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Re: weapons

PostPosted: 31 Aug 2011, 00:01
by bovineuniversity
I don't even play medieval, when it gets voted in, I basically just leave. I never got the whole getting-killed-from-30-feet-away-with-a-sword thing. I really don't care that much for anything but instagib, mainly because I've just really grown to like it. I'm a sniper kind of guy. :) Some weapon mods might get me interested in regular DM more though.

Re: weapons

PostPosted: 31 Aug 2011, 01:23
by inpersona64
bovineuniversity {l Wrote}:I don't even play medieval, when it gets voted in, I basically just leave. I never got the whole getting-killed-from-30-feet-away-with-a-sword thing. I really don't care that much for anything but instagib, mainly because I've just really grown to like it. I'm a sniper kind of guy. :) Some weapon mods might get me interested in regular DM more though.

Yaah i'll be honest; I only really spectate Medieval games. I dont really like Medieval FFA. Maybe Team Medieval Deathmatch..i was in server once where someone chose Instagib Medieval..like wtf? basically if you touch someone they're dead. Lol. I've started to grow into Instagib, but I hate when people mix stuff with it (like Medieval, Ballistic, ARENA!?!?, or hover). It should just be Insta and a gametype. No other mutators. But thats just my preference.

Re: weapons

PostPosted: 31 Aug 2011, 12:05
by fluxord
Wow, there are some nice ideas in this thread...

But something I need to object to is the idea of mines, landmines, etc... They're already in other free FPS games (Open Arena, Xonotic, etc.) and they mostly suck.
Mines in RE would be a waste IMHO, because you could easily wall-run and impulse dash away from them. Sticky grenades are OK, but an extra weapon for mines, duh!.

Also, to all Medieval haters: MEDIEVAL & INSTA-MEDIEVAL RULEZ!
Splicing someone in half with 1 vertical sword hit gives you such a sense of power :heart:

Something I would really like to have is AKIMBO PISTOLS. You know, the pistol is the only weapon that doesn't get dropped when a player dies, so maybe make it drop and if someone picks the pistol up he gets dual pistols :cool:. Furthermore, the Pistol's secondary fire could be used to switch the holding position of the pistols (holding the pistols sideways :kiss:).

Also I think the Plasma gun needs a better model. Recently I cut-off my hair, and for some odd reason the plasma gun model looks very similar to a big hair clipper:
Image
Image

The slogan for the next release: "Red Eclipse, the FPS that cuts your hair with style."
:lol:

===edit===
changed pics to show you what I mean :lol:

Re: weapons

PostPosted: 31 Aug 2011, 18:52
by inpersona64
fluxord {l Wrote}:Also, to all Medieval haters: MEDIEVAL & INSTA-MEDIEVAL RULEZ!
Splicing someone in half with 1 vertical sword hit gives you such a sense of power :heart:

Its too easy and cheap. You hit someone and they're dead. They have no chance of escape. Therefore, no skill IMO. At least with regular Insta, you actually have to be on point. With this, you get in close, you use alt-fire and get him every time. Now if that shield comes into play, Insta-Med would seem cooler to me :)

Re: weapons

PostPosted: 31 Aug 2011, 19:06
by bovineuniversity
Correction: you don't ahve to get in close. That's one of my major issues with the sword, I can be evading a guy with the sword and from about 20 feet away he can still hit me. It's not intuitive and quite annoying.

Re: weapons

PostPosted: 31 Aug 2011, 19:29
by fluxord
What do you mean by no skill? You NEED skill to get close and strike the opponent without dying in the intent.
Right timing impulse boosts & dash is a must. Once you are used to it, it's quite rewarding when you hit a critical combo of sword+kick in the opponents face.
Insta-Medieval rules. Haters gonna hate! :p
The only thing that imbalances Medieval is the grenade.

Re: weapons

PostPosted: 31 Aug 2011, 19:55
by inpersona64
Dude, ur forgetting that its insta. so you could be facing against one person, sizing him up, and then someone else comes and strikes you from the back. and you have no defense against it. At least in regular insta, you have to be accurate with the snipe. IDC what no one says tho, Arena TDM ftw! :D

Re: weapons

PostPosted: 31 Aug 2011, 21:01
by Stiva
It'd be cool if you could parry with the sword (if you attack someone who's attacking with the sword, you both get momentarily stunned or the camera shakes or something). That'd make medieval insta more interesting, I'd think.

Re: weapons

PostPosted: 31 Aug 2011, 21:57
by fluxord
inpersona64 {l Wrote}:Dude, ur forgetting that its insta. so you could be facing against one person, sizing him up, and then someone else comes and strikes you from the back. and you have no defense against it. At least in regular insta, you have to be accurate with the snipe.

No, I didn't forget that it is Instagib, I also refered to Instagib-Medieval! You need to be move more quickly if you want to live longer in such a match. If you're good no one can get you a hit in the back :)

Stiva {l Wrote}:It'd be cool if you could parry with the sword (if you attack someone who's attacking with the sword, you both get momentarily stunned or the camera shakes or something). That'd make medieval insta more interesting, I'd think.

Yes, Parry would be nice to have.

Re: weapons

PostPosted: 29 Feb 2012, 06:48
by inpersona64
I don't usually bring up old threads, but there were some pretty good ideas for weapons here if anyone cares to read through the previous posts.

I wanted to get some ideas or suggestions around a possible new "dual" weapon. If you don't know what that is, think of it as holding two of the same weapons in your hands at the same time. Now, this being Red Eclipse and all, the problem comes down to design. The goal is to NOT make the game unbalanced and NOT use the same weapons over again (or same weapon types). So dual pistols and shotguns are obviously out of the question.

I bring up this question because this is pretty unique in almost every aspect of this game in respect to all of the other weapons. In fact, almost every weapon covers at least one attribute of every and any weapon possible.

I mean what would be a nice kind of fire for dual weapons to shoot in this game?

Re: weapons

PostPosted: 29 Feb 2012, 09:35
by qreeves
I believe most games that implement it call it "akimbo".

Re: weapons

PostPosted: 29 Feb 2012, 09:46
by Vaecrius
And it never, ever works out well... either it's unbalanced or useless or it's basically the same weapon with a higher rate of fire and/or mag capacity.

Seeing how each weapon now has two fire modes trying to wield two separate weapons is going to be a nightmare for the controls.

Re: weapons

PostPosted: 29 Feb 2012, 18:58
by inpersona64
Vaecrius {l Wrote}:Seeing how each weapon now has two fire modes trying to wield two separate weapons is going to be a nightmare for the controls.

Explain? Because I don't follow. In fact, if anything, left click could be left gun, and right click could be right gun (this is just one control scheme for the weapon). As far as rate of fire goes, there is always a balance, you just have to be willing to find it.

@Quin I could have used the term "akimbo", but I don't want to sound like i'm bring call of duty here :lol: even though there are plenty of games that have made use of dual weapons. Some for example, Halo 2 and 3, Grand Theft Auto San Andreas, and The Darkness 2 (pretty awesome game if you are into emo stuff).

Re: weapons

PostPosted: 02 Mar 2012, 09:54
by Vaecrius
And altfire for each of those two guns? And just how does this differ from the existing weapons anyway?

As for instamedieval, now that I read upthread a bit, I'm actually kinda surprised how often it's not a mutal-kill stabbing contest. I'm awful at timing impulse dash so I just try to rely on feints and approach angle and I notice a lot of other people do the same, and it's less who "hits first" and more who was in a better position to begin with - and yes, that may well be an ambush against a distracted target, just like in insta or anything else.

Re: weapons

PostPosted: 02 Mar 2012, 17:38
by inpersona64
Vaecrius {l Wrote}:And altfire for each of those two guns? And just how does this differ from the existing weapons anyway?

The "altfire" would be the secondary fire (right click) and therefore, be the right gun as I stated above. I see what you are thinking. You are thinking that it would be overpowered to fire two guns simultaneously at the same time. That may be an issue, so how about making it so that you have to click both buttons to fire either weapon; how's that sound? Left click, left weapon; right click (altfire), right weapon.

Re: weapons

PostPosted: 02 Mar 2012, 18:04
by Vaecrius
In light of my prior comments about the pistol, I hope you're not too surprised to know that I now believe this to be the single worst idea I've yet seen put forward on these forums.

And again how does this pair of guns add anything new and different to gameplay?

Re: weapons

PostPosted: 02 Mar 2012, 22:17
by fawstoar
Akimbo could work well. Just remove pistol's secondary fire and use Sona's right/left gun suggestion for right and left click. Fire rate would need to be increased to be in between the SMG and the pistol.

Re: weapons

PostPosted: 02 Mar 2012, 22:46
by inpersona64
Well, you've only got 41 posts to date this post. So you're fairly a noob here anyways. But this isn't about how many ideas you've heard. Its about new weapons. And by you saying "pair of guns add anything new" you basically just answered your own question. PAIR OF GUNS. How many weapons in RE allow you to hold two weapons at the same time?

You say you want to add something new and different to gameplay. There aren't any weapons like the one I've described. Yet it's a bad idea, right? I suppose you have a better idea then..

@Wasabi I was trying not to go for dual pistols, because I don't want to outclass the pistol we already have or underclass this new weapon. Now, if you're thinking about making this a mutator (e.g Dual Pistols or something like that), that's definitely worth thinking about. Similar to Instagib or Medieval, it would technically be pistols only.

Re: weapons

PostPosted: 03 Mar 2012, 08:54
by Vaecrius
Well, I happen to have just gotten a wonderful idea that can improve the game drastically, but it's not a new weapon it's just removing the resize and hover mutators. (Just played a thing with hover-resize-arena-vampire bomber-ball on Isolation and it was honestly the worst RE experience I've ever had)

Anyway.

My question was about the gameplay. What do those two guns fire? How is it different from the plasma or SMG or clicking with the pistol really fast? If I turned off all the player weapon models and played only to win, why would I ever select this weapon, and if I did have a reason to select this weapon would I still have a reason to select anything else (if not that is very very bad) or is the weapon only good for certain situations (if so it may be "balanced")?

I suppose you could just do the UT thing and be able to pick up a second pistol and increase the mag size at the cost of increasing reload time. That could be interesting (and possibly helpful for those of us with bad aim) but I'm not sure if it's really worth the time to make a new weapon that's only quantitatively different from an existing one. EDIT: But then again, if we're going with "one click one shot" and "left gun left button right gun right button" then I think we've just created not so much an idea for a part of a game so much as an idea for a caricature of a pointlessly fiddly and un-fun control system for a game. Or maybe an exercise in destroying your mouse so you can have an excuse to buy a new one.

(Actually a pistol-only mutator would be interesting... I mostly hate it only in comparison to everything else. :V)

Re: weapons

PostPosted: 03 Mar 2012, 10:05
by TheLastProject
Vaecrius {l Wrote}:Well, I happen to have just gotten a wonderful idea that can improve the game drastically, but it's not a new weapon it's just removing the resize and hover mutators. (Just played a thing with hover-resize-arena-vampire bomber-ball on Isolation and it was honestly the worst RE experience I've ever had)

No. I mean, I can kinda understand removing hover as it pretty much does the same as jetpack but doesn't allow you to go high, but there is literally nothing wrong with resize.

Re: weapons

PostPosted: 03 Mar 2012, 11:23
by Vaecrius
Maybe I might not hate Resize so much if it made some kind of in-game sense - like maybe if bits flew off or the physics and jump distances didn't also appear to scale (if you moved at the same speed and jumped/impulsed the same distances such that being small was an unmitigated advantage that would be glorious).

And possibly if I'd given in and used a rifle/flamer combo instead of insisting on shotgun and SMG...

Re: weapons

PostPosted: 03 Mar 2012, 16:57
by inpersona64
Vaecrius {l Wrote}: What do those two guns fire? How is it different from the plasma or SMG or clicking with the pistol really fast? If I turned off all the player weapon models and played only to win, why would I ever select this weapon, and if I did have a reason to select this weapon would I still have a reason to select anything else (if not that is very very bad) or is the weapon only good for certain situations (if so it may be "balanced")?

This is exactly the reason I brought up the post in the first place. What do you think the two guns should fire? The fire can be different from Plasma and SMG (obviously it will be different because its DUAL WEAPONS :lol:). Every weapon that takes skill requires you to click fast. That separates the the pros from the noobs, at least in this game. Unless you're the kind of person who likes to hold down a button forever (e.g a flamer).

And the idea behind every weapon in RE is that all of them are unique in there own way. I, just like everyone else in this thread, is looking to add to the arsenal of RE's unique weapon set. With this said, I don't think it matters what situation you're in. I think the best RE player is a well rounded player; by this I mean if there is someone in front of you, and you're only holding a pistol, and there is one weapon pickup closest to you, it shouldn't matter what weapon pick up it is, you can use ANY weapon to take down that player (of course with the help of parkour). Situational awareness, my friend :)

Re: weapons

PostPosted: 09 Mar 2012, 03:47
by inpersona64
Wazubaba {l Wrote}:Continuous Laser (Photon Stampeder for name ?) - emits laser beam for as long as it is fired, similar to the flame thrower, that has a medium range, but does gradually less damage the further away the victim is, so at point blank, it will be equivalent to flamer or better, at max range, it would be like 2.5 damage a second, due to attenuation.

+1
For the last week, I've been thinking about this one. And I've been watching some Mass Effect 3 gameplay. There is a weapon similar to this, and it looks pretty good to use. This is also a pretty unique weapon that isn't included in the game yet. In ME3, its called the Plasma Rifle if you want to look it up but basically its just as Baba describes it. As far as how it will look, I'm hoping it could be designed NOT like the Rifle (as to be able to distinguish between the rifle and this weapon)

I agree with how he said the weapon would work but I'd like to add in something interesting. Lets, for example, say that the primary fire is the continuous laser. When it is held it fires for as long as you hold it. But when you release the fire, there is a 'cooldown' time. Now I was thinking one of three things could happen:

1. in 2 seconds of cool down you are allowed to fire again and at the same time and the gun will begin reloading automatically (similar to the shotgun)

2. in 2 seconds of cool down you are allowed to fire again; the gun will begin to reload 3 SECONDS prior to release of fire instead of 2 seconds (described above)

3. in 2 seconds of cool down you are allowed to fire again; the gun can only reload if you press your binded RELOAD button (default: R)

I personally would choose the first one, but I don't think I'd want to cause a conflict between reloading and firing again, which is why the second suggestion is there. The third suggestion is if one was inclined to use the R button because some people like being able to reload when they want to.

As for alt-fire, haven't thought about that yet. Suggestions?

Re: weapons

PostPosted: 09 Mar 2012, 10:04
by makkE
I think the weapons are simply great the way they are. Great job on the balance.
Now I haven't really followed their development, all I know is that I didn't like the first alpha(s) and just tried out 1.2 recently.
All I can say is that these guns just feel right and unique. I don't think there's a need for new guns or drastic changes.

They have unique features and are mostly all different (although there is a bit of overlap in the alt-firing here and there).
I love the focus on everything being projectiles, making the rifle harder in use than just simple point-and-click. Also the splash on the rifle is genius :)
They all take skill to use, and I don't feel there is a substantially overpowered weapon.
I don't miss having a lightning type of gun.

Re: weapons

PostPosted: 09 Mar 2012, 16:14
by Dessard
inpersona64 {l Wrote}:As for alt-fire, haven't thought about that yet. Suggestions?


Just putting out some ideas, no idea how balanced/fun they would be, but a grappling hook, that could be used to swing around and pull players towards you ( because of the main fire's damage falloff), or something fired similarly to the plasma alt but an increasingly powerful instant beam instead.