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 Post subject: Advanced Weapons
PostPosted: 03 May 2008, 19:45 
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Crap at posting (33)
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Other than Medics, what do you think will be the new advanced weapons for other classes?

I hope the Sniper gets a SMG with a zoom! :D

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 Post subject: Re: Advanced Weapons
PostPosted: 03 May 2008, 19:52 
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Has no REAL life! (3426)
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for the engineer (which will be likely the next update) valve talked about teleporter's &nd dispenser's till lvl 3 with faster reloading &nd healing &nd stuff... :mrgreen:

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 Post subject: Re: Advanced Weapons
PostPosted: 03 May 2008, 21:13 
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Has no REAL life! (3230)
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Andraxx wrote:
Other than Medics, what do you think will be the new advanced weapons for other classes?

I hope the Sniper gets a SMG with a zoom! :D
Pff,SMG...
I want an AWP. :mrgreen:


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 Post subject: Re: Advanced Weapons
PostPosted: 03 May 2008, 21:18 
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Hammy's successor (1458)
[SpA]SonnY BlacK wrote:
Andraxx wrote:
Other than Medics, what do you think will be the new advanced weapons for other classes?

I hope the Sniper gets a SMG with a zoom! :D
Pff,SMG...
I want an AWP. :mrgreen:
idd :4


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 Post subject: Re: Advanced Weapons
PostPosted: 04 May 2008, 01:35 
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Crap at posting (33)
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[SpA]SonnY BlacK wrote:
Andraxx wrote:
Other than Medics, what do you think will be the new advanced weapons for other classes?

I hope the Sniper gets a SMG with a zoom! :D
Pff,SMG...
I want an AWP. :mrgreen:
*drool*

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 Post subject: Re: Advanced Weapons
PostPosted: 04 May 2008, 01:36 
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Doesn't get out much (355)
[SpA]FuckTastic wrote:
[SpA]SonnY BlacK wrote:
Andraxx wrote:
Other than Medics, what do you think will be the new advanced weapons for other classes?

I hope the Sniper gets a SMG with a zoom! :D
Pff,SMG...
I want an AWP. :mrgreen:
idd :4
qd :lol:
(will any1 understand the joke :|)

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 Post subject: Re: Advanced Weapons
PostPosted: 04 May 2008, 02:49 
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Has no REAL life! (2359)
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Pyro
Radio Axe: Pulls up a minimap of the map and you can direct a napalm airstrike somewhere on the map.
Fireball spell: you shoot a ball of fire that moves slow, but hits for a lot and puts the ground on fire
Showergun: shoots oil, if target is hit by the oil he will always get critted by any fire attack

Heavy
knuckle bracers: Does more damage but slower rate of fire, you can also strangle your opponent with secondary fire
Katuscha: A rocket pod that fires 6 rockets in rapid succesion, takes a long time to reload.
double barreled shotgun: does more damage but slower rate of fire and less accuracy

Demoman
Rehab flyer: If you get hit by the rehab flyer, you will have your controls reverted
Bottle launcher: Shoots bottles of scrumpy at an alarming rate. The more bottles hit the target the more drunk it gets and his screen will become all fuzzy
Haggish launcher: Makes your opponent vomit and loose 25 hp per hit

Spy:
Longsword: longer range then knife, but can't backstab. However you can decapitate people now
Colt. 45: higher ROF but less damage
Mechanical snappers: These have to be wound up, but for the durations they run around all turrets will try to fire at them and miss
Orgasmo case: Full with porn, you can throw these on the ground and your opponent has to watch them for 10 seconds

Soldier:
binoculars: just as useless as the shovel, but now you can zoom in
Grenades: these babies crit 90% of the time
Panzerfaust: 1 shot, but has a large blast radius and a crit does 1000 damage

Scout:
A mouse on a cord: longer range but less damage then the bat
Mountain dew launcher: Shoots canisters of mountain dew, high damage low rate of fire. Also makes your opponent all pumped up and increases his crit chance
Crit rockets: shoots mini rockets that always crit for 10 damage

And now i'm bored with thinking of stupid stuff

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 Post subject: Re: Advanced Weapons
PostPosted: 04 May 2008, 11:52 
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Let's talk about engi's... after all, they're the next to get through the knife :D


Now i would like to see...
  • Critting sentryguns
  • Critting teleports by charging faster (sometimes)
  • Uberchargeable sentry guns
  • Dispensers wich can drive
  • Shotgun/pistol having double ammo, though no crit.
  • Engineers will stop shouting DISPENSER/TELEPORTER/SENTRY GUN GOING UP!, so the enemy would have no idea what's being build.
  • The dispenser will show pr0n while your being healed
  • The dispenser can uberchage/kritzkreig
  • A "Wall" should be availble to build, but destroyable, just to slow down the enemies.
  • Instead of "Heck yeah!" the engineer should shout "FUCK YEAH!"
  • They should be wearing smart summer hats (why not)
  • They should be available to walk through their own buildings
  • The pistol should have a silencer
  • Engineer should have two wrenches, one in left hand one in right, so he can hit twice as fast, but also his own fingers...?
  • New buildings: "Ferrari" and "Sticky magnet" (<This would actually be usefull and nice) and a HUGE boomblaster.
  • A building will make a HUGE warning sound, if being sapped.
These are just some out of many :)

Wait.. isn't this the Comedy Section?

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 Post subject: Re: Advanced Weapons
PostPosted: 04 May 2008, 12:27 
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Has no REAL life! (3426)
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:shock: :roll:

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 Post subject: Re: Advanced Weapons
PostPosted: 04 May 2008, 12:56 
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Walking dispenser for the engineer, which would follow him wherever he would go :) the same for SG...
Roadblocks
Sledgehammer to upgrade buildings really fast and destroy enemy buildings even faster :D

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 Post subject: Re: Advanced Weapons
PostPosted: 04 May 2008, 14:52 
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Has no REAL life! (1306)
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i'. thinking of other class combo's.

like an engi has build aand upgraded a sentry. Now the action has moved to another place. engi gan ask for a heavy, heavy comes, pickes up the sentry. the engi will then control the heavy with handsignals where to put it :) ofcource sentry will need 30 seconds after being moved to be able to fire again.

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 Post subject: Re: Advanced Weapons
PostPosted: 04 May 2008, 14:57 
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Doesn't get out much (355)
[SpA]Pim wrote:
i'. thinking of other class combo's.

like an engi has build aand upgraded a sentry. Now the action has moved to another place. engi gan ask for a heavy, heavy comes, pickes up the sentry. the engi will then control the heavy with handsignals where to put it :) ofcource sentry will need 30 seconds after being moved to be able to fire again.
It's too complicated imo. I like it, though, and I think it'll provoke good teamplay ;)

What I think is the ability of the engie to build 3 sentrys with a sum level of 3. I mean... either 1SG lvl 3, 2SGs - one lvl 1 and the other - lvl 2 or 3SGs each of them lvl 1. I think it would be nice, it has a tradeoff, too.

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 Post subject: Re: Advanced Weapons
PostPosted: 04 May 2008, 17:36 
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I'd like to see the ability to booby trap your buildings so a spy's cover is blown when he tries to sap them.

Won't happen, but I'd just like to see spies get nailed by the sentry gun at point blank range :twisted:

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 Post subject: Re: Advanced Weapons
PostPosted: 04 May 2008, 17:59 
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Has no REAL life! (2359)
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CherryRed wrote:
I'd like to see the ability to booby trap your buildings so a spy's cover is blown when he tries to sap them.

Won't happen, but I'd just like to see spies get nailed by the sentry gun at point blank range :twisted:
I wouldn't be suprised if they gave the engineer a spycam.. that detects spies and fries them with a laserbeam.

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 Post subject: Re: Advanced Weapons
PostPosted: 05 May 2008, 01:32 
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Crap at posting (33)
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The shotgun should definately give the engi more metal as it shoots... like he can pick up the shell casings.

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 Post subject: Re: Advanced Weapons
PostPosted: 05 May 2008, 13:33 
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[SpA]Crovax20 wrote:
Pyro
Radio Axe: Pulls up a minimap of the map and you can direct a napalm airstrike somewhere on the map.
Fireball spell: you shoot a ball of fire that moves slow, but hits for a lot and puts the ground on fire
Showergun: shoots oil, if target is hit by the oil he will always get critted by any fire attack

Heavy
knuckle bracers: Does more damage but slower rate of fire, you can also strangle your opponent with secondary fire
Katuscha: A rocket pod that fires 6 rockets in rapid succesion, takes a long time to reload.
double barreled shotgun: does more damage but slower rate of fire and less accuracy

Demoman
Rehab flyer: If you get hit by the rehab flyer, you will have your controls reverted
Bottle launcher: Shoots bottles of scrumpy at an alarming rate. The more bottles hit the target the more drunk it gets and his screen will become all fuzzy
Haggish launcher: Makes your opponent vomit and loose 25 hp per hit

Spy:
Longsword: longer range then knife, but can't backstab. However you can decapitate people now
Colt. 45: higher ROF but less damage
Mechanical snappers: These have to be wound up, but for the durations they run around all turrets will try to fire at them and miss
Orgasmo case: Full with porn, you can throw these on the ground and your opponent has to watch them for 10 seconds

Soldier:
binoculars: just as useless as the shovel, but now you can zoom in
Grenades: these babies crit 90% of the time
Panzerfaust: 1 shot, but has a large blast radius and a crit does 1000 damage

Scout:
A mouse on a cord: longer range but less damage then the bat
Mountain dew launcher: Shoots canisters of mountain dew, high damage low rate of fire. Also makes your opponent all pumped up and increases his crit chance
Crit rockets: shoots mini rockets that always crit for 10 damage

And now i'm bored with thinking of stupid stuff
lol, as I read,at first I thought these ARE the next weapons which will be patched to the game. :mrgreen:


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 Post subject: Re: Advanced Weapons
PostPosted: 05 May 2008, 23:56 
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Crap at posting (33)
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Extensive work, crovax.

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 Post subject: Re: Advanced Weapons
PostPosted: 06 May 2008, 13:33 
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Has no REAL life! (2359)
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on a more serious note, I could picture something like this for the pyro

Melee weapon: Fire whip. will put you on fire, however if you get hit by the tip of the whip you will take 100 damage/200 crit damage. Slower rate of fire then the fire axe (again, only more powerfull then the axe if you hit them with the tip of it)

Flameball shooter: shoots balls of fire, slow moving rate on them, but will do good damage with direct hits. Will put people on fire who are in splash area (giving the pyro some range!)

Oilgun: shotgun that shoots oilblob. Oil stays on the person for 10-20 seconds, any fire attack dot will deal twice as much damage. (nice option for both the old gun and new gun, does no damage on its own however)

I feel all these weapons have a good trade-off and will change the way you can play pyro. Longer melee range, but only more damage if you hit with the tip. Slower rate of fire as well.

Fire axe vs Flaming whip: You get longer range and possibly more damage, but your rate of fire is slower and you might only put a fire dot on your opponent.

Flamethrower vs Flameball shooter: High damage if you get close vs High damage but slow moving fireballs. Either way there is a negative about both of them

Shotgun vs Oilgun: Damage weapon vs something that will make your flame damage over time much more lethal and effective!

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