Aliens
1. Unnamed Alien (not too creative in the name department): Alien whose primary attack is ranged. Fires a thin glob of corrosive acid at very high speeds (not quite hitscan, but very fast). The glob can be charged up much like the lucifer cannon, however it does not explode if the acid is held for too long. Instead, movement speed decreases, down to 50% speed at full acid capacity. The acid does a mild amount of instant damage (max of 30 or so), then rapidly reduces the hp of the victim (1hp per 1/10 second, unarmoured) for 8 seconds. A fully-charged glob to the body or head will instantly kill unarmoured humans. Armoured humans receive the full base damage, only the poison rate is affected by the armour. light/helmet receive 2/3 damage, light+helmet receive 1/2 damage, and battlesuits receive 1/3 damage.
The alien also has a secondary melee attack, dealing about 40 damage to an unarmoured foe.
Other notes:
- Costs 4 EP, available in stage 3 (adv. dragoon would be hp nerfed slightly and available in stage 2)
- acid is ineffective vs buildings, doing only 1/4 damage
- has 300 hp
- Is nearly as big as a Dragoon, yet can still wallwalk. Wallwalks at 60% regular speed
2. Leech:
- Available: stage 3
- Costs: 5 EP
- HP: 350
The leech is.... as big as a dretch. It has a bite attack about as strong as a dretch, too, and moves about as fast as an adv. granger. However, the leech can take control of any human bodies laying around. The leech attaches itself to the back of the human's neck. The human corpse retains all armour, but loses its primary weapon and items. Basically, after a couple seconds of attaching itself to the host, (the human looks fairly hiedious and alien-like at this point) it can control the human. Posessed humans have a strong melee attack (instakills unarmoured foes if a body or head shot), twice the HP of regular humans, and have unlimited jumping. When the posessed human gets killed, (for good this time, they're pretty mangled now), the leech falls to the ground and goes in search of another host. The tiny leech can be pretty powerful when posessing, yet a much smaller target than a tyrant. Also, it retains the blaster of the human, which works are 2x firing speed. Not very powerful, but a ranged alternative nonetheless.
Human weapons:
3. The Exterminator:
- Available: stage 2
- Costs: 300 credits
- Type: energy
- Rate of fire: 1000 per minute (16 or 17 per second)
- Clip size: 1000
- Number of clips: 1
Sort of like a chaingun and pulse rifle on drugs. Fires enormous amounts of wildly inaccurate, weak pulse shots, with a range of about 3 meters. While ineffective vs large aliens due to the inaccurate and weak pulse shots, the sheer volume of the lasers is enough to easily kill small aliens. The inaccuracy helps, as it's easier to hit fast-moving aliens. Basically, this weapon is a reason for aliens to start using marauders and up.
4. The Combustion Cannon:
- Available: stage 3
- Costs: 600 credits
- Type: energy
- Rate of fire: 180 per minute (3 per second)
- Clip size: 18
- Number of clips: 6
A mix between the mass driver and pulse rifle. When fired, fires a small ball of plasma that travels extremely slowly when fired, but reaches its top speed (again, not quite hitscan, but close) within 1/2 a second of being fired and does heavy damage. The speed of the bullet makes the weapon sound like a good sniper rifle, however because of the 1/2 second delay after firing, it's only effective for sniping relatively immobile targets. It makes up for this with its rate of fire, allowing it to quickly fill up hallways with plasma beams. The best use of this weapon is for hit-and-run purposes, as the player can fire several shots around a corner (firing the ball is nearly silent, they make a whoosh sound when speeding up though).
comments welcome, i just had to throw those ideas out there.