New TNG?
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New TNG?
I was looking at TNG sourceforge webby and i saw a nice post about the new TNG
By: igor_rock ( Stefan Giesen )
RE: New Year new TNG?
2004-01-21 00:50
I'm still testing the new flash grenades, that's the cause of the delay.
What do you think should a gas grenade do?
Bye,
Igor[Rock]
Wahey flash grenades
Hopefully its included in the next tng and Igor finally replied on my post i made ages ago There will be a new ignore cmd! i finally can ban all those fuckers with their SNIPE ONLY! whine
By: igor_rock ( Stefan Giesen )
RE: New Year new TNG?
2004-01-21 00:50
I'm still testing the new flash grenades, that's the cause of the delay.
What do you think should a gas grenade do?
Bye,
Igor[Rock]
Wahey flash grenades
Hopefully its included in the next tng and Igor finally replied on my post i made ages ago There will be a new ignore cmd! i finally can ban all those fuckers with their SNIPE ONLY! whine
There's a chopper coming in 3 days and there's a katana on top of the cafe and that's all you need to know
This is ooooold, but I still have it on my disk
I know it`s too much , but gas grenade and crossbow is nice 2 from chaosq2 ...
Code: Select all
AQ2 balance suggestions | Blue Vex
I got so bored this morning, I started thinking about how to balance
the weapons and items in AQ2. Most of the time its all about Sniper and M4 with
Kevlar or Laser. At random times, MP5 and M3 pops out to say hi.
What about the rest of the items? And why cant M3 and MP5 be as great as the M4 and Sniper?
Sadly there is no hope for the Handcannon, and I dont consider Akimbo Pistols
or Knives to be unique weapons.. So here are my suggestions on how to balance
the "leftout" items and weapons in AQ2. Its nothing serious, just for fun and sharing my ideas.
Items:
- When choosing a Bandolier, you must select two unique weapons to spawn with.
You no longer need to kill an enemy to aquire that second weapon.
- Silencer increases the Pistol and MP5´s accuracy by 50% (same accuracy as when
STANDING still), but reduces damage with 20%. Sniper Rifle gets 20% increased damage,
and 50% increased accuracy when unzoomed (Sniper+Silencer kills players with
Kevlar Vests in one hit, but is very vulnarable to chest damage).
- Wearing Stealth Slippers now makes you draw your weapons instantly when
switching between them (just like in Quake), or start/finish bandaging.
Also removes the arming sound when switching to an MP5, M4 or Pistol.
This makes bandaging a little bit faster and no more arming of your weapons
when picking them up (improves stealth).
Weapons:
- Increase the MP5´s rate of fire to 12 bullets per second (up from 10).
This is to let the MP5 empty its magazine at the same time the M4 empties its clip.
It will be a fast but weak gun vs a slow but powerfull gun, instead of a slow and weak
gun vs a slow but powerfull gun.
- Give the M3 an option to switch to slugs with the ´weapon´ command.
This is so the M3 can compete over distance with the Sniper, MP5, M4 and Pistol.
Slugs should do 150% the damage of an M4 bullet, and have the same bullet spread
and accuracy penalties as the Pistol. Slugs ignores Kevlar Vests, and when shooting
slugs you lose your shell ammo (gameplay over reality).
- Shotguns can use ammo called slugs, which are patrons that dont spread pellets,
but instead go straight forward as a hard projectile. The Railgun in Quake2 uses
slugs for ammo, although its a bad example.
Gameplay:
- In teamplay mode, players will spawn with the maximum ammo loadout for their
unique weapon and Pistol. This will make the M3/HC get 14 extra shells,
MP5 2 extra magazines and Sniper 20 extra bullets. You can only carry one
M4 clip at the time, so you would still spawn with only one M4 clip in teamplay.
- IR vision now makes enemies turn red and teammates turn green.
- Ability to roll the grenades over the floor if you crouch when throwing them.
I know it`s too much , but gas grenade and crossbow is nice 2 from chaosq2 ...
^stric^