new weapon concept

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Postby Flying Steel » Thu Nov 12, 2009 4:11 pm

Samual wrote:Option 3: Make a mutator for melee only and have this be the weapon? (This could be done with option 1, as well)


I think and hope folks will just vote for option 1 in either case.

But if they didn't, could this mutator work more like laser-guided-missiles, where it only modifies how one weapon works (the laser in this case) while allowing the player to still pick up and wield the other weapons as well?
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Postby Samual » Thu Nov 12, 2009 5:48 pm

Flying Steel wrote:
Samual wrote:Option 3: Make a mutator for melee only and have this be the weapon? (This could be done with option 1, as well)


I think and hope folks will just vote for option 1 in either case.

But if they didn't, could this mutator work more like laser-guided-missiles, where it only modifies how one weapon works (the laser in this case) while allowing the player to still pick up and wield the other weapons as well?

I would do it as melee _only_ :P -- As in just this weapon. But well, now that I think about it, I could add a mutator for it in any situation, even #2.
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Postby FraNcoTirAdoR » Thu Nov 12, 2009 7:26 pm

I think it can only get useful (and playable) when its NOT off-hand: otherwise it would be really hard to balance it properly, and also doesnt make too much sense that someone carries a huge weapon like this on his left hand or something. If its off-hand it will totally encourage camping on the other side of the corner since either if he misses hitting the opponent, he can shoot with the actual (ranged) weapon or use this "gauntlet" in combo with it; that would be abnormally strong.
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Postby FruitieX » Thu Nov 12, 2009 8:21 pm

I vote 1.

Will help coding it for sure, give me the model asap when it's in a usable state (does not need to have good texturing yet). I'll use it in Nexrun right away :P
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Postby Roanoke » Sat Nov 14, 2009 9:11 pm

FraNcoTirAdoR wrote:I think it can only get useful (and playable) when its NOT off-hand: otherwise it would be really hard to balance it properly, and also doesnt make too much sense that someone carries a huge weapon like this on his left hand or something. If its off-hand it will totally encourage camping on the other side of the corner since either if he misses hitting the opponent, he can shoot with the actual (ranged) weapon or use this "gauntlet" in combo with it; that would be abnormally strong.

First, who drags themselves along walls? Second, how could they predict when a person is coming?
I'd suggest option 2, though 1 could work as well, but not 3.
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Postby Flying Steel » Thu Dec 03, 2009 10:55 pm

Are you still working on this model yoda?
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Postby C.Brutail » Fri Dec 04, 2009 1:47 am

Roanoke wrote:First, who drags themselves along walls?


Very old-school DooM players :D
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Postby FruitieX » Fri Dec 04, 2009 3:57 pm

Flying Steel wrote:Are you still working on this model yoda?

If you are, me can haz GPL'd model?
Already implemented gauntlet code in Nexrun.
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Postby Yoda almighty » Fri Dec 04, 2009 9:18 pm

yeah, i'm still working on it. i still need to make a few more changes, than i will upload it.
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Re: new weapon concept

Postby Terminatural » Wed Dec 09, 2009 9:13 pm

I really like it from what I've seen of it. But to me it looks like a more elagant version of the UT Impact hammer... Makes me wonder...
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