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New guy has a few ideas for the weapons...

Posted: Wed Jun 09, 2004 1:06 am
by Maverick Zero
Hi all I'm the new guy! And I got a few ideas for the mod that might help with balancing weapons!

1. CPP is nice, CPP that can transform into a weaker sniper rifle is even better! Kinda like that pistol Turok: Evolution. Like, have the pistol in its Sniper form have a zoom alt-fire instead of a automatic alt-fire. Also, the CPP needs more ammo...

2. There is this bug with the weapon cycling when you play Chaos UT2. I always get stuck on the Melee weapons. Probably a dozen people alraedy posted about this, but maybe you could just have the melee weapons replace the default melee weapon, and not force 3rd person. Also, it would be cool if you could block bullets with the melee weapons just like the Scaarj do in Unreal 2.

3. The crossbow is kind of weak. I compared it to the Shock rifle in usability, and overall the shockrifle has more killing power and is easier to handle. Maybe increasing the Bolt speed would help. Speaking of which...

4. Could you bring back the needler?! :D That shard gun was so cool.

5. For some reason I can fall faster than the grenades when I'm playing in Low Gravity. I think this is more of a problem with the game than the mod. But if it's fixable that would be cool.

6. Could you make Chaos Onslaught? That would rock, especially since that Chaos Rocket launcher could easily replace the AVRIL.

7. Chaos Particle Projection Cannon! Primary fire shoots small bouncy explosive balls that look like little ascended Prox. Mines. Kinda like how the protoss can turn into avatars if they merge together. Alt. Fire lets you charge up the bouncy balls! And you can make them sticky balls of plasma too, so if you want to make people bombs you just shoot em with a lot of them.

Posted: Wed Jun 09, 2004 2:01 am
by jeditobe1
1. Actually at one stage the CPP was going to have a life tracking scope as its AWO.. not sure where that stands now though.

2. We know about it and have tried to fit it a couple times, but its been with us since the early days of duel (both melee and non melee). We will continue to try and fix it but its is annoying i agree. We have also talked about (and accidently briefly implemented) a projectile blocker on the melee weapons. This got pulled and set on the back burner until we could discuss and balance it though.

3. Here is where i disagree with you. While im still far from an expert with either shock or xbow.. both can be very deadly in the right hands. Charge up a 5 arrow spread and fire it at close range is basically instant death.

4. Needle ammo is one of the ammos of the claw 2

5. Well...

6. Bots look specifically for a few weapons, shieldgun, link gun, and Avril among them, so removing them is tricky. That said, you can use the mutator for onslaught, and there was some talk at one point of maybe chaos-izing it, but that has not come up recently.

Posted: Wed Jun 09, 2004 11:47 am
by TKATK
2.replacing the SG would mess up the bot code,blocking was already discussed

3.have you used charged shots at range,multi at point blank,either are better than the sr

4.3rd ammo type for claw,try sticking the secondary to a player

5.then it would be much harder to aim,like excessives realistic rockets,which side would you prefer

Posted: Wed Jun 09, 2004 3:33 pm
by Maverick Zero
Oops, I meant the Stinger from Unreal 1. kinda cool having an Automatic shard shooter. :D

I've seen the spread shot and the Charged shot for the X-bow. you rarely get the chance to use the alt-fire modes of the gun when you have Ice Scaarj blasting at you. I've been comparing the weapons VS. the unreal monsters in Invasion. So far the best weapons in the mod that compare to their UT2004 counterparts are the Claw 2, Razorjack, Grenade Launcher, Chaos Rocket Launcher (which is actually better than the normal Rocket launcher), Chaos Sniper Rifle, the MUG, and the new Railgun.

Posted: Wed Jun 09, 2004 4:25 pm
by TKATK
yeah,about inv becouse the amount of monters,in a 4 way fight the xbow is better



Razorjack=ripper=Cutter?

Posted: Wed Jun 09, 2004 6:16 pm
by Kaboodles
How about putting the Stinger as an AWO for the MUG ice ammo type?

Posted: Wed Jun 09, 2004 6:35 pm
by TKATK
what is the stinger :idea:

Posted: Wed Jun 09, 2004 11:44 pm
by Kaboodles
It was a crystal-shooting weapon in the original Unreal (don't know about Unreal Tournament). Primary fire was shooting out crystal shards at a rapid rate (like the minigun) and Secondary was a shotgun spread blast of multiple crystal shards. I was thinking we could do this with ice shards as well. They would stick to stuff like needles, only they won't stick around for long, and can be quickly destroyed.

Posted: Thu Jun 10, 2004 12:47 am
by TKATK
there wasnt one in ut99 btw,no wonder i dont know it


sounds nice,but,the secondary is basicly a needler so it would need replacing imo

Posted: Thu Jun 10, 2004 12:33 pm
by Kaboodles
Ok, then how about a big chunk of solid ice as the secondary? Big ice shards will stick out of the ground and impale people, kinda like punji sticks.

Posted: Mon Jun 14, 2004 2:30 pm
by Maverick Zero
Yay, giant ice shotgun!

Posted: Mon Jun 14, 2004 2:55 pm
by TKATK
that would actually be nice,one thing this mod doesnt have,,is a spread weapon

Posted: Mon Jun 14, 2004 3:05 pm
by Shuri
TKATK wrote:that would actually be nice,one thing this mod doesnt have,,is a spread weapon
Apart from the Needler.

Posted: Mon Jun 14, 2004 3:34 pm
by TKATK
forgot about that,never actually use the primary

Posted: Mon Jun 14, 2004 4:49 pm
by chaoskirina
I mentioned something like an ice shooter for the MUG a while ago. except that it also stuck players onto walls, floors, and cielings. if it hit the ground with nothing attached it would shatter. also an idea for the fire side is that you turn the MUG so that the bottles of liquid fire are facing wherever you are looking and you eject one of the bottles of fire but it also shatters, making flaming shrapnel and thats it.