rickinator9, on 28 July 2011 - 07:37 AM, said:
Rebel Gameplay Suggestion: Loadouts
#21
Posted 28 July 2011 - 08:52 AM
#22
Posted 28 July 2011 - 05:04 PM
Quenquent, on 28 July 2011 - 04:12 AM, said:
First, you all want to make the choice between a weapon and a melee weapon......So if I'm out of ammo, I'm screwed ? Because I can't defend myself unless I've found ammo (which could be between a lot of combines...) This will change the strategy of the Overwatch : put every units around the ammo pack so the Rebels can't kill his units and grab ammo....This seriously suck !
The Joker, did you suggested that we can't change loadout during a round ? If yes, that mean if everyone don't choose a RPG, they are all fucked up against the chopper in ow_canals ? If I fall in a room with a lot of SMG and SMG's ammo I can't take it because I got an empty shotgun ? We can't complete the objective "Destroy the Generator" because everyone take a gravity gun ? Did you think about all of this ?
You suggested to make the Crossbow and the RPG as a primary weapon....so if I'm against a lot of enemies (Crossbow) or if my ennemies are close to me (RPG), I only have a shitty pistol (or a magnum) and a crowbar to defend myself ?
Do you all think that grenades are so overpowered ? Personally, I only see grenades in ow_breach and this is for an objective ; I only use this grenades for this objective. The rare times I use grenades, I miss my target (yeah, I suck ) or the combines run away from it and less than 1/5 of them die... If you really want to balance them reduce the blast of the explosion or add more time between the drop and the explosion of the grenade or reduce the number of grenades we can carry.
TL:DR :
My idea is :
Primary : SMG, Shotgun
Secondary : Pistol, Magnum
Melee : Crowbar, Stunstick
Role : Medkit, Shield (without the melee if you want), RPG, Crossbow, Gravity gun
Grenade : Grenade (x2 max if you want)
Note : maybe we can add the Shield as a melee item, but we can use a melee attack with it (knockback the combines with the Shield) AND we can't pick up and other role item.
All of these issues would be phased out as requiring a loadout system would also require teamwork and communication. If you all just randomly picked guns of your choosing, this would completely disregard the purpose of a loadout system. If a loadout system was implemented, teamwork would be absolutely necessary, as I am sure everyone wants to be a team player and help the team out. Why do you think people take the Medkit and Riot Shield? They are necessary classes to the team, one to take all the bullets, and one to heal. With the loadout system, that necessity is greatly increased, and everyone will pick the appropriate loadout for the team.
#23
Posted 28 July 2011 - 05:48 PM
#24
Posted 29 July 2011 - 05:03 AM
The Joker, on 28 July 2011 - 05:04 PM, said:
I'm not sure to understand : you say that my idea is good or bad for teamworking ?
If you mean "It's good too", don't read the rest of my reply.
If you mean "It's bad for teamwork", tell me why. If this is because everybody could be a medic, so add a role limitation (2 medics for a team of 7 players) which can be modified by the mappers.
rickinator9, on 28 July 2011 - 05:48 PM, said:
#26
Posted 29 July 2011 - 04:19 PM
#27
Posted 29 July 2011 - 04:43 PM
#28
Posted 29 July 2011 - 08:38 PM
Quenquent, on 29 July 2011 - 05:03 AM, said:
The way I see it, role items and weapons are scattered throughout the map, this way people can change roles (or "classes") mid-round. Not only does this mean players can change their role at any time, but mappers can create additional objectives (or traps) through weapon caches. This also allows mappers to control how many of each role are available (or which roles are unavailable for a given map), preventing players from creating unbalanced teams (such as the all-medic team). Best of all, this requires minimal coding as most of this system is already in place.
#29
Posted 29 July 2011 - 08:41 PM
#30
Posted 31 July 2011 - 07:30 AM
#31
Posted 31 July 2011 - 11:30 AM
Quenquent, on 31 July 2011 - 07:30 AM, said:
Agreed, this is the system planned for my mod.
#34
Posted 01 August 2011 - 01:12 PM
The Joker, on 01 August 2011 - 03:06 AM, said:
What do you mean? It's more realistic (for both OW and Ground Zero) because you play as a regular rebel, not Mr. I-Can-Store-A-Whole-Arsenal Freeman. Plus, it forces more tactical thinking.
The way I think weapons should be counted:
Melee-obviously any melee item.
Primary: Shotgun, SMG, Crossbow, AR2
Sidearm: Pistol, Magnum
Other: RPG, Medkit, Riot Shield.
These all can be picked up at any time, but if one already has a weapon in the same catagory, they must swap it for the new one.
#35
Posted 01 August 2011 - 01:23 PM
#36
Posted 01 August 2011 - 03:27 PM
Coppermantis, on 01 August 2011 - 01:12 PM, said:
The way I think weapons should be counted:
Melee-obviously any melee item.
Primary: Shotgun, SMG, Crossbow, AR2
Sidearm: Pistol, Magnum
Other: RPG, Medkit, Riot Shield.
These all can be picked up at any time, but if one already has a weapon in the same catagory, they must swap it for the new one.
I meant why are you using it for your mod?
#38
Posted 02 August 2011 - 12:08 AM
Coppermantis, on 01 August 2011 - 07:49 PM, said:
Ah, well that makes sense since your having your protagonist not have an HEV suit or replacement. That's not the case for mine, but hey, the more the merrier. Or the less the merrier hehe
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