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Author Topic: dual wield  (Read 6590 times)

Michaelh139

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Re: dual wield
« Reply #15 on: July 08, 2010, 08:14:29 am »

1. Shooting more than one dude is already possible but is impossible if they are in two completely different places, implementing that you can burst two dudes in two different places would be too much to bother creating.

2. Dual bursts alone would be enough for SMGers.

3. AP consumption should be slightly higher...  Like 6-8 APs to at least give minigunners a chance ;D.
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Re: dual wield
« Reply #16 on: July 08, 2010, 09:49:18 am »

1. Shooting more than one dude is already possible but is impossible if they are in two completely different places, implementing that you can burst two dudes in two different places would be too much to bother creating.

2. Dual bursts alone would be enough for SMGers.

3. AP consumption should be slightly higher...  Like 6-8 APs to at least give minigunners a chance ;D.

minigunners shoot more bullets, for more damage at higher range. what are you talking about?
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Surf

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Re: dual wield
« Reply #17 on: July 08, 2010, 03:50:06 pm »

No need for such weird things.
It justs looks ridicolous with a guy having two pistols, SMGs etc. in hands.
You wouldn't even hit a single target. And just because one thing looks "cool" or "badass" it's no reason to invest huge time for implementing it.

Drakonis

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Re: dual wield
« Reply #18 on: July 08, 2010, 07:30:46 pm »

Agree with surf.

It's pretty much liek this



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kraskish

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Re: dual wield
« Reply #19 on: July 09, 2010, 12:37:44 am »

I guess, in such mode or perk one would need to have

2 weapons in 2 slots, the same ones,

the burst and single shot are using 2x normal attack AP+1 per attack = if its 3AP with p90 it would be 7 but count the double dmg  ::)

maybe -10 or -5 to maximum hit chance, it has to have some drawbacks as well, I guess smallgunners should be able to dual wield since they're quite useless in TC

in TBC you would be able to hit one target for double the damage but still 2x normal attack AP+1 per attack
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Imprezobus

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Re: dual wield
« Reply #20 on: July 10, 2010, 09:32:30 am »

compare the AP's to minigun, and what you've just said is bullshit :)
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gordulan

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Re: dual wield
« Reply #21 on: July 10, 2010, 10:22:53 am »

too true imprezo, what I would propose is that most SG burst weapons would empty their entire mags with bursts because they're far easier tomcontrol than a support weapon or a minigun, or if you would nerf the minigun I'd say it should spew out 25 slugs per spray attempt.
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Imprezobus

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Re: dual wield
« Reply #22 on: July 10, 2010, 01:47:37 pm »

dont say bout nerfing the miniguns, theyve been nerfed too much already, Id say that they would welcome a buff :>
dual wield isnt bout making SG minigun-alike, its brand new class with own pros and cons
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Archaeon_dude

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Re: dual wield
« Reply #23 on: July 10, 2010, 05:35:23 pm »

 Now, Surf's emphasis on the matter about it being just badass looking seems quite right. It is a thing more likely to happen in them movies than in real life, yes. But then again, it is an action every human with it's entire set of limbs can perform. And if we're not considering to make the dual weild our new shining hope to balance SGs with BGs, then we'd at least need to consider increasing SGs damage, or SOMETHING. All in all, I'd still give a +1 to dual wield.
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Tomowolf

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Re: dual wield
« Reply #24 on: July 10, 2010, 05:41:49 pm »

Hah Again SG vs BG balance - THERE CAN"T BE ANY BALANCE BETWEEN BG / SG

People just listen :

BG are more epensive - shoot more ammo - are better
SG are not so much expensive - shoot small amount of ammo - but their accurracy is good (range should be better)

One chance to balance things - is : destroying buffouts/jets or any other Chemicals .

Im for dual wielding - but again it wont be so good - We should make MORE STRENGTH for minigun or any other BG Weapons - they re not like easy to take in hands - or make BG walking (all pvpers will split on me and want to kick my ass now) not running !


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Sashi

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Re: dual wield
« Reply #25 on: July 11, 2010, 02:25:58 am »

The way I run my Pen and Paper Fallout game is that a shot with the offhand costs an extra AP (targeted off hand 2 extra AP).

Ambidexterous drops the offhand to 0 extra AP cost (targeted cost moves to 1 AP).
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Re: dual wield
« Reply #26 on: July 11, 2010, 10:07:42 am »

I really like the idea, but whether the time spent implementing it would be worth it... I´m not too sure about that.

I do think we need a little more "diversity" but would being able to use 2 guns really change things that much?
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