 6
Soldier- mortar. Throw a grenade that hits the ground and 4 more grenades spring up and blow up when they hit the ground.
Engineer- accuracy buffs. Engineers can throw buffs that increase accuracy and lower recoil by 5%. Can be self administered.
Medic- med kit. Medic can send out med kits that include health increase, and my steroid idea and a revive syringe so the receiver of the med kit can revive themselves.
Operative- cloaking (invisibility) operatives can be invisible but at the cost of walking speed, try to equip your weapon you’ll be visible again and last 45 seconds. Can cloak uav for 20 seconds.

Rank 7
Soldier- ammo regeneration area, sorta like the new medic ability in the dlc but replenishes ammo, increases clip size and has a bigger radius. Last 1 minute.
Engineer- booby traps. Engineers can put visible lasers on the wall that when passed it. The lasers instantly shock the person Incapacitating them. They can put down a line of leaves that when stepped on grenades blow up incapacitating the victim. Both which can be disarmed and are very visible.
Medic- resurrection. Allows medic to revive dead bodies waiting for redeployment
Operative- counter uav. Upgrades the uav so it will also jams the enemies radar by putting multiple dots on there radar confusing them. These dots will be close together following the uav’s path. Could be used to drag enemies from objectives.

New lvl cap 45. Could happen in a couple months.

New ranks.
Rank 8 abilities
Soldier: poison darts- last 30 seconds and takes away 1 hp per second
Engineer: upgraded work stand- last 45 seconds instead and you can edit a additional 2 attachments
Medic: healing touch- melee a teammate to instantly heal them, allowed 5 times per two lives.
Operative: uav hellfire- instead of detonation as a attack option, the uav can also shoot missile, cool down with each successive hit. 2 per cool down.

Rank 9 abilities
Soldier: Trained mechanic- allows soldiers to create a mg nest anywhere they please. 2 minute cool down period. New one will replace old one.
Engineer: rocket turret- alongside the Gatling turret is a missile that is fire every 45 seconds of successive use
Medic: new found strength- buffs a teammates muscle mass increasing accuracy, stability, and lowers recoil, can be self administered.
Operative: uav Gatling: a Gatling turret uav is now available. You now have the option to shoot missiles or spray pray enemies. 50 bullets per clip. Reload is 60 seconds long.

Rank 10 abilities
Soldier: claymores- like mines but slightly stronger and 2 allowed at once. Detonation takes 1.5 seconds.
Engineer: assembly worker- allows you to fully customize your gun at the com station without a time limit.
Medic: zombified- allows you to sneak a syringe into the enemy which disorients their screen by making it very fuzzy and faded in a red color. You walk and cannot run and you cannot use your weapon. Last 15 seconds.
Operative: rc car- like the rcxd from black ops but just as strong as the uav but much faster and detonates when you want.

Universal rank 10 abilities
Hard worker- objectives are completed 20% faster.
Body Builder- mediums can carry 2 ARs, Heavies can carry 2 LMGs, and lights can carry 2 SMGs and or 2 Sniper Rifles.

Tell me your ideas or support mine or others.

Plus we all know they’ll change the name of the guns but what that gun will look like is what the gun is.

IEZZA’s idea

Operative ability pack
1)Improved operatives:
Disguised as medic
When you disguise as a medic, you should be able to inject poison, they see their health buff, but it actually injects them with poison. the posion will take away 60hp(1/2 of a lights and 1/3 of a heavy) and will take its time effecting the soldier but with disorientation . you will also be able to throw lethal revive syringes and poisonous Lazarus grenades .

As a disguised Soldier
As a disguised soldier, you should give them ammo, they see ammo, but as soon as your far enough away or a certain period of time has gone, their Guns Jamm up( too big bullets) this only takes a few seconds to repairAn engineer can fix this for them or they can wait in a corner for a few seconds.

As a Disguised Engineer
And as a disguised engineer you can weaken their guns .but it wears off after time and if a engineer buffs their gun, it negetes it and adds what the engineer would normally buff them for.In simple, you weaken their guns but an engineer can fix and buff simultaneously

As a disguised Operative
Disguised operative : tricky: when the person your disguised as sees oyou. you dont look like them .So you look like another person to them(more importantly, not anyone that is neerby_ but theyre teamates will see double so be carefull
General aditions
also you should be able to shoot blanks to trick the enemy, these do no damage to ur team. if u shoot an enemy however, you lose your disguse and do damage.
These tactics are amazing in the heat of battle but given time are resolvable. Also adding a HE charge as an operative just adds a fake one which does not blow up


(iezza) #2

Actually these ideas are quite good.
But i prefer an operative orverhaul with Operative Pack V.2

1)Improved operatives:
Disguised as medic
When you disguise as a medic, you should be able to inject poison, they see their health buff, but it actually injects them with poison. the posion will take away 60hp(1/2 of a lights and 1/3 of a heavy) and will take its time effecting the soldier but with disorientation . you will also be able to throw lethal revive syringes and poisonous Lazarus grenades .

As a disguised Soldier
As a disguised soldier, you should give them ammo, they see ammo, but as soon as your far enough away or a certain period of time has gone, their Guns Jamm up( too big bullets) this only takes a few seconds to repairAn engineer can fix this for them or they can wait in a corner for a few seconds.

As a Disguised Engineer
And as a disguised engineer you can weaken their guns .but it wears off after time and if a engineer buffs their gun, it negetes it and adds what the engineer would normally buff them for.In simple, you weaken their guns but an engineer can fix and buff simultaneously

As a disguised Operative
Disguised operative : tricky: when the person your disguised as sees oyou. you dont look like them .So you look like another person to them(more importantly, not anyone that is neerby_ but theyre teamates will see double so be carefull
General aditions
also you should be able to shoot blanks to trick the enemy, these do no damage to ur team. if u shoot an enemy however, you lose your disguse and do damage.
These tactics are amazing in the heat of battle but given time are resolvable. Also adding a HE charge as an operative just adds a fake one which does not blow up


(iezza) #3

Just to clarify, you want to be abble to adda new atachment area Stocks) so we can edit the stocks?

I.E

Wood stock(Strong low recoil, less reload and equip spead
Folding stock (med reload fast equip low stability)
Synthetic stock(faster reload, slow equip med recoil


(Spendlove) #4

Brilliant op skills there. Loved them. Ability picks would be great then allowing you to really specialise as a master of disguise and sabotage. Love it!


(BiigDaddyDellta) #5

Sadly we probably wont see any new eapons, if we do they will most likely be reskins of current ones.


(Hdserialkiller) #6

[QUOTE=iezza;364848]Actually these ideas are quite good.
But i prefer an operative orverhaul with Operative Pack V.2

1)Improved operatives:
Disguised as medic
When you disguise as a medic, you should be able to inject poison, they see their health buff, but it actually injects them with poison. the posion will take away 60hp(1/2 of a lights and 1/3 of a heavy) and will take its time effecting the soldier but with disorientation . you will also be able to throw lethal revive syringes and poisonous Lazarus grenades .

As a disguised Soldier
As a disguised soldier, you should give them ammo, they see ammo, but as soon as your far enough away or a certain period of time has gone, their Guns Jamm up( too big bullets) this only takes a few seconds to repairAn engineer can fix this for them or they can wait in a corner for a few seconds.

As a Disguised Engineer
And as a disguised engineer you can weaken their guns .but it wears off after time and if a engineer buffs their gun, it negetes it and adds what the engineer would normally buff them for.In simple, you weaken their guns but an engineer can fix and buff simultaneously

As a disguised Operative
Disguised operative : tricky: when the person your disguised as sees oyou. you dont look like them .So you look like another person to them(more importantly, not anyone that is neerby_ but theyre teamates will see double so be carefull
General aditions
also you should be able to shoot blanks to trick the enemy, these do no damage to ur team. if u shoot an enemy however, you lose your disguse and do damage.
These tactics are amazing in the heat of battle but given time are resolvable. Also adding a HE charge as an operative just adds a fake one which does not blow up[/QUOTE]

Sounds awesome. Hope sd is taking notes also how about weight and class specific tactical supply moves?
For example a heavy soildier could run through glass or a weak wall and grab an enemy and stab him in the throat for an expensive hit to the supply meter.
Light ops could scale walls like ezio [vertically or consecutive wall runs, jumps] while dropping bundles of caltrops and sticky grenades. Just a thought, map em to right analog stick?


(SinDonor) #7

Not to be a downer, but there’s enough selection of weapons for me.

Just need new attachments perhaps.

  1. Flame Thrower (under, similar negative effects like GL)
  2. Masterkey (under, similar negative effects like GL)
  3. GotLung quick spin (high RoF, less accuracy, longer reload due to cool-down)
  4. Laser sight (under, increased accuracy, decreased equip speed, any players being targeted can see the red laser)

(iezza) #8

[QUOTE=SinDonor;365055]Not to be a downer, but there’s enough selection of weapons for me.

Just need new attachments perhaps.

  1. Flame Thrower (under, similar negative effects like GL)
  2. Masterkey (under, similar negative effects like GL)
  3. GotLung quick spin (high RoF, less accuracy, longer reload due to cool-down)
  4. Laser sight (under, increased accuracy, decreased equip speed, any players being targeted can see the red laser)[/QUOTE]

Laser should not have more accuracy, but it should remove the crosshairs while hipfireing and bullets go where the dot goes hip firing, so increased accuracy


(Baiken6609) #9

[QUOTE=iezza;364853]Just to clarify, you want to be abble to adda new atachment area Stocks) so we can edit the stocks?

I.E

Wood stock(Strong low recoil, less reload and equip spead
Folding stock (med reload fast equip low stability)
Synthetic stock(faster reload, slow equip med recoil[/QUOTE]

Yeah, to add more customization


(Baiken6609) #10

Now to clarify my idea of the attachments…

Laser sights get rid of crosshairs for slight increase of accuracy and stability. Doesn’t work while downed fire is active

Bipod, like in WAW you can attach your ar-lmg to a railing or any standing edge turning your gun into a mounted mg


(Baiken6609) #11

[QUOTE=iezza;364848]Actually these ideas are quite good.
But i prefer an operative orverhaul with Operative Pack V.2

1)Improved operatives:
Disguised as medic
When you disguise as a medic, you should be able to inject poison, they see their health buff, but it actually injects them with poison. the posion will take away 60hp(1/2 of a lights and 1/3 of a heavy) and will take its time effecting the soldier but with disorientation . you will also be able to throw lethal revive syringes and poisonous Lazarus grenades .

As a disguised Soldier
As a disguised soldier, you should give them ammo, they see ammo, but as soon as your far enough away or a certain period of time has gone, their Guns Jamm up( too big bullets) this only takes a few seconds to repairAn engineer can fix this for them or they can wait in a corner for a few seconds.

As a Disguised Engineer

And as a disguised engineer you can weaken their guns .but it wears off after time and if a engineer buffs their gun, it negetes it and adds what the engineer would normally buff them for.In simple, you weaken their guns but an engineer can fix and buff simultaneously

As a disguised Operative
Disguised operative : tricky: when the person your disguised as sees oyou. you dont look like them .So you look like another person to them(more importantly, not anyone that is neerby_ but theyre teamates will see double so be carefull
General aditions
also you should be able to shoot blanks to trick the enemy, these do no damage to ur team. if u shoot an enemy however, you lose your disguse and do damage.
These tactics are amazing in the heat of battle but given time are resolvable. Also adding a HE charge as an operative just adds a fake one which does not blow up[/QUOTE]

Pretty good ideas. I’ll put in the thing so other people see.


(wolfnemesis75) #12

Thread of mega awesome add-ons. FTW. :slight_smile:


(iezza) #13

Thx 4 adding my idea, good thread!


(Traxxy) #14

Tbh, I really dislike FPS with soooooo many options for weapons+attachments, it makes the balancing of the game all the more difficult. There is a reason in SC2 all the single player abilitys and units you could “research” are not available in multiplayer…it would be a balancing nightmare.

Thats not to say that NO games should have that kind of customization or amount of weapons, just I think games more directed to multiplayer should refrain from doing so for balancing reasons. Singleplayer games its no problem at all.

So even tho its highly unlikely SD will release more DLC, I would still be stoutly against something like this as I think brink already has too many weapons/attachments as it is.

That list also looks like a list from BF3 or something


(tokamak) #15

Those Operative skills are ridiculously overpowered. The problem lies in that disguised players enjoy a lot of protection. It takes a lot of effort to unmask them.

Two things I really would like to see added is tear gas and smoke.


(TruGamer97) #16

Nice ideas but id rather see poison darts being an operative ability and not a soldier ability


(Pelendran) #17

The funny thing I’ve noticed, is that there’s a handful of guns in the list, that are already in the game under different names. This is due to some names being restricted/trademarked/whatever. For example, the Galactic. Anyone who knows anything about guns knows that’s a UMP.


(Baiken6609) #18

Inform me on which guns so I can delete them


(Oschino1907) #19

Sea Eagle - Desert Eagle

Rockstedi - Scar L which also is not a smg (either is the G36c) and fires the 5.56x45mm rifle round. Personally seeing as how they have it as single shot only (the rockstedi) I don’t see why they didnt use the Scar H that fires the 7.62x51mm

Also don’t see why the Ak74 in any variant because this is the near future and already much newer versions of the AK series out now…

M14’s were only ever full auto for a short time early in their life and have been single shot ever since, good luck finding any newer M14 (or their variants) as they are used mostly as Designated Marksmens Rifles now and strictly semi auto.

RPK is just old and although so is the M60 atleast the M60 is still in use with “modern” armies where as the RPK is mostly used by third world countries.

Uzi is another old gun and although it is still getting improvements its been phased out by many militaries and replaced (sometimes even the replacements have been replaced) by newer better guns some of which are already represented in the game. Maybe a Micro Uzi for another machine pistol but thats about it (especially seeing as the MP7 is what replaced it in many cases and is the Hockler MP in the game). Same thing could pretty much be said of the MP5 also but it actually replaced the Uzi in many cases and is still widely used but being phased out in many cases.

Really don’t need more sniper rifles especially not a full auto one. Maybe 1 more Sniper but would have to be diff from other 2 and sorry but their is no reason at all to have M95s (or any .50cal rifle) on the ark especially seeing as its an Anti Material Rifle. Not to mention the M95 is not a very wildly used weapon and only a handful of countries use it.

Many guns if not clearly noted as a real life copy are mostly blends of current weapons and take traits from many of the guns you have listed (especially the Assault Rifles). Also be sure to recoginize that both sides have the same guns so no reason for Security to use old and outdated weapons when they stocked their armouries with the lastest and greatest at the time of the Arks construction.


(Blarfenghar) #20

I do agree that the operatives need a massive overhaul but i have enough weapons to cycle through at the moment. Sin i do like that laser sight idea though. It would be great for ops who are spotting. I also think we need some more attachments and abilities as well but mostly the operative class needs a huge change were it can disguise as certain classes.