A1win, on 09 August 2010 - 05:02 AM, said:
roles/ classes debate and ideas
#21
Posted 12 August 2010 - 03:00 AM
#22
Posted 12 August 2010 - 05:19 AM
#23
Posted 12 August 2010 - 12:02 PM
#24
Posted 12 August 2010 - 01:20 PM
random ideas
emp/hack tool
medkit ammo and armor ideas:
#25
Posted 13 August 2010 - 01:39 AM
A1win, on 12 August 2010 - 05:19 AM, said:
if anyone wanted to go the next step further the mod could have a minor (and i stress the word 'minor') class system similar to Alien Swarm, but nothing on the scale of TF2. -just a thought.
#26
Posted 13 August 2010 - 01:04 PM
#27
Posted 16 August 2010 - 02:49 PM
idea for unlocking items to use on spawn.
P=primary wep
S=secondary wep
M=melee
G=grenade
MISC=misc
(???)= idea (usually posted somewhere else on this forum)
basic level
P-smg1
P-shotgun
S-pistol
M-crowbar
level 1
MISC-start armor (player starts with 25 armor
level 2
S-(medkit)
S-(ammokit)
level 3
P-spawns with smg1 grenades 1x
G- grenades on spawn 2x
level 4
S-revolver
level 5
M-riot shield
level 6
MISC- overwatch solders can take more damage when GM
level 7
MISC- armor gen 1 (armor regenerates to 15 when not taking damage)
level 8
MISC- more ammo (player spawns with 2x more clips)
level 9
P- (pulse turret)
S- (EMP/hack tool)
level 10
MISC- start armor 2 (player starts with 50 armor)
etc.
I think this is a good map for the way things are gained the problem is if this is added like this would it be server side or would the game keep track of the info.
#29
Posted 17 August 2010 - 08:05 PM
warbrand2, on 16 August 2010 - 02:49 PM, said:
Giving out unlocks that only have pluses isnt a very good idea as it means new players will be at a huge disadvantage when they play with veteran players. Look at how Valve does it with TF2, all there unlockable weapons have positive and negative effects allowing for new players to still have a shot at beating veteran players.
#30
Posted 18 August 2010 - 12:56 PM
I think being able to switch the weapon styles is good, like a revolver instead of the pistol (lower clip, lower fire rate, higher damage)
...but if there's a net gain, then leveled players could cream the opposite team if they're a lower level.
#31
Posted 18 August 2010 - 01:13 PM
I like the idea of the L4D method where you have the slots, though, they'll be harder to balance...
I like the thought of the "limited classes" like Alien Swarm.
except, I'd say it should be limited beyond even what Alien Swarm offers... ie. Have "heavy" or "light".
#32
Posted 18 August 2010 - 01:42 PM
Besides, a "level" is just a number that doesn't mean anything. The only thing that matters are the benefits you get by gaining that level, and those benefits could also be given to you without a level up system just as well.
#33
Posted 27 August 2010 - 05:40 AM
#34
Posted 30 August 2010 - 10:52 AM
#35
Posted 30 August 2010 - 11:56 AM
Shryko, on 18 August 2010 - 12:56 PM, said:
who wants to use the normal pistol if 357 has better accuracy and 1 hit K.O.
The half life weapons are built so you evolve over time so you go from;
SMG to shotgun to AR2. In that logic:
SMG < shotgun < AR2,
And nerfing the HL2 guns isn't clever, it's annoying.
#36
Posted 30 August 2010 - 12:30 PM
Think of how TF2 has many alternate weapons, which have benefits over the original, but also have drawbacks. People will decide for themselves which better suits them. Neither is outright "better". That's distinctly different from HL official games, where you get the progression.
Don't nerf the HL2 guns. Make new ones that are completely different.
#37
Posted 30 August 2010 - 05:30 PM
#38
Posted 30 August 2010 - 06:03 PM
I am currently thinking that rules would help overwatch in some ways hurt it in others it would help it by making the rebels have to think and plan out who does what and how they do it while changing it to the GM's play stile. but hurt it in the way that some people like having an armory in there pocket making some people reluctant to try it so i have been thinking why not make rules map specific aka one map would be teh jack of all trades hl2 game play the other would be gorilla tactics and strategy based on what rule players take and how well they do it.
(i have no idea what i just typed)
#39
Posted 12 September 2010 - 03:13 PM
#40
Posted 19 September 2010 - 07:50 PM
warbrand2, on 12 September 2010 - 03:13 PM, said:
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