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role ideas


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Poll: role ideas (12 member(s) have cast votes)

which ones should be in game

  1. explosive expert (7 votes [33.33%])

    Percentage of vote: 33.33%

  2. Rebel leader (4 votes [19.05%])

    Percentage of vote: 19.05%

  3. sniper (5 votes [23.81%])

    Percentage of vote: 23.81%

  4. REBEL SPY (5 votes [23.81%])

    Percentage of vote: 23.81%

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#21 WAXT

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Posted 06 November 2010 - 08:07 PM

I feel your 'citizen' idea needs revising. I understand you want the players to start off empty handed and then make there way into a position of power, but it just doesn't fit in with being a resistance member.

The molotov is a good substitute for a grenade and 100% practical as rebels would be likely to use make-shift explosives. The 'specs' up there need to be refined though.
  • Why are snipers less prone to fire than other troops?
  • Fire would most certainly damage generators unless they're shielded (which they aren't).


#22 warbrand2

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Posted 06 November 2010 - 08:58 PM

The citizen idea is for maps where the players would start of in an area that is being raided by the combine aka places where the players wouldn't have joined the rebels yet. in maps like so the players would have to fight through the Gm controlled raid and join the rebels.

If you can think of a better idea for the citizens please post it I will change the info for the citizen if I makes more sense than my idea


Good point on the Molotov I edited the generator part. Now for the reason why it takes 2 to kill a sniper, that would actually be less than would be needed to kill a solders where as solders are mobile and can avoid the fire it would take 2 or 3 to kill a solder wile a sniper is immobile so 1 molotov would kill them but in my mind 2 would make it balanced (don't know why.)

#23 WAXT

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Posted 07 November 2010 - 01:09 AM

View Postwarbrand2, on 06 November 2010 - 08:58 PM, said:

Good point on the Molotov I edited the generator part. Now for the reason why it takes 2 to kill a sniper, that would actually be less than would be needed to kill a solders where as solders are mobile and can avoid the fire it would take 2 or 3 to kill a solder wile a sniper is immobile so 1 molotov would kill them but in my mind 2 would make it balanced (don't know why.)
Surely damage is damage? A molotov does a set amount of damage just like any other grenade or explosive device. If that damage exceeds the units' health then they die. (In other words, when the units' health hits zero they die.)

Their health should not be determined by the amount of weapons thrown at them (eg, 2 molotovs), but rather by the amount of damage inflicted -they can take weapons fire too. Or were you talking about the 'non-exsistent' snipers (which can't be seen or shot).

#24 warbrand2

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Posted 07 November 2010 - 01:12 AM

I was talking about the none existent snipers. Sorry about not making that clear.

#25 WAXT

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Posted 07 November 2010 - 01:20 AM

No worries. To be perfectly honest, i think snipers should have been visible from the start. Damn you Valve!

Additionally, i think the molotov idea should be persued. It would be nice to have another grenade-type weapon. (Perhaps even SLAMS?)

#26 warbrand2

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Posted 07 November 2010 - 01:25 AM

Do you think I should just make a topic just for the molotov so the discussion doesn't over run this topic.

#27 WAXT

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Posted 07 November 2010 - 01:35 AM

View Postwarbrand2, on 07 November 2010 - 01:25 AM, said:

Do you think I should just make a topic just for the molotov so the discussion doesn't over run this topic.
No, i think we should ask AndY to move it (into its own topic) for us.

#28 warbrand2

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Posted 10 November 2010 - 10:40 PM

ok. so back on topic.... I forgot what I was going to post!

#29 warbrand2

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Posted 21 November 2010 - 07:13 PM

Just remembered what i was going to post.

Ideas for set roles aka what each map has
some weapons in post are from here

Defender= has riot shield

Medic= has a medkit

support= this role changes from map to map based on what the mapper wants.
weapons for this role: ammo case, hack tool, grenade case(supplies allies with grenades.)
other traits= ammo gen or NA

Heavy weapon= this role is for taking down heavy thing like the supplier it can be changed for the map.
weapon for role= rpg, combien sniper, slams, or scavenged pulse turret (dismounted pulse turret with 100 rounds)
other traits= smg1 grenades, start with nades, or NA

Specialist= this role is a map based role it holds what ever the mapper wants.
weapon for role= any
passive traits= any





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