Rebel Gameplay Suggestion: Loadouts
AndY
28 Jul 2011
rickinator9, on 28 July 2011 - 07:37 AM, said:
I don't agree with your proposal of having the rpg and the crossbow in the role slot, because I think they will phase out the shield.
The Joker
28 Jul 2011
Quenquent, on 28 July 2011 - 04:12 AM, said:
I've didn't talk yet here and I completely disagree with most of your ideas. I mean, the loadout system is exellent, but the organisation is wrong.
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.
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

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.
rickinator9
28 Jul 2011
Heh, I only pick it up because I just see it. I often forget I have the equipment at all, which you guys who have played with me already know about.
Quenquent
29 Jul 2011
The Joker, on 28 July 2011 - 05:04 PM, said:
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.
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:
Heh, I only pick it up because I just see it. I often forget I have the equipment at all, which you guys who have played with me already know about.
rickinator9
29 Jul 2011
The Joker
29 Jul 2011
I don't believe there is a way to turn this feature off at the mapper's consent. It would have to be programmed into the game code.
WAXT
29 Jul 2011
Quenquent, on 29 July 2011 - 05:03 AM, said:
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.
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.
rickinator9
29 Jul 2011
I also like WAXTs system, as mappers can give the players a reason to really search every house thoroughly for weapons and ammo(like L4D).
Quenquent
31 Jul 2011
Agree with you WATX, but I think The Joker's idea is good too. The solution could be that the Rebels can found weapons everywhere like right now, but they can only hold 1 weapon of each category (they can't have a SMG and a shotgun at the same time) but they can drop their weapons. Look like a good idea right ?
Coppermantis
31 Jul 2011
Quenquent, on 31 July 2011 - 07:30 AM, said:
Agree with you WATX, but I think The Joker's idea is good too. The solution could be that the Rebels can found weapons everywhere like right now, but they can only hold 1 weapon of each category (they can't have a SMG and a shotgun at the same time) but they can drop their weapons. Look like a good idea right ?
Agreed, this is the system planned for my mod.
The Joker
01 Aug 2011
rickinator9
01 Aug 2011
Coppermantis
01 Aug 2011
The Joker, on 01 August 2011 - 03:06 AM, said:
Why?
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.
rickinator9
01 Aug 2011
Why does everyone think the magnum of a sidearm? It is as powerful as any primary weapon.
The Joker
01 Aug 2011
Coppermantis, on 01 August 2011 - 01:12 PM, 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.
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?
Coppermantis
01 Aug 2011
The Joker
02 Aug 2011
Coppermantis, on 01 August 2011 - 07:49 PM, said:
For the reasons I said above. It wasn't really my original idea, One of my teammates originally proposed it.
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
