Re: Weapons Patch gameplay
Posted by Gollum on
Sat Sep 20th 2003 at 11:40am
Posted
2003-09-20 11:40am
Gollum
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In particular I am thinking about whether to keep all of the new secondary fire modes the same - for example, I think the "sticky grenades" secondary fire on the handgrenade is a bit lame. Ideas are welcome (who knows, I might be able to make them work).
Re: Weapons Patch gameplay
Posted by Vash on
Sat Sep 20th 2003 at 12:05pm
Posted
2003-09-20 12:05pm
Vash
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[edit] opps, didnt see the features link, i`ll post some comments in a few.
Re: Weapons Patch gameplay
Posted by Kapten Ljusdal on
Sat Sep 20th 2003 at 12:23pm
Posted
2003-09-20 12:23pm
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I have Dl:ed it and played some. I have some ideas:
Hornet
The hornet secondary is too wierd, you cant move at all. My idea is that hornets are NOT homing, but if you use the 2:dn fire you can spray honey at your enemies, and the hornets will fly towards the play with honey on him. Pretty locigal isnt it!!??
The tripmine:
Forget about the red laser. If you use the 2:dn fire you will throw the mine and it will stick to the floor/wall/ceiling it touches and activate automatically.
Snark:
The primary is too fast imo. And the blue is very cool in a way, but i want to throw a cluster of 5 snarks instead. And id also love if snarks could climp walls better. I dont want them to auto-kill themselves. It would be better if they are permanent but if they dont see any players they will go after each other instead after a while. Any maybe a better AI so they dont go in a straight line.
BUT! Id love to have another weapon called "big snark" or something, only 1-2 snark per clip, but its big and fast and have alot more hp. In that case it would be essentional to lower the pitch of the snark voice, so it sound more like something big and hungry!! "-Waah...Raaf....Raaaar" Also some medelling changes, like spikes on its back and some more teeth :razz: And maybe 3 eyes!
Gluon:
I like the 2:dn, but the explotion is too boring. I were expecting a white rippeling shockwave kinda thing :rolleyes:
More to come...maybe
Re: Weapons Patch gameplay
Posted by Gollum on
Sat Sep 20th 2003 at 12:34pm
Posted
2003-09-20 12:34pm
Gollum
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I mean, it's quite likely that I won't have the ability/time/energy to effect these changes. But I might do.
Re: Weapons Patch gameplay
Posted by Kapten Ljusdal on
Sat Sep 20th 2003 at 12:36pm
Posted
2003-09-20 12:36pm
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Aaaah, okay. Its all just ideas
Re: Weapons Patch gameplay
Posted by Sinner_D on
Sat Sep 20th 2003 at 9:37pm
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i would investigate counterstrikes coding, it has that affect with its nades, you c**k, and then die...nade drops and detinates. very cool. :smile:
ive really got no ideas as i havent played hl in forever, but from the features, i would agree with kapten and his nice ideas...LOL giant snark RUN!!!
P.S. is it just me, or is this not HL editing content? bad gollum, bad :razz:
Re: Weapons Patch gameplay
Posted by Gollum on
Sat Sep 20th 2003 at 9:57pm
Gollum
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Er no, it's not HL editing content :rolleyes: I am not asking "How do you do this?", which is what the editing forum is for.
Frankly, I doubt anyone here could tell me anything about HL coding that I don't already know. It's not a coding site, and I don't think we have any resident coders....except for me :razz: Shout out though if you know your way around the HL source - I could use some advice.
Rather, I'm asking people's opinions and suggestions.
Re: Weapons Patch gameplay
Posted by Orpheus on
Sat Sep 20th 2003 at 10:03pm
Posted
2003-09-20 10:03pm
Orpheus
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i have not read any of this, i have guests ATM so its doubtful i will either :razz:
but UT has one of the best weapons modifications of any game i have ever played.. it completely re-writes the weapons and their primary/secondary fires..
in UT you have a homing rocket, you can guide visually.. someone took it and made it into a raggedy ann doll that follows people around till it finds an enemy, it looks so odd for this 1 foot tall doll to waddle up to you , then detonate into a nuclear explosion...
hearing "mama" and boom had me in stitches...
Re: Weapons Patch gameplay
Posted by Cash Car Star on
Sat Sep 20th 2003 at 10:12pm
Posted
2003-09-20 10:12pm
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Quite honestly I've always hated the Surprise mod style of play... If you're gonna add additional functionality to the weapons, don't go overboard or make anything goofy.
Primed dropped grens exploding is sensible, turning the snark into a Garg is not...
I haven't actually checked out the mod to know the specifics, but it's just the general principle there. I could go for tossing trips.
Re: Weapons Patch gameplay
Posted by Kapten Ljusdal on
Sat Sep 20th 2003 at 11:57pm
Posted
2003-09-20 11:57pm
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In hl? Surely not :rolleyes:
Re: Weapons Patch gameplay
Posted by Kapten Ljusdal on
Sun Sep 21st 2003 at 12:10am
Posted
2003-09-21 12:10am
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May 3rd 2003
Ehhm, this thread is about hl....So I took it for granted
Re: Weapons Patch gameplay
Posted by Ryandor on
Sun Sep 21st 2003 at 2:30am
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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