Grenade louncher:
Freeze grenade:Slows players by 90%,the same AOE as a napalm grenade,does 1/4 of a napalm grenades damage,the same ammount of ammo as a napalm grenade
Crossbow:
Tracker bolt:After shooting a enemy with it(does the same damage as a normal bolt)you will start seeing the enemy trough walls as a dot,circle or sumthin,the enemy wouldnt
have any clue that they are tracked,it sort of a stealth wep,8 ammo per pack
Paralysation bolt:After shooting it theres a very smalll cloud at the place the bolt hit,if it hit a player the players view becomes a little distorted and starts blackening out(if possible),after 10 secs hes blind for 15 sec,10 sec in the blindness he becomes paralysed for 5 sec,the signs of paralysation are so that the player could hide,duck,run
4 ammo per pack
Disabler bolt:after shooting it a bit of lightning flashes and the targets screen starts flashing,he becomes disabled after 10 sec becoming 50% slower,unable to use any wep except the link and shield gun,and unable to jump for 15 sec,10 per pack
Claw2:
Floor mine:Shooting it at the floor makes it slowly change its colour to the colour of the floor,stepping on it does 105 dmg and a half of a napalm grenades range splash,2 per pack
Sniper rifle:
Force bullets:Hitting a player with the bullet will make him get knocked back for about 20 game feet,instant hit,5 per pack
Ideas
CUTTER
Buzzers:When hit it continues ripping the players flesh cousing 5 dmg per sec for 6 sec,it does the same damage as a cutter ammo on hit
CUT enchanced rocker louncher
Jet grenade:it shoots a bouncy grenade,but when you press the alternative fire it bursts a little fire and flys forwoard,it could be used tactically,it explodes after 15 sec or the seomd hit of the fire button,10 per pack
Jet:Shoots a stream of fire using 1ammo/sec and bursting you in the air,comes with 5 ammo per pack
Buzzers:When hit it continues ripping the players flesh cousing 5 dmg per sec for 6 sec,it does the same damage as a cutter ammo on hit
CUT enchanced rocker louncher
Jet grenade:it shoots a bouncy grenade,but when you press the alternative fire it bursts a little fire and flys forwoard,it could be used tactically,it explodes after 15 sec or the seomd hit of the fire button,10 per pack
Jet:Shoots a stream of fire using 1ammo/sec and bursting you in the air,comes with 5 ammo per pack
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- Chaotic Dreams Team
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- Joined: Sun Apr 06, 2003 6:22 am
- Location: Arizona
- Contact:
I like the tracker bolt idea. I think it would work better tactically if all players on your team could see the tracer, so that you could do things like tag snipers, flag carriers, etc.
This reminds me of another idea I had a while ago called The Probe. It rotates with the superweapons, but it's not actually a weapon. It's a small remote-guided device that floats up into the air when released. When you pick one up, you ready the device and hit fire to release it. After release, you pull out a remote control unit, while the probe floats nearby. While holding the control device, hitting primary fire causes the probe to send out a high-intensity scanning pulse, which causes all pawns in the vicinity to light up on your HUD, even through walls, showing detailed information about them, like health, shields, current weapon, bot orders, etc. Basicaly all available info. The information remains visible (and follows the scanned pawns around) for about 1 to 2 minutes and then fades. A scanning pulse drains all of the energy in the Probe (ammo), which then takes about 5 minutes to regenerate, so you have to wait 5 minutes to send out another pulse, preferably hiding the probe in a safe place until then. Plus, the pulses make a noise, which can give a clue where the probe is. A probe can be destroyed in one shot, so you have to keep it protected. Alt-fire while using the probe's control device puts you into a guided-cam view, where you see what the probe sees. You can then fly the probe around like a redeemer. Hitting primary fire while in the probe's cam will send out a pulse, like normal. Alt-fire will get you back out of the probe cam. Also, a scan pulse would allow everyone on your team to recieve the information from the pulse, so it would have tactical benefits, such as revealing the details of an enemy defense, or lighting up a sniper camp.
This reminds me of another idea I had a while ago called The Probe. It rotates with the superweapons, but it's not actually a weapon. It's a small remote-guided device that floats up into the air when released. When you pick one up, you ready the device and hit fire to release it. After release, you pull out a remote control unit, while the probe floats nearby. While holding the control device, hitting primary fire causes the probe to send out a high-intensity scanning pulse, which causes all pawns in the vicinity to light up on your HUD, even through walls, showing detailed information about them, like health, shields, current weapon, bot orders, etc. Basicaly all available info. The information remains visible (and follows the scanned pawns around) for about 1 to 2 minutes and then fades. A scanning pulse drains all of the energy in the Probe (ammo), which then takes about 5 minutes to regenerate, so you have to wait 5 minutes to send out another pulse, preferably hiding the probe in a safe place until then. Plus, the pulses make a noise, which can give a clue where the probe is. A probe can be destroyed in one shot, so you have to keep it protected. Alt-fire while using the probe's control device puts you into a guided-cam view, where you see what the probe sees. You can then fly the probe around like a redeemer. Hitting primary fire while in the probe's cam will send out a pulse, like normal. Alt-fire will get you back out of the probe cam. Also, a scan pulse would allow everyone on your team to recieve the information from the pulse, so it would have tactical benefits, such as revealing the details of an enemy defense, or lighting up a sniper camp.
My Chaos Google Drive (sounds, etc):
https://drive.google.com/folderview?id= ... sp=sharing
My Sounds Release Thread:
http://forums.chaoticdreams.org/viewtop ... 7&start=45
https://drive.google.com/folderview?id= ... sp=sharing
My Sounds Release Thread:
http://forums.chaoticdreams.org/viewtop ... 7&start=45
the probe would couse extreme lag,slowdowns imo,but if it works,then it would be a great idea,you could also make it so that the flag if removed glows with a very bright light thru walls while the pulse is active
and tracking to the entire team woudl be even better with the bolts
aannd a new idea
The translocators alternative fire:you can only have 1 each player at a time and you only get 1 per 10 spawns,it shoots a small dart at the half of a sniper rifles speed,if it hits your enemy it sticks to em and glows brightly for 5 sec,then dissapears,after shooting you can use the translocators secondary attack to watch where,what is he seeing,lasts for 10 min,pressing alt ifre many times circles trough the players marked by your team,a ultiamte sniper killing machine,watch and walk while hes looking the other side
and tracking to the entire team woudl be even better with the bolts
aannd a new idea
The translocators alternative fire:you can only have 1 each player at a time and you only get 1 per 10 spawns,it shoots a small dart at the half of a sniper rifles speed,if it hits your enemy it sticks to em and glows brightly for 5 sec,then dissapears,after shooting you can use the translocators secondary attack to watch where,what is he seeing,lasts for 10 min,pressing alt ifre many times circles trough the players marked by your team,a ultiamte sniper killing machine,watch and walk while hes looking the other side
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- Posts: 36
- Joined: Sun Dec 21, 2003 11:27 pm
- Location: WA state
Lag?
No more lag than a guided redeemer or a proxy mine would cause. It's the same basic concept.the probe would couse extreme lag,slowdowns imo
There are two kinds of people in this world: Those who complete a thought, and those who
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- Posts: 36
- Joined: Sun Dec 21, 2003 11:27 pm
- Location: WA state