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Specialist role and custom weapon sets.


13 replies to this topic

#1 warbrand2

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Posted 25 November 2010 - 01:02 PM

SPECIALIST ROLE
based of this post.

View PostAndY, on 02 November 2010 - 03:45 PM, said:

I agree that some roles should be map-specific, but it can also be spun this way:

Medic - Defender - Specialist

You'd simply make the "Specialist" equip various scenario-specific items, like the EMP tool, an RPG, etc..

All that'd be left is figuring out what to do if a level requires two different kinds of specialists at the same time.


THE specialist is a map based role that has a large set of stock images for maps that require more than one special role. Its main use is so mappers can very there map more or add custom things to there map.

The images: the images for this role are from your basic weapon images to more specialized like an image of an ammo case or a Bomb to show a demo man.

items: the specialist can have any item not own by players by default as its pick up item. this can be anything from a revolver to a custom weapon for the map.

abilitys: the specialist can be gives one of a few set abilitys from ammo gen for a specific weapon to increased health or having some armor.

model: the specialist should be set to use any model in the game even metrocop and combine models for infiltrator roles. IT should also have some custom models like citizens with vests or with com pack on there back.

examples

SNIPER
image: crossbow
item: molotov (one of my ideas) and crossbow
abilities: regens crossbow ammo
model: NA
use: its a sniper

ASSASSIN
image: outline of a stick man
items: hack tool and revolver(replaces pistol)
abilities: invisible to everything when crouched and not firing (can't hack wile hiding
model: citizen with metrocop mask.
use: tacticaly taking out combine annoying the hell out of the GM.


CUSTOM WEAPONS


info: custom weapon are weapons meant for custom maps they will have some pre sets and stalk models for the mapper to chose from these weapons are meant for the idea above. I have no idea what i am doing on this one!

commands for weapon sets
Fire rate: auto_1 (smg1 fire rate), auto_2(ar2 fire rate) auto_3(turret fire rate), burst_1 (3 shot bursts), burst_2(5 shot bursts), single_1 (semi auto)
bullet/projectile: Hscan_1_[type](fires bullets, basic(like smg1, Pround (like ar2)), Hscan_0_[projectile](projectile based projectiles are RPG, bolt, smgnade, and grenade)
custom projectiles: beam_[#] (fires a vort beam 1 for green 2 for blue) disintegrate (ar2 orb)
damage: DMB_[#] (damage per shot)
clip set: magsize_[#](ammo per clip cand be less than 1 or more than 100 for bullet cant be more than 10 per projectile)
spare slips: magspare_[#] (can be set between 0 and 10)
ammo type: ammo_[type] (sets ammo type armor batteries can also be used as an ammo type.)
model set: allows weapon to be set to that of any weapon in game including some custom ones like sniper rifles or plus turrets (the mounted ones)
note: any thing set to 0 means inactive like auto_0 means its not auto.

example

HMG1
fire rate: Auto_3
bullet/projectile: Hscan_1_Pround
Damage: DMB_15
Clip set: magsize_100
spare clip: magspare_2
ammo type: ammo_ar2
model set: ar2_v2 (custom model that is the ar2 with a by-pod and a longer barrel.

#2 Dancing

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Posted 25 November 2010 - 03:04 PM

ok now this is really not gonna get much attention but how about for the idea for assassin it's the maneuverability of the hunter from l4d2? HUH HUH GOOD IDEA RIGHT??? no? ok :(

#3 The Joker

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Posted 25 November 2010 - 06:11 PM

Holy crap, dude warbrand2, you throw out ideas like Stephen King...

#4 WAXT

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Posted 25 November 2010 - 09:27 PM

View Postwarbrand2, on 25 November 2010 - 01:02 PM, said:

abilities: regens crossbow ammo
Logically this makes no sense what so ever. How about removing the sprint from this role to supplement having an extra weapon? (ie, weighed down)

By the same token, perhaps the assassin could have twice the amount of sprint available instead of all this "invisible" nonsense? He would basically run around all the time doing objectives, supporting players in need and hitting in some cheap shots in on the enemy. His speed would reduce accuracy when running so it balances out. Good idea?? :question:

#5 warbrand2

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Posted 25 November 2010 - 09:53 PM

yea. but keep in mind they are examples they weren't very well thought out.

#6 WAXT

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Posted 25 November 2010 - 10:05 PM

View Postwarbrand2, on 25 November 2010 - 09:53 PM, said:

yea. but keep in mind they are examples they weren't very well thought out.
It's called development my friend. This particular process is called refining ideas -improving upon that which is already concept.

Look at it however you will, but you are contributing towards the development of Overwatch, and not in a negative way. If i'm not mistaken, you put forward the idea of the roles system, and even after much abuse, look at how much of a success that turned out to be.

#7 warbrand2

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Posted 25 November 2010 - 10:20 PM

Good point.

#8 The Joker

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Posted 26 November 2010 - 12:29 AM

Warbrand, you can't make it so your weapons and shit belong to these classes. The hack tool etc. are not being discussed in any way of being in Overwatch... My god you make stupid posts...

#9 warbrand2

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Posted 26 November 2010 - 12:44 AM

Actually the hack tool got some good discussion on it. The game just isn't set up enough for something like it to be put in at the moment.

#10 ChromeE

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Posted 30 December 2010 - 04:33 PM

I don't really support any of these ideas... the crossbow is already a weapon you can pick up, its not tied to any role. It may become a role in the future, but i see no reason for it to be combined with a molotov, or be able to regen ammo. and the assassin role is just overpowered. whats to stop someone from crawling all over the map, invisible, and killing a combine when none of the other combine are looking? Also, i believe they said they were only going to use content already in the game, so custom weapons isn't going to work.

#11 warbrand2

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Posted 30 December 2010 - 08:37 PM

the crossbow is going to be a role weapon so you wrong there. and on the assassin that's the point of an assassin retard to be stealth. Also once again you bumped a dead topic!

#12 ChromeE

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Posted 30 December 2010 - 10:49 PM

If you want to argue against my statements, you should at least read through my post; you would notice i say that i understand it may become a role weapon in the future. Also, there is no need to resort to name calling, i understand what your point was with the assassin. However, the idea is cheap, and the role doesnt fit in with the other roles (you pick up a riot shield to defend, you pick up a med pack to heal friends, and you pick up a magnum to... be invisible?) Finally, im sorry for bumping a dead thread, i didnt notice the last post date when i posted, i only wanted to state some things that hadnt been stated before.

#13 The Joker

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Posted 31 December 2010 - 01:11 AM

View Postwarbrand2, on 30 December 2010 - 08:37 PM, said:

the crossbow is going to be a role weapon so you wrong there. and on the assassin that's the point of an assassin retard to be stealth. Also once again you bumped a dead topic!

I am pretty sure thats a bunch of bullshit. Unless you have a post we can look at, and its been STATED by a developer that they will, your just contradicting yourself.

#14 ChromeE

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Posted 31 December 2010 - 04:59 PM

I think i read that they were considering it, and it could be definite, but thats beside the point. why would the crossbow be tied to molotovs?





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