fodev.net
15.08.2009 - 23.06.2013
"Wasteland is harsh"
Home Forum Help Login Register
  • November 22, 2024, 10:49:05 am
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Play WikiBoy BugTracker Developer's blog
Pages: [1]

Author Topic: Implemented Weapons  (Read 1214 times)

Implemented Weapons
« on: April 16, 2010, 07:19:55 pm »

I really wonder about weapon implementation. Why is the Avanger Minigun available but not the G11 or the YK32 Pulse Pistol for that matter?

There are strong sniper rifles and strong big weapons in the game but a lack of alternative builds. As has been mentioned, the shotguns are pretty weak as well. I mean, the YK32 only has 15 range which should compensate for it's high damage. The G11 (and G11E) is worse at burst than the AM and surely not better at sniping than the best sniper rifles.

BTW, with available I mean craftable or purchaseable and not available in a very rare special encounter.
Logged

Sius

  • Sheep EX machina!
  • Offline
Re: Implemented Weapons
« Reply #1 on: April 16, 2010, 07:28:18 pm »

Well we were told that these guns will not be introduced until current weaponry is balanced. They are ingame already accessible only through special encounters.
Re: Implemented Weapons
« Reply #2 on: April 16, 2010, 07:31:49 pm »

I guess the dev team/gm would like to balance the existing weapons before introducing the 1st tier SG/BG/EW into game play. For me, I would like to see zip gun and pipe rifle to be available for lvl 0 crafting and make them to use any SG ammo.

Lexx

  • Rotator
  • Mexican Apple Thief
  • Offline
Re: Implemented Weapons
« Reply #3 on: April 16, 2010, 07:32:33 pm »

Quote
Well we were told that these guns will not be introduced until current weaponry is balanced.

We always said that these weapons will be given out on special purpose, etc.
Logged
Re: Implemented Weapons
« Reply #4 on: April 16, 2010, 07:35:11 pm »

It's of course your decision. But then I wonder why the avanger minigun is available. As a top big gun it could as well just be given out on special purposes, etc.

Why do that with "worse" weapons than those already in game?
Logged

Mars Sultan

  • Mandingo
  • Offline
Re: Implemented Weapons
« Reply #5 on: April 16, 2010, 11:08:56 pm »

G11 should be made craftable as a SG3 weapon as an alternative to the P90, and the 4.7 caseless ammo should require a workbench with additional tools or the Sierra ammo terminal. The pulse pistol should definitely be a EW3 weapon imo since energy users have very little variety to begin with.

As for why the avenger minigun is craftable in the game, I'm guessing it's because 5mm ammo is a Sophie's choice sort of thing. Either be useless against anything wearing armor worth a damn with JHP or gimp your damage by 1/3 with AP. The reason why big guns like the old "machinegun sniper" Bozar and the Vindicator are so good is because the ammo they use has nothing but advantages.
Logged
Igor Dolvich, Mars Ulrich, Girth Gamer, HOOPWISE98, Bobby Kotick

ARWH. Scummers.
Re: Implemented Weapons
« Reply #6 on: April 17, 2010, 07:40:49 am »

i'd vote for craft able zip guns and pipe rifles myself.

would be funny to see people player kill each other with pipe rifles heh..
Logged
Re: Implemented Weapons
« Reply #7 on: April 17, 2010, 07:46:06 am »

i'd vote for craft able zip guns and pipe rifles myself.

would be funny to see people player kill each other with pipe rifles heh..
They're already in game, and I already killed one with it. I mean Pipe Rifles.
Logged
Pages: [1]
 

Page created in 0.081 seconds with 21 queries.