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rebel tech


9 replies to this topic

#1 warbrand2

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Posted 31 December 2010 - 08:11 PM

I think its funny that the rebels are scavengers and not many mods reflect that. most mods have the citizens using combine tech yes but nothing more there's a lot of things around the city's and even in the forests taht can be uses ass weapons and equipment they already peaced together crossbows, jeeps, and even a rocket so why don't they have flamethrowers Molotov's and armor.. So here's some of my ideas for rebel equipment and weapons.


WEAPONS


Molotov.
slot: grenade
damage: 10 plus fire
looks green bottle with a wick sticking out the top.
use: lighting up enemies and burning out a sniper nest (preventing the GM form using the trap for x time)

upsides to implementation:
1.a direct contact thrown weapon
2. blocking paths with fire walls
3. burning metro f*cks

downsides to implementation
1.would require making on-fire animations for combine and antlions
2. griefers would find some way to abuse it


FLAMETHROWER

slot: primary one (same as smg1)
damage: 5 per hit, plus burn
damage type: projectile fire.
looks: small fuel tank attached to some metal contraption with a lighter at the end.

upsides to implementation
1. close range weapon that can quickly take out large groups of enemies
2.could be used for objectives like burning down a barricade or torching a combine bunker (would love to do)

downsides to implementation
1. would be hard to code and get working right.
2. I have no idea how they would make the fire stream look right
3. griefers but that's a given with anything with fire or explosives


defenders smg1

info: its a smg1 with a metal shield attached to it it gives the player damage protection to the center of there body.
looks: a smg1 with a metal plate welded to its side a small view port cut in the plate.

upsides to implementation
1. would give a more distinction to weather a players a defender or not even though there are role markers above players heads.
2. allows defender to protect themselves better wile using the smg1
3. better defense

downsides to implementation
1. would block the players view severely
2. coding


medics smg1
info:an smg1 where the grenade launcher has been replaced with a heal-vile launcher.
use: gives medic roles a way to ranged heal players by launching 1 heal-vile at target area uses 20 health energy heals 10 hp.
looks: smg1 with white lines all over it and a medic symbol next to the trigger

upsides of implementation
1.medics can be out of direct fire wile healing players
2.less dead medics

downsides of implementation
1. coding
2.having the secondary drain both ammo.


EQUIPMENT


combine solder vest.
info: a stolen combine vest that provides 50% damage reduction to hits in the chest slows down the player 10%
looks: the player gains a combine vest to there model.


metro cop helmet
info: a metro cops helmet that changes the hud of the player that has it.
use: it shows targets and health % even if not aimed at them it shows combine as blue and rebels as red (it was stolen from the combine) . this is useful when you need to chose the weaker or stronger units in a group to kill.

upsides of implementation
1. both these items would gave more of a scavenger fill to the rebels
2. the would give unique perspectives to the game play

downsides to implementation
1. would require modeling
2. would require more thought put into this before even thinking about it.


REBEL APC
info: a destroyed combine apc that the rebels have fixed up has to versions prop and drivable vehicle.
looks: a destroyed apc with rebel colors painted on it the front has been replaced with a metal bars and windows the gun has been reattached but not the rocket pods.
vehicle version: has a pulse turret as its weapon goes slower than the buggy.
use: would just look cool and would make a unique addition to maps instead of just having the basic buggy.

upsides to implementation
1.give OW an unique vehicle and add something to maps.

downsides to implementation
1. requires modeling and coding

#2 The Joker

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Posted 31 December 2010 - 11:29 PM

View Postwarbrand2, on 31 December 2010 - 08:11 PM, said:

I think its funny that the rebels are scavengers and not many mods reflect that. most mods have the citizens using combine tech yes but nothing more there's a lot of things around the city's and even in the forests taht can be uses ass weapons and equipment they already peaced together crossbows, jeeps, and even a rocket so why don't they have flamethrowers Molotov's and armor.. So here's some of my ideas for rebel equipment and weapons.


WEAPONS


Molotov.
slot: grenade
damage: 10 plus fire
looks green bottle with a wick sticking out the top.
use: lighting up enemies and burning out a sniper nest (preventing the GM form using the trap for x time)

upsides to implementation:
1.a direct contact thrown weapon
2. blocking paths with fire walls
3. burning metro f*cks

downsides to implementation
1.would require making on-fire animations for combine and antlions
2. griefers would find some way to abuse it


FLAMETHROWER

slot: primary one (same as smg1)
damage: 5 per hit, plus burn
damage type: projectile fire.
looks: small fuel tank attached to some metal contraption with a lighter at the end.

upsides to implementation
1. close range weapon that can quickly take out large groups of enemies
2.could be used for objectives like burning down a barricade or torching a combine bunker (would love to do)

downsides to implementation
1. would be hard to code and get working right.
2. I have no idea how they would make the fire stream look right
3. griefers but that's a given with anything with fire or explosives


defenders smg1

info: its a smg1 with a metal shield attached to it it gives the player damage protection to the center of there body.
looks: a smg1 with a metal plate welded to its side a small view port cut in the plate.

upsides to implementation
1. would give a more distinction to weather a players a defender or not even though there are role markers above players heads.
2. allows defender to protect themselves better wile using the smg1
3. better defense

downsides to implementation
1. would block the players view severely
2. coding


medics smg1
info:an smg1 where the grenade launcher has been replaced with a heal-vile launcher.
use: gives medic roles a way to ranged heal players by launching 1 heal-vile at target area uses 20 health energy heals 10 hp.
looks: smg1 with white lines all over it and a medic symbol next to the trigger

upsides of implementation
1.medics can be out of direct fire wile healing players
2.less dead medics

downsides of implementation
1. coding
2.having the secondary drain both ammo.


EQUIPMENT


combine solder vest.
info: a stolen combine vest that provides 50% damage reduction to hits in the chest slows down the player 10%
looks: the player gains a combine vest to there model.


metro cop helmet
info: a metro cops helmet that changes the hud of the player that has it.
use: it shows targets and health % even if not aimed at them it shows combine as blue and rebels as red (it was stolen from the combine) . this is useful when you need to chose the weaker or stronger units in a group to kill.

upsides of implementation
1. both these items would gave more of a scavenger fill to the rebels
2. the would give unique perspectives to the game play

downsides to implementation
1. would require modeling
2. would require more thought put into this before even thinking about it.


REBEL APC
info: a destroyed combine apc that the rebels have fixed up has to versions prop and drivable vehicle.
looks: a destroyed apc with rebel colors painted on it the front has been replaced with a metal bars and windows the gun has been reattached but not the rocket pods.
vehicle version: has a pulse turret as its weapon goes slower than the buggy.
use: would just look cool and would make a unique addition to maps instead of just having the basic buggy.

upsides to implementation
1.give OW an unique vehicle and add something to maps.

downsides to implementation
1. requires modeling and coding


No. NONE of this makes any sense nor leads to the fact that Rebels are scavengers. C'mon Stephen King, the Ghosts of Mars was not a good movie and you know it.



#3 warbrand2

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Posted 01 January 2011 - 01:16 AM

they all make sense in a way. and all of them are scavenged weapons. come one whiskey and a newspaper isn't that hard to find, a home made flamethrower is by definition a scavenged weapon do to the fact you have to find the parts to make it think how hard it would be for rebels to go out on the streets of city 17 and find the things for a flamethrower its not that hard come on look around the maps. the combine vest mask and apc are all old combien tech which would have to be scavenged off of battle fields in order for the rebels to even get them. The 2 smg1 ideas don't fit you will get that but they are just random suggestions.

ALSO FOR FUCKS SAKE STOP QUOTING THE POST ABOVE YOURS WHEN YOU REPLY TO A TOPIC ITS ANNOYING AS HELL.

#4 ChromeE

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Posted 01 January 2011 - 10:57 AM

Its not just that the weapon ideas are bad, they also dont fit in with the point of the game. the point is to use items already in the game, which are mostly combine tech. they arent going to add any weapons that arent canon, like flamethrowers, or smgs with sheilds. And just because the molotov was an idea the developers had for half life 2, it was removed, and for perfectly good reasons.

#5 warbrand2

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Posted 01 January 2011 - 11:11 AM

ok so you are saying the mod shouldn't go beyond what is already there... that's just retarded also reread your post "mostly combine tech." that there suggests that the rebels scavenge things so who's to say they didn't steal vests, apc's or weld a metal plate to an smg. also on the molotov it is still a common weapon and not that hard to make come one how many hl2 mods have some sort of fire bomb taht in essence is just a molotov.

#6 Auxor

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Posted 01 January 2011 - 02:32 PM

If Valve did not implement a weapon into the game and cut it out during development, then it is not canon. It is no more canon than even a fanmade invention.

#7 The Joker

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Posted 02 January 2011 - 02:53 PM

View Postwarbrand2, on 01 January 2011 - 01:16 AM, said:

they all make sense in a way. and all of them are scavenged weapons. come one whiskey and a newspaper isn't that hard to find, a home made flamethrower is by definition a scavenged weapon do to the fact you have to find the parts to make it think how hard it would be for rebels to go out on the streets of city 17 and find the things for a flamethrower its not that hard come on look around the maps. the combine vest mask and apc are all old combien tech which would have to be scavenged off of battle fields in order for the rebels to even get them. The 2 smg1 ideas don't fit you will get that but they are just random suggestions.

ALSO FOR FUCKS SAKE STOP QUOTING THE POST ABOVE YOURS WHEN YOU REPLY TO A TOPIC ITS ANNOYING AS HELL.

Its called replying to your post. Its not annoying, you don't like it because I am proving you wrong and shootting down your ideas with logic. Chill out man.

P.S. WRITING IN ALL CAPS DOESN'T"T MAKE YOUR VOICE ANY STRONGER.

#8 ChromeE

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Posted 02 January 2011 - 04:03 PM

View Postwarbrand2, on 01 January 2011 - 11:11 AM, said:

ok so you are saying the mod shouldn't go beyond what is already there... that's just retarded also reread your post "mostly combine tech." that there suggests that the rebels scavenge things so who's to say they didn't steal vests, apc's or weld a metal plate to an smg. also on the molotov it is still a common weapon and not that hard to make come one how many hl2 mods have some sort of fire bomb taht in essence is just a molotov.
What I'm saying is that i read somewhere that the developers of overwatch were trying to only use what is in the game as much as possible. also: the crossbow and crowbar are the only weapons in the game that aren't used by the combine (and the rocket launcher, but thats for gameplay). speaking of which, just because something would possible relate to the game doesn't mean it would be good for gameplay. a rebel with a vest would be a major annoyance to the overwatch player, as would a player that can shoot while defending. the molotov would also be able to defeat any large group of combine easily, making any attempt to rush the resistance nil.

#9 warbrand2

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Posted 02 January 2011 - 06:11 PM

Ok are you retarded?

any way you really need to not trash ideas if possible think of ways that they can be balanced and put in don't just trash an idea because it doesn't make sense to you doesn't make it a bad idea also if you think the ideas unbalanced think of ways that it can be balanced example the molotov can be balanced easily because its a molotov they would not do much damage in there "explosion" and would only light units on fire for a short time making them more of a group weakener than a OPed instant hit explosive. Also for example the vest it will not give players Armor like we have now but a damage reducer to the chest rounds to the head, arms, and legs would still deal normal damage making the vest better for people going up against shotgun spam (which is OPed). as for the smg1 ideas they are bad on purpose as i needed something to make the other ideas stand out an experiment that failed in this case as they are getting noticed.

Don't think of how something can break a game by it self, think of how it can be used to make the game batter as well as break it and balance the two. I only say this as most people on forums I see only think of one or the other which is really beginning to piss me off.

#10 AndY

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Posted 02 January 2011 - 11:57 PM

Going to draw the line here and refer everyone to this post before it goes any further.





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