weapon suggestion
Weapon idea -flaming surfaces
A cool effect would be flammable surfaces. Sort of like a molotov cocktail -set the ground (or walls) on fire, and everyone within a certain radius gets burned until they back off.
Maybe this wouldn't work in CUT2, as there may be no weapons with flame in them. But say if an explosive weapon let off little squirts of flammable liquid, htat would be cool.
Maybe this wouldn't work in CUT2, as there may be no weapons with flame in them. But say if an explosive weapon let off little squirts of flammable liquid, htat would be cool.
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hello every one... I'm new to the forum but not to ChaosUT... I played that mod for month and I still do.... ok so for your starting weapons ...why not make a pistol like in U4e where after maybe 10 shot you had to reload.... this give the player a good weapon but still give the opponent the chance to escape the shooting and find health.... anyway i liked the idea of the double enforcer I hope it will be in the new Chaos version
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Weapon balance (this time, for other weapons, not starting)
Seeing as the Lighting Gun in UT2k3 was added because people hated in UT not being able to find the sniper and making camping too easy, will the "normal" rounds of the CUT Sniper Rifle v3 have some sort of tracer to pervent a lot of people on the fourms for hating this weapon and other problems? As for weapon balance, will the "powerful" rounds of the rifle have a slower rate of fire then it did in ChaosUT? IMO it was more powerful and had the same rate of fire, making it overkill. I hate it when I think "I can do ok with this weapon, not be able to do anything with this weapon, totally own with this weapon, do really good with this weapon and be god with this one". I want to be able to think (and know), "I can own with this weapon, and the same for this weapon and that one too, I feel just as powerful when using any weapon. I don't feel weak when using this weapon or god when using that weapon". I'm not talking about the starting weapon, but the other weapons you have to go out of your way to get, like for one thing, I really hate it when the rocket launchers in any game is the ownage weapon and it "has" to be more powerful, but not be leveled with the other weapons, because in UT the rocket launcher is one of the most used weapons and firing six rockets IMO is too powerful, when one head on rocket can kill you with full health. I know, I'm a weapon balance freak and I don't know if anyone else feels the same, but all normal weapons should be balanced and useful in their own weapons (Flak Cannon = close range, Lightning Gun = long range) and not rocket launcher = best for nearly everything. If there is a "best" weapon, then what is the point of the other weapons once you have it? The point of game is to have fun right and the game is more fun when it is fair right? Would it be best to spawn with all weapons so everyone is on even footing and not things like "It is not fair that I can't attack from far away because that guys has a sinper weapon and I don't"? Not that I actually think like that, but just saying. Would it make the game more fun and forced on skill knowing that you have to know how to use each weapon right and starting off with all of them? First, 6 rockets had to be toned down to 3, but it still seems to be the ownage weapon, what's next, 1 (or 2) rockets only per fire? Sorry if this has gore off the "idea" part of the topic, but how do other people feel about this (not the starting weapon(s), but the ones you find)?
On topic (sort of): Everything is almost ready, this is such a great time right now
. The sniper rifle model IMO is the best model I seen for ChaosUT2 so far. What weapons will replace what? One thing I never saw so far is an automatic weapon for ChaosUT. Will one be made in ChaosUT2 Beta 2? Maybe the first Chaos had one for Quake 2, but I'm not sure. Will there be a shotgun of some sort in Beta 2? So right now it is just a matter of two weeks or so (and not in Epic's meaning)? I think this will be even better then ChaosUT, but I have not played it, so I really can't say that yet, as pictures don't tell you everything, just the way things looks. Anyway, keep up the great work and it should make me want to play UT2k3 more then I do now.
Sorry, but the reason why I was feeling like this was because I got done playing a few LMS games (offline) and the rocket launcher is the most used weapon. Plus when I played rocket arena, it was the most used weapon and I just tired of it.
On topic (sort of): Everything is almost ready, this is such a great time right now


Sorry, but the reason why I was feeling like this was because I got done playing a few LMS games (offline) and the rocket launcher is the most used weapon. Plus when I played rocket arena, it was the most used weapon and I just tired of it.
Mad Member with lots of ideas and questions and somewhat good fragging skills.
Re: Weapon balance (this time, for other weapons, not starti
Whew! I may not get thru all of this now, but here goes;
All we can hope is that a decent number of folks find it fun.
And, on top of that, there are some weapons that DO have their own 'place', but it takes time and/or practice to realize this. There are folks who feel a sword is useless, for example. But of course that's not true. So again, part of it will always come back to not being able to please everyone all the time.
Bio Rifle=Claw2
Minigun=CUTTER
Flack Cannon=Grenade Launcher
Lightning Gun=ERDW & Sniper Rifle
Redeemer=Vortex
You can choose to have our weapons cycle with, or replace these weapons in standard maps.
The questions about BETA 2 are up in the air, unkown at this time.
Thanks for talkin' Chaos!
Well, yes and no. Yes, we plan on having tracer bullets, though they aren't perfected just yet. But as far as preventing some people from hating it, well, I wish it was that easy. No matter what we do, some folks will hate it. But of course you know this. Same deal with Epic, maybe they made some folks happy with this LG thing, but not everyone. I still prefer a real sniper rifle.Swift Viper wrote:Seeing as the Lighting Gun in UT2k3 was added because people hated in UT not being able to find the sniper and making camping too easy, will the "normal" rounds of the CUT Sniper Rifle v3 have some sort of tracer to pervent a lot of people on the fourms for hating this weapon and other problems?
All we can hope is that a decent number of folks find it fun.
No slower rate of fire, but more visible with the smoke rings they produce (when we get those tweaked up right).As for weapon balance, will the "powerful" rounds of the rifle have a slower rate of fire then it did in ChaosUT? IMO it was more powerful and had the same rate of fire, making it overkill.
Well, this is hard to answer. Sure, ideally every weapon has it's time & place to 'own'. But this is not easy to pull off. And of course, you just can't go around making everything Rocket Luancher type of strength, that would be boring. So it's hard to speed up this, decrease damage that, increase ammo here, cut down view there....to get it right. But we try.I hate it when I think "I can do ok with this weapon, not be able to do anything with this weapon, totally own with this weapon, do really good with this weapon and be god with this one". I want to be able to think (and know), "I can own with this weapon, and the same for this weapon and that one too,
...
Sorry if this has gore off the "idea" part of the topic, but how do other people feel about this (not the starting weapon(s), but the ones you find)?
And, on top of that, there are some weapons that DO have their own 'place', but it takes time and/or practice to realize this. There are folks who feel a sword is useless, for example. But of course that's not true. So again, part of it will always come back to not being able to please everyone all the time.
On behalf of the guys who actually made it, thank you.On topic (sort of): Everything is almost ready, this is such a great time right now![]()
. The sniper rifle model IMO is the best model I seen for ChaosUT2 so far.

Shock Rifle=CrossbowWhat weapons will replace what?
Bio Rifle=Claw2
Minigun=CUTTER
Flack Cannon=Grenade Launcher
Lightning Gun=ERDW & Sniper Rifle
Redeemer=Vortex
You can choose to have our weapons cycle with, or replace these weapons in standard maps.
The questions about BETA 2 are up in the air, unkown at this time.
Thanks for talkin' Chaos!

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As for sniper weapons, there are two groups that I can think of.
Group A: People who like the art of not being able to be found and find a good hiding place. Not knowing you can be found. This is mostly what true sniping is.
Group B: People who don't like the art of people hiding, being a way to fight back without trying to look around all over the place. Knowing that you can easily be found and must try to dodge and sinpe at the same time.
Group B seems to be larger right now as there were a lot of people part of that group in UT that hated camping and not being able to find the sniper. I saw some group A people, but not many. (I wonder how you can make a "high tech or future" sniper rifle without any effects giving away your area, not the CUT Sinper Rifle V3, any other one). As for me, I'm kind of an A-B, as sometimes I feel both ends of both groups.
My idea, set a server side option for normal rounds to have tracer on or off, it should please both groups.
As for rocket launcher strong, it could be boring, I'm sure of it, unless rocket launcher strong was just removed all together.
Your right about different weapons having their time and place. I even heard someone said one different maps seems to pick different weapons, like on big outdoor maps, "sniper" weapons are useful, in small and tight maps, "close-range" weapons are useful. Different weapon groups like pistol/rifle (basic mid-range point and shoot weapons like enforcer or shock rifle's beam), "shotgun" group (that and guns like Flak Cannon), sniper group (sniper rifle, lightning gun, rail gun w/scope) and other groups (that I made up).
Getting the weapon balance perfect if you tryed would be hard, very hard as you said. The exact damage setting, rate of fire, ammo pickup and max, plus more. If you only change one weapon at a time, it won't work out so well unless you do all at once and sometimes you feel like "this feels too powerful, maybe I should lower the rate of fire slightly". Then you come to "now it feels too weak, maybe it should do slightly more damag", then after that, "it feels ok alone, but compare to other weapons, it still feels too weak/strong", so you go to fix up all the other weapons and you repeat the same thing over again. Is that what it really is about trying to balance weapons? There's a lot more things like proj speed, ammo pickup and max, how often the proj should hit, range, and if you put in reloading, clip size, reloading time. Am I on the right track on how hard it can be or is that more?
BTW, did I get the sinper groups "right" and if so, is there more of them and did I gave enough information about A and B?
Group A: People who like the art of not being able to be found and find a good hiding place. Not knowing you can be found. This is mostly what true sniping is.
Group B: People who don't like the art of people hiding, being a way to fight back without trying to look around all over the place. Knowing that you can easily be found and must try to dodge and sinpe at the same time.
Group B seems to be larger right now as there were a lot of people part of that group in UT that hated camping and not being able to find the sniper. I saw some group A people, but not many. (I wonder how you can make a "high tech or future" sniper rifle without any effects giving away your area, not the CUT Sinper Rifle V3, any other one). As for me, I'm kind of an A-B, as sometimes I feel both ends of both groups.
My idea, set a server side option for normal rounds to have tracer on or off, it should please both groups.
As for rocket launcher strong, it could be boring, I'm sure of it, unless rocket launcher strong was just removed all together.
Your right about different weapons having their time and place. I even heard someone said one different maps seems to pick different weapons, like on big outdoor maps, "sniper" weapons are useful, in small and tight maps, "close-range" weapons are useful. Different weapon groups like pistol/rifle (basic mid-range point and shoot weapons like enforcer or shock rifle's beam), "shotgun" group (that and guns like Flak Cannon), sniper group (sniper rifle, lightning gun, rail gun w/scope) and other groups (that I made up).
Getting the weapon balance perfect if you tryed would be hard, very hard as you said. The exact damage setting, rate of fire, ammo pickup and max, plus more. If you only change one weapon at a time, it won't work out so well unless you do all at once and sometimes you feel like "this feels too powerful, maybe I should lower the rate of fire slightly". Then you come to "now it feels too weak, maybe it should do slightly more damag", then after that, "it feels ok alone, but compare to other weapons, it still feels too weak/strong", so you go to fix up all the other weapons and you repeat the same thing over again. Is that what it really is about trying to balance weapons? There's a lot more things like proj speed, ammo pickup and max, how often the proj should hit, range, and if you put in reloading, clip size, reloading time. Am I on the right track on how hard it can be or is that more?
BTW, did I get the sinper groups "right" and if so, is there more of them and did I gave enough information about A and B?
Mad Member with lots of ideas and questions and somewhat good fragging skills.
My sniping style of fight in UT2K3 is less effective then in UT do to the hard to land head shots, that's why I like instagib. It's not the getting spotted part that annoys me, it's not killing the person so I can move to another area part that annoys me.
If a new instagib mutator is made the weapon should have an 8 round clip with 32 extra ammo and also should be completelly semiautomatic(no delay), and loading the gun should be abnormally long.
If a new instagib mutator is made the weapon should have an 8 round clip with 32 extra ammo and also should be completelly semiautomatic(no delay), and loading the gun should be abnormally long.
Sharing the wealth, two cents at a time.
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I don't know, I kinda of like the balance UT2003 put into it with weapon changes. I like the fact that it's harder to nail a headshot with the LG, and you can find them. The rocket change from 6 to 3 was also a good idea. In UT I was a rocket wh0re. Now, while I still use the rocket launcher a lot. I use other weapons nearly as much. It all depends on the type of map and the range of my oponents. I like Flak, bio, and the green beam for up close. I like the mini, asmd, default gun, and the rocket launcher for midrange. And the LG & rocket launcher for long range. Works great for me, and I expect as hard as the boys here are working on Chaos, that I'll use all the weapons here too.
If you're not having fun, it's because I shot you in the head.
Oh yea! waite till the first time you use the ERDW. Trust me.....Its really cool. The laser mines, uuuuuuu how could i have lived without them?, and the Proxys are simply stunning. The Nade launcher is beautiful in the way it delivers utter Chaos on demand. Oh yea, and the Chaos Crossbow..........Need I say more? I might be a little bias
, but i sure like it.



The Dark Side of Chaos.
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