People tend to focus mainly on a new type of weapon. But why not just have a MMG, Medium Machine Gun. Make it cost 10-12 points (Price of a shotgun.) Deal more damage (1.5x torwards buildings) At a some what slower rof than the lmg, and hold 80 ammo. A new medium game weapon is created, not as powerful as the hmg, not as weak as the lmg, made for long-medium range combat unlike the shotgun. If theres two slots left for the weapon limit, There you got, flamethrow for its uniqueness, and MMG to provide a solid midgame weapon.
<!--QuoteBegin-Quaunaut+Mar 18 2005, 01:22 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Quaunaut @ Mar 18 2005, 01:22 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Grenade Launcher as a vent Clearer? Hahahahhaa. Any decent lerk/skulk will get out of the way fast enough. Or attack the bastard, or something.
Flamethower would be a good mid-type weapon: A good way to take down structures, AND to get rid of aliens, while at the same time not totally requiring a perfect shot. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Unless a flamethrower is a one hit kill affair for lowr life forms, chances are you won't kill a good lerk with one, either. He'll move to safety way before he takes a lethal amount of damage.
We already have a couple of mid range weapons; it doesn't fill a niche in that regard.
Aaronvroom vroom der party startahJoin Date: 2002-11-05Member: 7020Members
The more stuff you add the more you have to balance, and NS is arguably the most sophisticated HL1 mod out there already. Just wait for their next product and buy it, I'm sure it'll be great.
I've tried three mods or so for HL1 that use flame throwers. None of them worked out too well. Only one of the three didn't destroy the users FPS and anyone who saw ten feet of flame spouting out of this two foot long tube pretty much got FPS raped. I don't know the links, and they're all discontinued now anyway. One was... Parayox or something. It had the best flame thrower I saw, but even then, it was pretty bad for others.
<!--QuoteBegin-ThorStryker+Mar 19 2005, 07:50 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ThorStryker @ Mar 19 2005, 07:50 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> People tend to focus mainly on a new type of weapon. But why not just have a MMG, Medium Machine Gun. Make it cost 10-12 points (Price of a shotgun.) Deal more damage (1.5x torwards buildings) At a some what slower rof than the lmg, and hold 80 ammo. A new medium game weapon is created, not as powerful as the hmg, not as weak as the lmg, made for long-medium range combat unlike the shotgun. If theres two slots left for the weapon limit, There you got, flamethrow for its uniqueness, and MMG to provide a solid midgame weapon. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I like the idea of a mid range machine gun, 80 rounds with more power would make it nice. or maybe a machine gun with a built in nade launcher (around 3 nades or so)? kinda like the pulse rifle in Aliens, this way you had something that could put out the fire power and yet still have something to deal out the damage against more powerful foes.
<!--QuoteBegin-EviL ErNiE+Mar 19 2005, 07:48 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (EviL ErNiE @ Mar 19 2005, 07:48 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> It just seems to me that the alien life forms once upgraded are alot more powerful than any marine class, which gives them a select advantage, unless the marines use numbers to them down. Onos being one... Onos wit hRedemtion is just insane really (IMO)
I'd like to see some stronger marine classes, and maybe some more powerful marine weapons, the jetpack is nice, makes it easier to bring down a fade or lerk, but still adds no support when bringing down an Onos, unless hes got an HMG and there about 3 or 4 marines shooting at it.
I think some more pwerful mid-range weapons like, a flamethrower or something would be nice, I do have to agree that maybe bringing down the time it takes to upgrade arms labs and stuff could help.
Personaly I'd like to see NS on its own engine, that would allow them to expand all these areas, I'd like to play on some alien worlds and have different classes for each team.
Thanks for all the replys <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> The aliens are <u>supposed</u> to be individually stronger than the marines. Well, the highest tiers are supposed to be individually stronger. You can make a case as to which is stronger: skulk or LA. The point is, marines need to team up to kill a fade/onos because it takes a LOT more time to build of 50 res in an alien's personal res pool than it takes to build up the 50 res in the marine's res pool (which would buy 5 shotguns, which would kill the fade/onos). It's just how the res system worked.
If you made a marine as powerful as an onos, there would always be more of these powerful marines than there are onoses, unless of course you make each one cost ~150 res, which is just silly. No commander would buy it; a heavy train would be much more effective.
And I don't know about the rest of you coms out there, but I wouldn't fork over res for a medium powered gun. I'd funnel that res into weapon upgrades, which would effectively turn every lmg into the equivalent power of these mmgs. lmgs are surprisingly powerful en masse; as a fade I actually have to shy away from camping groups of 4 or more lvl3 lmgs. And onoses will get romped by large numbers of lmgs. No, the weapon selection right now for the marines is pretty much as perfect as it could be. A base gun, a medium gun that doubles as a building buster, a powerful anti-lifeform gun, and an anti-structure gun that also provides cover against small lifeforms. I see no holes in gun roles there.
the hole in the gun system is that the midrange gun is close range. You can't hurt a lerk with a shotgun if hes across the room in a vent like you cool with an mmg. If you made the mmg available with the shotgun upgrade, then it wouldnt be a time waster, thus, making it more efficient then waiting to get lvl 3 weapons to make the lmg powerful. the mmg is just meant to make things die that much faster than an lmg, but that much slower than a hmg. The only balance thats really needed is weapon balance. Making the gun do the right amount of damage at the right price.
its all about taste though, do marines really suffer inbetween lmgs, to lvl 3 weapons/hmgs?
<!--QuoteBegin-EviL ErNiE+Mar 18 2005, 03:39 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (EviL ErNiE @ Mar 18 2005, 03:39 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I was just wondering after all the updates and after all the suggestions from the community, why hasn't there been any additions to the classes in NS?
For example:
Why no new wepaons? Why no new abilities? Why no new alien? Why no new worlds? Why no outside levels?
Seems like after all this time the game could expand into something larger..... <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif' /><!--endemo--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif' /><!--endemo--> <!--emo&::hive::--><img src='http://www.unknownworlds.com/forums/html/emoticons/hive5.gif' border='0' style='vertical-align:middle' alt='hive5.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> its called an update, because its not an expansion pack
Comments
Flamethower would be a good mid-type weapon: A good way to take down structures, AND to get rid of aliens, while at the same time not totally requiring a perfect shot. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Unless a flamethrower is a one hit kill affair for lowr life forms, chances are you won't kill a good lerk with one, either. He'll move to safety way before he takes a lethal amount of damage.
We already have a couple of mid range weapons; it doesn't fill a niche in that regard.
I like the idea of a mid range machine gun, 80 rounds with more power would make it nice. or maybe a machine gun with a built in nade launcher (around 3 nades or so)? kinda like the pulse rifle in Aliens, this way you had something that could put out the fire power and yet still have something to deal out the damage against more powerful foes.
<!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo-->
I'd like to see some stronger marine classes, and maybe some more powerful marine weapons, the jetpack is nice, makes it easier to bring down a fade or lerk, but still adds no support when bringing down an Onos, unless hes got an HMG and there about 3 or 4 marines shooting at it.
I think some more pwerful mid-range weapons like, a flamethrower or something would be nice, I do have to agree that maybe bringing down the time it takes to upgrade arms labs and stuff could help.
Personaly I'd like to see NS on its own engine, that would allow them to expand all these areas, I'd like to play on some alien worlds and have different classes for each team.
Thanks for all the replys <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
The aliens are <u>supposed</u> to be individually stronger than the marines. Well, the highest tiers are supposed to be individually stronger. You can make a case as to which is stronger: skulk or LA. The point is, marines need to team up to kill a fade/onos because it takes a LOT more time to build of 50 res in an alien's personal res pool than it takes to build up the 50 res in the marine's res pool (which would buy 5 shotguns, which would kill the fade/onos). It's just how the res system worked.
If you made a marine as powerful as an onos, there would always be more of these powerful marines than there are onoses, unless of course you make each one cost ~150 res, which is just silly. No commander would buy it; a heavy train would be much more effective.
And I don't know about the rest of you coms out there, but I wouldn't fork over res for a medium powered gun. I'd funnel that res into weapon upgrades, which would effectively turn every lmg into the equivalent power of these mmgs. lmgs are surprisingly powerful en masse; as a fade I actually have to shy away from camping groups of 4 or more lvl3 lmgs. And onoses will get romped by large numbers of lmgs. No, the weapon selection right now for the marines is pretty much as perfect as it could be. A base gun, a medium gun that doubles as a building buster, a powerful anti-lifeform gun, and an anti-structure gun that also provides cover against small lifeforms. I see no holes in gun roles there.
its all about taste though, do marines really suffer inbetween lmgs, to lvl 3 weapons/hmgs?
For example:
Why no new wepaons?
Why no new abilities?
Why no new alien?
Why no new worlds?
Why no outside levels?
Seems like after all this time the game could expand into something larger.....
<!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif' /><!--endemo--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif' /><!--endemo--> <!--emo&::hive::--><img src='http://www.unknownworlds.com/forums/html/emoticons/hive5.gif' border='0' style='vertical-align:middle' alt='hive5.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
its called an update, because its not an expansion pack