Weapons Patch gameplay
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Re: Weapons Patch gameplay
Posted by Orpheus on Sat Sep 20th at 11:45pm 2003


? posted by Kapten Ljusdal
? posted by Orpheus
i would like to see, a player drops his weapon on purpose, and leaves it as a booby trap, unless a player has all the weapon placements memorized.. he is bound to pick it up and....... __________FLATLINE_________

With wich weapon? I cant think of any

edit:exept satchel

all/any of them silly

[addsig]




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Re: Weapons Patch gameplay
Posted by Kapten Ljusdal on Sat Sep 20th at 11:47pm 2003


? posted by Orpheus
? posted by Kapten Ljusdal
? posted by Orpheus
i would like to see, a player drops his weapon on purpose, and leaves it as a booby trap, unless a player has all the weapon placements memorized.. he is bound to pick it up and....... __________FLATLINE_________

With wich weapon? I cant think of any

edit:exept satchel

all/any of them silly

CCS -> "If you're gonna add additional functionality to the weapons, don't go overboard or make anything goofy."

/me pokes goofy Orph





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Re: Weapons Patch gameplay
Posted by Wild Card on Sat Sep 20th at 11:48pm 2003


? posted by Kapten Ljusdal
? posted by Wild Card

The Dragon in Perfect Dark can be droped as a proxy mine, leaves a nice suprise for the newbs

WHAT???

Its a Assault Rifle and its secondary function allows you to trop the weapon as a proximity mine.  Which will kill anyone that walks close to it.  My trick is to drop it at the spawn point of that weapon. heheh





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Re: Weapons Patch gameplay
Posted by Kapten Ljusdal on Sat Sep 20th at 11:57pm 2003


In hl? Surely not





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Re: Weapons Patch gameplay
Posted by Cash Car Star on Sun Sep 21st at 12:01am 2003


? posted by Wild Card

The Dragon in Perfect Dark can be droped as a proxy mine, leaves a nice suprise for the newbs

Who said anything about HL?





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Re: Weapons Patch gameplay
Posted by Kapten Ljusdal on Sun Sep 21st at 12:10am 2003


Ehhm, this thread is about hl....So I took it for granted



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Re: Weapons Patch gameplay
Posted by Orpheus on Sun Sep 21st at 12:19am 2003


? posted by Kapten Ljusdal
Ehhm, this thread is about hl....So I took it for granted

threads never stay pure... your mistake

[addsig]




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Re: Weapons Patch gameplay
Posted by Wild Card on Sun Sep 21st at 12:45am 2003


? posted by Orpheus
? posted by Kapten Ljusdal
Ehhm, this thread is about hl....So I took it for granted

threads never stay pure... your mistake

Since when is anything around here "pure" ?





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Re: Weapons Patch gameplay
Posted by Ryandor on Sun Sep 21st at 2:30am 2003


I just got done playing around with the weapons mod, and while most of these have already been brought up, here's my thoughts.

The sticky grenade is very lame. A decent 2nd fire mode might be a longer random delay. Anywhere from 10 to 30 seconds (after it lands it should flash or spark to indicate its special nature). Keeps the opponents guessing.

The Hornet gun "honey" sticks too long. I like Kapten Ljusdal's idea much better (honey sticking to player = better homing of hornets).

The red laser tripmine I like, but the 5 minutes is way too long. More like 2 minutes would be better (or best yet, semi-random from 30 seconds to 3 minutes).

The Gluon gun explosion does need some dressing up, but the principle is great.

The crowbar seems to have its animation backwards. It would appear better if it went up (and stayed up) when being "primed" for a power hit.

While not a big fan of the blue snark, it's not a bad idea. A possible improvement would be along the idea of the crowbar power hit. The longer the 2nd button is held the bigger/better the snark that gets released (up to 5 max). You'd need some kind of indicator on the HUD though for that. For example, of you hold it down for one full second, a visual comes up for one snark; release button, a 2x damage snark goes to work. Two seconds, a visual for 2 snarks, release and a 3x damage snark, 3 seconds = 4x damage, 5 seconds = 5x damage. To possibly counter balance, the more powerful a snark, the quicker it may come back to attack you. Or to balance it, make the more powerful snarks slower (which may let the opponet get away from the area quick enough for the snark to go after the attacker). Additionally, I think all snarks should be able to jump higher and climb walls better.

Overall, I think the weapon mod is a good addition/change of play.

There's my thoughts. Do with what you shall.

-Ryandor




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Re: Weapons Patch gameplay
Posted by Kapten Ljusdal on Sun Sep 21st at 10:04am 2003


How the f**k could I know what "The Dragon in Perfect Dark" is.  Sounds like some Japanese crap movie

 






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