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Posted: Sat Aug 23, 2003 7:35 pm
by BobTheDog
nah, the more uses the better :)

Posted: Sat Aug 23, 2003 11:50 pm
by Shadowstar
Well, remember that the more ammo types there are, the more times you have to hit your ammo switch key to get to the ammo type you want.

I would say, based on my gaming experience, that 4-5 ammo types is about the maximum you can have before it starts to hinder gameplay. 6 would be pushing it.

The alternative is to create another weapon and adapt the ideas to it.

For instance, an enhanced linkgun could go alongside the MUG on the same weapon key.

But then there are issues surrounding having two weapons that spawn interchangeably, and on the same key. Not major issues, but enough that some people don't like it.

So it's a tossup.

One thing we can agree on though is that the MUG should earn its name. So, for that fact alone, perhaps 6 ammo types wouldn't be too much. IMO, it's acceptable considering the weapon's fundamental nature.

Posted: Sun Aug 24, 2003 1:15 pm
by Zachariah
IMHO its kind of an acceptable tradeoff. on the one hand, you have to hit the ammo key several times , but on the other hand , You have an enormous variety of attack methods . I personally have no problem with having to switch through vast ammotypes.And am in favor of all the variety

just one concern. If the MUG becomes TOO MU then ppl will always be using it , and the other weapons wont get as much of a chance...

Posted: Sun Aug 24, 2003 6:01 pm
by BobTheDog
mmm.. well I thought that about the nade launcher until i found out that you don't have to wait thru the relad animation to change again :oops: so it's really just a matter of rapidly hitting the key.

Posted: Sun Aug 24, 2003 8:25 pm
by Swift Viper
Pepito wrote:just one concern. If the MUG becomes TOO MU then ppl will always be using it , and the other weapons wont get as much of a chance...
Same way I feel as I posted before. One cool thing would be Arena match, it would be fun with all the different ways to attack.

Will there be a update soon of what has been done? How is the melee system coming along?

Posted: Mon Aug 25, 2003 1:38 am
by FurrySound
To use a term coined by the movie 'The Money Pit' w/Tom Hanks and used by Epic...

Two weeks...

(jumpy)

There will be an update, but we are not giving out any release date as of yet.

Posted: Mon Aug 25, 2003 1:52 am
by Zachariah
Is that two weeks till you tell us what has been done ? or two weeks till you tell us when we can expect the next update?

Posted: Mon Aug 25, 2003 2:26 am
by jeditobe1
Two weeks is a coding joke meaning that basically means.. "it will be done when its done"

As in.. you think you have two weeks to go, then think of something new to add in, delaying the release. You say two weeks again. Then you find an insanely large bug that delays the release even further. You say two weeks a third time... and you really mean it, then something else comes up. Etc.

Posted: Mon Aug 25, 2003 11:43 am
by jb
Melee system? its coming along pretty good. Fixed the major bugs with animation thanks to some Native code from Epic. Now just tweaking it a bit.

Posted: Wed Aug 27, 2003 11:11 pm
by Zachariah
Negative ray!this is a suggested new ammo for the MuG , this ammotype will cause the MuG to blast out a solid beam of Negative Energy(anything viewed through the beam will have its colors turned negative) , a player that comes in contact with this beam their controls will be TOTALLY reversed, (except for jump,grapple,spraypain etct) Ie , forward will become backwards , left will become right, primary fire will become secondary ,and mouse movements will be backwards, , while reversed , a players view will be negatived. The ray can also negativify Ammo , if a player picks up negativitfied ammo , they will lose ammo instead of gaining.the same applies to health pickups.

Weapon option will switch Secondary fire to fire out a normal ray , that will Undo the effects , this way you can fix your allies , and fix yourself from fire , flash , poison, Negativity.

normal secondary fire will fire a Nullification beam , that can Deactivate proxies , firemines , vortexes , turrets , and knock projectiles out of the air.

Posted: Wed Aug 27, 2003 11:27 pm
by BobTheDog
nice idea!

Posted: Wed Aug 27, 2003 11:28 pm
by elpollodiablo
nice. i like the negative thing. id have to turn my keybord and mouse around if i got hit though...

duke the pinhead kicks raynors pansy ass

Posted: Thu Aug 28, 2003 2:33 am
by NeoNight
Swift Viper wrote:
DJPaul2 wrote:
jb wrote: Sounds like fun and what Spa wanted to do. Will have to see how it works in...thanks for the idea!!!!!
Do I hear.. drunken rockets! (wee)
You quoted the wrong person, NeoNight posted that, not me :( (Cluster Rockets idea).

I'm not sure if giving the MUG too many ammo types would be a good idea, I know it is suppose to have a lot of uses, but too many of them might be a problem.
the cluster rockets idea was for the Cut ehanced rocket launcher (since its a little too similar to ut's regular rocket launcher)

Posted: Thu Aug 28, 2003 6:45 pm
by Zachariah
Elpollodiablo wrote
duke the pinhead kicks raynors pansy ***
duke the pinhead could'nt hit a the broad side of a zergling ,even if it were two feet in front of him...

Posted: Thu Aug 28, 2003 11:39 pm
by elpollodiablo
whos the tank and whos the pansy ass vulture? duke kicks ass. the best character is stukov though...

stukov is like god cause he's so awesome.

oh, and this game needs a chainsaw.