idea to replace the link gun..

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Swift Viper
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Post by Swift Viper »

Won't the CAS12 work better for a 2nd replacement for the Flak Cannon? In the UT verison, it seemed kind of odd to replace the minigun and yet the Flak Cannon would have been better suited (and proxy mines switch to bio rifle replacement), because it is normally place in close range areas where it can be used best. I'm not sure if I really like the idea of stopping players from moving 100% while still alive. Might be kind of boring when your frozen and the enemy just leaves you there while you can do anything. What about it only slows you down like in the UT verison and not a 100% freeze? It could work after you die and your body is there frozen, but while your alive, I rather be able to attack and move, not sit there waiting to die. As for the flame-thrower, is there a way to make it different from all the other ones out there? I think the only thing that could have been fixed about the CAS12 would the sounds and maybe remove the reloading bit to keep it "unreal" and maybe alt fire could shoot two shells at a time or something.
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bitterman
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Post by bitterman »

how about a lightsaber.... that would be cool....



j/k
thegreywolfe
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Post by thegreywolfe »

A flamethrower with an alt fire of a freeze ray sounds awesome. Be loads of fun in small corridors.
If you're not having fun, it's because I shot you in the head.
DragonXero
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Flame Good!

Post by DragonXero »

I love the idea of a flame/freeze gun as well. Though, I'd like to make an addendum, possibly having the freeze gun able to freeze the ground. Imagine freezing the ground in front of your enemy and watching them slip and slide out of control! It'd be even cooler if there could be custom animations, but from what I understand, that's likely not going to happen.

Personally, I think all you need is Chaos.

I'd kinda like to see a health gun, too. I play a medic in RTCW a lot, and I think it would be schweet to have a way to heal your teammates, which is what the damned link gun should have done in the first place!
R.Flagg
Chaotic Dreams Team
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Post by R.Flagg »

possibly having the freeze gun able to freeze the ground. Imagine freezing the ground in front of your enemy and watching them slip and slide out of control!
I like this one. I wonder if it could work though. I mean, getting these spray paint logos to show up correctly everywhere was at least a little bit time consuming, wonder if they could do a sheet of ice and have it show up correctly in all these maps out there?
jeditobe1
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Post by jeditobe1 »

The graphics might be hard but i wonder if it could be done similar to the napalm nades on a smaller scale.. where the ice falls in sheets to the ground and melds with other ice if nearby

I think there might already be some icy-slipping code in UT somewhere.
I make Darth Vader look like a teenage punk with a lightsaber.
DJPaul2

Post by DJPaul2 »

I don't really want a ice gun in CUT2.
I'd prefer to keep it smaller scale, like this: when I was flashbanging myself (don't ask), I kept noticing those white emitter effects that occur after the detonation. They looked icey.

What about - if you hit a flashgrenade pointblank on an opponent - you freeze them? This doesn't kill them, but you can then switch to something to finish the job off properly..
Poultry-Geist
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Meh

Post by Poultry-Geist »

I'd like to see a gun that fires out small chunks of glass rapidly... and a secondary would creat a wall that would absorb ONE hit.... A nice alternative though would be a shotgun blast or rapid shot of primary.

sounds nice in theory though
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Shadowstar
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Post by Shadowstar »

Hmm, I have to agree that freezing a player while they are still in the game is probably a bad idea. It should be a death-thing. Just have it produce a ragdoll which can't move (not sure how this could be done), and then either give it a universal frozen skin, or have the existing skin turn bright-icy white, with a cubemap shinyness to it (possibly doable through shaders?). So, the freezeray would do normal damage, and only actually freeze the victim on death. When the body was hit by any weapon or reached the derez time, instead of derezzing, it would simply gib, and add in a nice ice explosion along with the gibbing... So there would be ice chunks and water splats along with the bloody chunks and blood splats. As was mentioned before, we already have the start of a good emitter effect in the flash grenades, so we could take that emitter and expand it to have acutal ice chunks along with the white particles.

Maybe the freezeray could do an additional type of damage that slows you down, independent of the health damage. It can't stop you completely, but it can get you maybe down to half or a quarter of full speed. If someone flamers you, it would speed you back up again. With no teamdamage, teammates could do it without hurting you.
Zachariah
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Post by Zachariah »

what about , when you do get frozen , you do slow down , but also , your controls freezeup , in otherwords, steering gets clunkier , weapons are sluggish , and when you fire they get stuck for a few seconds longer after you release the button. Definately incentive not to get frozen.


how bout snowball chunker for secondary???

If you do have a flame thrower , then it MUST be atleast as potent as the one in U2
DJPaul2

Post by DJPaul2 »

Pepito wrote:what about , when you do get frozen , you do slow down , but also , your controls freezeup , in otherwords, steering gets clunkier , weapons are sluggish , and when you fire they get stuck for a few seconds longer after you release the button. Definately incentive not to get frozen.


how bout snowball chunker for secondary???

If you do have a flame thrower , then it MUST be atleast as potent as the one in U2
I'm not confident you can change the player's speed from a mutator (or a combo). I know like the speed combo does, but i'm pretty sure it's a "if speed combo is on, then make speed x40" check on the player enttity (the x40 being preset), for example.
T-Bone7
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Post by T-Bone7 »

Nope.
When speed is activated, it changes the pawn's speed variables (multiplies them by 1.4) and when it deactivates it sets the variables back to default.
DJPaul2

Post by DJPaul2 »

T-Bone7 wrote:Nope.
When speed is activated, it changes the pawn's speed variables (multiplies them by 1.4) and when it deactivates it sets the variables back to default.
Exactly my point; from a mutator, you can't modify the speed that a player moves at.. you *could*, but you *shouldn't*.
Swift Viper
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Post by Swift Viper »

DJPaul2 wrote:
T-Bone7 wrote:Nope.
When speed is activated, it changes the pawn's speed variables (multiplies them by 1.4) and when it deactivates it sets the variables back to default.
Exactly my point; from a mutator, you can't modify the speed that a player moves at.. you *could*, but you *shouldn't*.
You can, In UT it was groundspeed, airspeed, and waterspeed. There are a few others, but it should be the same in UT2k3. What do you mean you should not change the speed in a mutator? What is wrong in using a "turbo" mutator? I mean mutators does everything else, so why not player speed too?
Mad Member with lots of ideas and questions and somewhat good fragging skills.
Zambini
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Post by Zambini »

Personally I'm not sure that the Utility gun is the way forward, particularly if it's done like the CUT one (which was more like a grenade launcher than the flamethrower/ice ray discussed earlier)

It would be cool to keep at least one 'energy weapon' in the armoury for the sake of variety. If anyone remembers the venerable Playstation game 'Duke Nukem: Time to Kill' he had a kind of multiple short range swirling death ray that inflated enemies, blowing them up into crispy chunks. That rocked... Perhaps something like that with primary creating a focussed storm of beams and alt spraying the landscape with inaccurate tentacles of laser death? Would be a nice short-range weapon and could get v. messy v. quickly :D
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