Assault Rifle replacement ideas
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Assault Rifle replacement ideas
Sorry, I try to hold of this thread till longer, but I could not help myself. Anyway, what kind of weapon should replace the Assault Rifle and how powerful should it be to the other weapons? Should it be as weak as the normal Assault Rifle, weak, but be able to pick up another one to balance (UT Enforcer) or be balanced with the other weapons? If you vote other, please post what it is. Please vote and give any ideas for a cool starting weapon (even if it is weak, just something fun to use)
BTW, because of the fact the weapons were so fun to use, I found myself board on respawn.
BTW, because of the fact the weapons were so fun to use, I found myself board on respawn.
Mad Member with lots of ideas and questions and somewhat good fragging skills.
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If the Assault Rifle will stay, is it possible to change one or two things about it to make it more fun to use? I had fun using all the Chaos weapons over Epic's weapons. Again, even if the starting weapon is weak, I think it matters that it should be fun to use, not something boring. How exactly will the melee system be, with two melee weapons (sword and axe)? For the nitpickly sake of being creative, it seems like two pistols is becoming common now, can still be fun, but has been done lots of times before. What about a pistol that shot as fun as you pressed the button? But pass the nitpickly part, it could be fun to see it again, as the Ripper has been made even better.
How will the melee system work? Melee combat has not been that great in other FPS I played and you would almost always get out gunned.
Edit: Remember how last time I was talking about the balance, this time I'm talking about how fun the weapon is to use.
How will the melee system work? Melee combat has not been that great in other FPS I played and you would almost always get out gunned.
Edit: Remember how last time I was talking about the balance, this time I'm talking about how fun the weapon is to use.
Mad Member with lots of ideas and questions and somewhat good fragging skills.
What we had working is an option for the client to select their starting weapon. But commited it out for this release.
I think what we may do is have it a server side option of weather or not the Sheild and AR are removed. Then have a client side option for them to pick which new starting weapon.
Now we have not decieded on/what and which. But Melee Sword and Axe (that can block some projectiles) and some sort of dualy pistols were favored from our last discussion
I think what we may do is have it a server side option of weather or not the Sheild and AR are removed. Then have a client side option for them to pick which new starting weapon.
Now we have not decieded on/what and which. But Melee Sword and Axe (that can block some projectiles) and some sort of dualy pistols were favored from our last discussion

Jb
What about resurrecting the shotgun that replaced the minigun in CUT1? I loved that weapon. you could have something like it and tone it down. I think the start weapon should be weaker than the other weapons, but strong enough to actually kill someone with full health if you use it right and/or dodge well.
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Seeing as Other and Weak, but get more powerful options are tied as of this post time, what about the starting weapon say have a broken part that stops it from being so good, but finding a piece in the place of another weapon pickup "fix" it to be useful? A powerful melee weapon would help, seeing as when you play with high skilled bots alot, you will be dieing alot and won't be able to use the other weapons a lot. The only problem is the big open maps where melee weapons will be much less useful and if someone is sniping at you, very hard to fight back, almost impossible if the starting weapon does not have a long range attack (Enforcer, Shock Rifle style). Any ideas if what will happen yet?
Mad Member with lots of ideas and questions and somewhat good fragging skills.
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Actually it shouldn't be that much of a problem since melee weapons will be capable of blocking most projectiles, and possibly reflecting them back at the attacker. At least, this is the way I understand it.
I brought up what I thought would be the perfect solution to the AR replacement on the dev boards a while ago. It was a pistol, in the tradition of the enforcer, but with chaotic touches. The way I designed it, it would fit in perfectly with the other chaos weapons.
It was called the "Chaos Pulse Pistol" (CPP), and fired pulse bullets that were capable of "catching" a target if they hit at the right angle and in an open environment, and then carrying them along until something obstructed the path. The bullet would keep going, punching through the stopped player, and could richochet off walls and stuff, a few times. The bullet leaves a trail, making it easy to spot. It's not extremely powerful, like the sniper bullets or anything, in fact its only about as powerful as the AR bullets, but its ability to reflect and punch through players means, if fired with skill, could hit a player more than once, and its ability to carry players along in the right conditions makes it an effective way to keep someone from fragging you while you're looking for your preferred weapon. Although to really use the pistol well, you'd need to have a good level of skill with it. You'd also have to be skilled to keep from killing yourself with it. Plus, the ragdoll possibilities are great. Imagine watching a player die while being carried through the air, and thier ragdoll either gibbing like a meteor in the air, or just crumpling off the bullet and crunching to the ground... A nice touch would be to have the pistol produce a big puff of smoke when fired... I always did like gunsmoke effects in those westerns...
The existing AR pickups (grenade pickups) can be used for ammo, and I suggested the possibility of allowing an akimbo style to be accessible by picking up another dead player's CPP, hence UT1 dual enforcers...
I had another idea along similar lines which I posted in the dev forums about how to deal with minigun rounds on maps without miniguns. In CUT2, the minigun is replaced with the cutter, but on these particular maps, there will be cutter ammo and no cutter. So I thought about turning the cutter ammo into a mini-weapon of its own. It's not exactly a starting weapon, but it's generally easier to find ammo than weapons. The idea was that the cutter blade cannister can be opened and the blades tossed like frisbees of death. Obviously not as powerful as the cutter-launched blades, but still decent, and still capable of headshots. They would curve alot in flight, and behave like boomerangs. You couldn't throw them as fast as you could shoot them either, and they would bounce only once or twice before falling to the ground harmlessly.
But both of these ideas had to be put on hold until beta 1 was out, so now that it's out, I'm bringing them up again, and the public can give thier feedback on them. I'd love to see both these ideas implemented, and it would fit well within chaos, in my opinion.
I brought up what I thought would be the perfect solution to the AR replacement on the dev boards a while ago. It was a pistol, in the tradition of the enforcer, but with chaotic touches. The way I designed it, it would fit in perfectly with the other chaos weapons.
It was called the "Chaos Pulse Pistol" (CPP), and fired pulse bullets that were capable of "catching" a target if they hit at the right angle and in an open environment, and then carrying them along until something obstructed the path. The bullet would keep going, punching through the stopped player, and could richochet off walls and stuff, a few times. The bullet leaves a trail, making it easy to spot. It's not extremely powerful, like the sniper bullets or anything, in fact its only about as powerful as the AR bullets, but its ability to reflect and punch through players means, if fired with skill, could hit a player more than once, and its ability to carry players along in the right conditions makes it an effective way to keep someone from fragging you while you're looking for your preferred weapon. Although to really use the pistol well, you'd need to have a good level of skill with it. You'd also have to be skilled to keep from killing yourself with it. Plus, the ragdoll possibilities are great. Imagine watching a player die while being carried through the air, and thier ragdoll either gibbing like a meteor in the air, or just crumpling off the bullet and crunching to the ground... A nice touch would be to have the pistol produce a big puff of smoke when fired... I always did like gunsmoke effects in those westerns...
The existing AR pickups (grenade pickups) can be used for ammo, and I suggested the possibility of allowing an akimbo style to be accessible by picking up another dead player's CPP, hence UT1 dual enforcers...
I had another idea along similar lines which I posted in the dev forums about how to deal with minigun rounds on maps without miniguns. In CUT2, the minigun is replaced with the cutter, but on these particular maps, there will be cutter ammo and no cutter. So I thought about turning the cutter ammo into a mini-weapon of its own. It's not exactly a starting weapon, but it's generally easier to find ammo than weapons. The idea was that the cutter blade cannister can be opened and the blades tossed like frisbees of death. Obviously not as powerful as the cutter-launched blades, but still decent, and still capable of headshots. They would curve alot in flight, and behave like boomerangs. You couldn't throw them as fast as you could shoot them either, and they would bounce only once or twice before falling to the ground harmlessly.
But both of these ideas had to be put on hold until beta 1 was out, so now that it's out, I'm bringing them up again, and the public can give thier feedback on them. I'd love to see both these ideas implemented, and it would fit well within chaos, in my opinion.