I got a wep for Chaos its a good wep for any team game type DM. U can name it but what it does is it has a lifespan and when an opposing team member comes thru a certain area they pop up out of the ground. See when u go to place them they dig into the ground and shoot up killing anything thats above them.
If you havent made the sword already, is there any chance that the skull on it (if that idea is kept) can do an evil laugh whenever you kill someone with it (animation + sound)?
I make Darth Vader look like a teenage punk with a lightsaber.
Tormented Angel, very cool to have you visiting our forums. Welcome!
But neolith is kinda right, that avatar is a bit on the large side. Please do us a favor, and back it down to something more reasonable. We've never actually typed out 'forum rules' about that kind of stuff (that I'm aware of anyway), and it'd be nice if we didn't have to start now.
Thanks!
I got a wep for Chaos its a good wep for any team game type DM. U can name it but what it does is it has a lifespan and when an opposing team member comes thru a certain area they pop up out of the ground. See when u go to place them they dig into the ground and shoot up killing anything thats above them
Interesting. So..., it would sorta like a living land mine then, right?
Oh Oh! Make it not a spike, but a large version of the sword that thrusts up through the ground! Ever play the Prince of Persia 3d and get hit by the spike traps? And have it set by throwing the sword on the ground
I make Darth Vader look like a teenage punk with a lightsaber.
im glad yall like it i was going to make one for unreal the old version for the team Dm that my mod team is workin on i thought it would be fun to have to the UT version of the game and i would stick with the spike y get ur sword all covered in dirst oh yea this gun also doubles as a turret that pops up out of the top!
I know it would take some time, but I think that for a mod that includes the origional weapons as well as new ones it would be important to code a new interface for weapon selection. Because ten slots maybe with two weapons each is still annoying to sift through....If you could put something like the half life weapon selection interface (personally, i think its the best one ever created) you may end up having a much more enjoyable mod, instead of one where users become frustrated trying to find their weapon of choice. Just food for thought.
-R3PUBLIC0N
Oo-Rah! Semper Fi!
R3PUBLIC0N wrote:I know it would take some time, but I think that for a mod that includes the origional weapons as well as new ones it would be important to code a new interface for weapon selection. Because ten slots maybe with two weapons each is still annoying to sift through....If you could put something like the half life weapon selection interface (personally, i think its the best one ever created) you may end up having a much more enjoyable mod, instead of one where users become frustrated trying to find their weapon of choice. Just food for thought.
At this point its probably too late to do for the first beta. However we can take a look at it and may try something in the next beta. We have raised this issue already that sometime menu/item/weapon selection is not easy. Just at this time we chose to put more emphise on getting the stuff in at this first pass. Then come back and fix up via public feedback. Good point you made.
Who would like fully balanced starting weapon that is just as useful as any other weapon? As I said in the other thread, I don't like the Assault Rifle and one good firing mode is not good enough. The normal firing mode is just a toned down minigun. Maybe this could be a poll, but who would like a fully balanced starting weapon or a weak starting weapon? I would like a fully balanced starting weapon, maybe duel pistols and why does a starting weapon have to be weak? It can be a real pain if weapon stay is off and jumping right into the action would be more fun then having to go out of your way to find a weapon first. I know a weapon like a Sniper Rifle would be best at long range and you don't start with it, but as long as you have a balanced all around weapon for mid-range combat would be nice that you would WANT to use after finding another weapon. Maybe even a small mutator to start off with all weapons. Maybe a tracer should be added to the sniper rifle's normal rounds or there will be a lot of peoeple upset with the reborn of camping and hiding in UT2k3.
BTW, all the above is my opinion and I wonder if others want a balanced or weak starting weapon.
Sorry if this has been discussed (sp?) before.
Mad Member with lots of ideas and questions and somewhat good fragging skills.
I like the idea of a well balanced starting weapon. Just because you start with it doesn't mean it has to be weak. After all, with a weak starting weapon, players are more likely to spawn camp, and newly spawned players will often just run away when they spot someone (if you can't really fight with it, more players are likely to run for a better weapon than use it, and thus the weapon gets little to no actual use - you might as well just start them out with no weapon at all). In a DM environment, you don't want people running away all the time, as you'll get enough of that with people breaking off to grab healths. What you want in a DM game is a good, balanced fragfest, not a game where you hunt down all the fresh spawns before they can grab a real gun. BTW, you can usually dodge grenades or shield them off. Grenades are best used to bounce around a corner or hit someone who isnt expecting it, they aren't really a good full combat weapon, espeically since you can only have so few of them, and they really just end up getting spammed anyway, which is no fun either.
A starting weapon should allow you to do some good damage in a real firefight, but only have enough ammo to sustain you for a short time. Ideally, you'll have killed someone before you run out of ammo and can grab thier gun (or thier ammo, as there are bound to be people who will want to specialize thier skills on the starting gun). Or, you can use it to effectively fend someone off until you grab the gun you want.
The starting weapon should also not be too unusual. Basically, it shouldn't be a grenade launcher or anything like that. The starting weapon should be simplistic, almost too simple. That's why pistols are the most common starting weapon in many games, it's point and shoot, simple enough. Autofire is ok for a starting weapon, but a single shot type weapon which deals good damage is best. A starting weapon should be easy to use for any newbie, but experts should know ways to protect themselves from it (maybe it does only half damage if the target has armor on or is using the shield gun). Basically, the starting weapon should also be a good fallback weapon. It should do enough damage that a headshot against an unarmored opponent can kill (or at least inflict severe damage) and other locations still do a fair amount of damage. It should be pretty accurate, and maybe generate some recoil.
UT's enforcer was somewhat like this, but didn't "feel" enough like a real gun for my taste, but in gameplay terms it was a good starting weapon and one of the things that made UT so great. And it was more or less balanced, and especially useful when you got two of them (and if you were skilled with it, you could make it even more effective, which is another thing people liked about UT).
If ChaosUT2 is going to replace the AR, my suggestion would be a pistol, possibly one of the old revolvers, like the colt .45, or maybe something modern like the desert eagle. In any case, it should be powerful but only have a little ammo to start with (like maybe enough for 6-12 shots). The rate of fire and damage per shot should balance against another weapon that uses the same ammo, such as the minigun perhaps. That way, when the player picks up the minigun (and gets the ammo that comes with it), it can be thier choice if they want to use the minigun or use the ammo for thier pistol. Most players will choose the minigun, but one who decides to make the pistol his specialty should have that option available, and not be punished for it. I'd also suggest that the player be able to pick up a second one and use them akimbo style like the enforcers in UT. Maybe that's copying UT a little too closely, but you have to admit, being able to find a second enforcer and use them both really did add a lot to the game.
There's been talk of a new startup weapon to use in place of Assault Rifle.
Probably not gonna be in BETA 1, but there will be something eventually.
Though to be honest, I pretty much still like the traditional idea of startup weapons. Where you'd better run and find something, or you're toast. Still works for me.
But sure, Chaos will probably kick out a nice startup pistol of some sort, and yeah, most likely stronger in some way(s) than the AR. But don't look for Rocket Launcher strength or anything like that. Not even minigun. It's still gonna be a startup weapon kinda thing.