Assault Rifle replacement ideas

All about Chaos for Unreal... (UT3, UT2004, UT2003, UT)

How strong should the Assault Rifle replacement be?

It should be weak and you better find another weapon or die.
0
No votes
It should be weak, but you can pick up another one to hold two or upgrade to balance it with other weapons.
16
52%
It should be as balanced as the other weapons.
8
26%
Other (please post below).
7
23%
 
Total votes: 31

Swift Viper
Posts: 160
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Nice Ideas, really nice!!

Post by Swift Viper »

Sweet! I think this could be perfect and still be a fun weapon to use :) . I never heard of a weapon like that before, some creative right there (and again, I'm a idea/creative freak). I wish there were more ideas like that, but coming up with stuff like that is truely hard, unless it just comes to your mind. Using ammo as weapons also sounds like a really nice idea, could this work for say the Proxy Mines, Fire Mines, Grenades and Allows or is that too much? Could it also be possible for the CPP to randomly appear in the place of the Assault Rifle Grenades so you can still get two of them of a lot of people don't use them after finding another weapon?
Mad Member with lots of ideas and questions and somewhat good fragging skills.
T-Bone7
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Post by T-Bone7 »

Definitely not all those! if any others should be used like that it should be Proxys/FireMines, but I think the CUTTER blades would be enough.
Omega9
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Post by Omega9 »

re: Shadowstar's idea

I like the idea of akimbo pistols, and especially the idea of peircing or ricochet prejectiles, so how about this

The ammo for the assault rifle/minigun is already being replaced by the ripper blades. Why not make a pistol that fires miniature ripper blades?

Give them the same properties as the ripper blades (ie physics/ricochet capabilities) but shrink them down to maybe 10% the size. They shouldn't do any more damage than the assault rifle, but with an akimbo version you can do 2x the damage. They should not be allowed to have extra damage for headshots, but maybe have recognition for headshots that do kill?

They shouldn't leave a trail (to lower the impact on the engine performance) unless you could use something like the secondary fire effect on the minigun?

Firing rate should be about 1 shot/.50 - .75 sec giving high volume, but low damage.

I'm not sure what secondary fire should be - I was thinking along the lines of a 3 shot burst with long reload times, but this might be too close to the crossbow secondary fire.

The picture of the model I had for this is a cross between the xbow and a rubber band gun, with the blades being launched by a similar mechanism as the xbow - but not something like a pistol xbox if ya get my meaning
jb
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Post by jb »

all of these are great ideas. I will come back to this thread soon but right now I want to help and make sure we have the major bugs fixed.
Jb
T-Bone7
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Post by T-Bone7 »

Be doggone sure you get the grenadelauncher pri fire strafe fixed!
jb
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Post by jb »

T-Bone7 wrote:Be doggone sure you get the grenadelauncher pri fire strafe fixed!
Maybe....
Jb
jb
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Post by jb »

Just kidding. I am fixing that bug now :)
Jb
T-Bone7
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Post by T-Bone7 »

Yay! the grenade launcher is now my fav weapon of all time...
Swift Viper
Posts: 160
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What about this gun?

Post by Swift Viper »

This gun would shoot a untraceable proj for normal fire that did 25 damage per hit and would be hitscan (or very fast). The rate of fire could be 0.33 per second, same as the Bio Rifle. Alt fire will pull items and weapons (not sure about powerups) towards you, so you can grab something before someone else does.

So a 1.1 v will be made to fix the spraypaint, escape button in KOTH and crossbow head shot crashing problems? Will this come out quickly to slow down the rate of incoming bugs?
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R.Flagg
Chaotic Dreams Team
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Post by R.Flagg »

So a 1.1 v will be made to fix the spraypaint, escape button in KOTH and crossbow head shot crashing problems? Will this come out quickly to slow down the rate of incoming bugs?
Well, I dunno about that question. Slow down rate of incoming bugs? Actually, we have but a few 'real' bugs here, and one of them is only logos repeating. Pretty minor. Much of the other stuff is more along the lines of requested tweaks. (which is also very valid and worthwhile, but a horse of a dif color)

Releasing a fix will only slow down the number of posts about the same thing.

And, there is another side to consider, perhaps it would be better to wait another few days, and see if something else pops up. Then we could have one update, instead of two.

BTW- My apologies for not spotting the arrow and KOTH menu bugs for the coders before this release. They can't possibly see everything when spending all their nights coding, so that was my department.

And if it hurts Chaos in a review (or heaven forbid, in a contest), then I hope they properly mention it as a beta testing failure, rather than coding. Because much like in baseball..., when the 2nd basemen drops the ball after a grounder, you don't blame the pitcher for pitching the ball. I should have 'caught' those.
Swift Viper
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Post by Swift Viper »

R.Flagg {MoO} wrote:Releasing a fix will only slow down the number of posts about the same thing.
That is what I kind of mean. While killing every single bug is almost impossible, the big ones like game crashing need to be killed first, then the smaller less harmful bugs. Nastly little things, come to think of it, I'm not sure if there is a single game that is bug-free in every single way. I think I got the game crashing bug once, because the game just stopped on a looping sound and the crossbow was on the map while playing DOM. Hopefully that is one of the first things fixed, but as you said, waiting a little longer is better due to other sides of it and possible even more bugs. I hope the crossbow headshot bug does not stop this mod for winning the Best Mod part in the contest, but if they only play each mod for 5 minutes, then maybe they won't run into it :p and be able to get away with it.

And to stay on topic, what do you think of my idea for the starting weapon?
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Post by |GoD|Plaguelord|LDR| »

My co-clan leader and I think you guys should bring back or make a new type of Enforcer and also make it so you can have 2 of 'em at one time... The Duel Enforcer was my best weapon in the 1st UT and still is one of my favorites :twisted:... Its just an idea.
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NeoNight
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Post by NeoNight »

How about a weapon that shoots a projectile that can impale your eneimes upon death, assuming they are near a wall.. Like a harpoon gun, the second function would uh.......allow you to pull items towards you?.... or not lol
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Shadowstar
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Post by Shadowstar »

I had an idea like that for a way to improve the grapple. Basically, when you hit someone with it, it attaches to them and pulls them toward you. Hitting the grapple again while they are being pulled disengages the grapple, allowing you to yank someone off a cliff. One thing about it, is that the grapple pulls people somewhat slowly, and its possible to resist the pull by running away from the direction of pull. Also, you could get the grapple off you by shooting the cable.

Now here's the cool part, if the grapple kills the person on impact, it takes whatever part of the body it hits with it. The rest of the corpse simply drops to the ground, while the body part it removed is delivered promptly to the grapple-user and dropped at thier feet!

As an added bonus, if you kill someone by grappling one of thier arms, thier weapon is also delivered to you, along with the arm!

If the grapple-kill hits the torso, it results in an insta-gib, but you don't get any body parts delivered to you. ;)
Poultry-Geist
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shadowstar

Post by Poultry-Geist »

Shadowstar thats kind of like scorpions tentical move thing in Mortal Combat.... COOL :D

I'd like to see akimbo ripper pistols... Primary just shoots out blades secondary would shoot them out faster when you turned your pistols to the sides... Alternative would bring up a laser pointer for headshots....

Me likes lots
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