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Quake 4 1.4 new weapon. AGAIN.
https://www.quake3world.com/forum/viewtopic.php?f=17&t=25230
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Author:  Ganemi [ 10-25-2006 03:14 PM ]
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SyncError wrote:
A supershotgun we have. The base shotgun has always been powerful, most say too powerful, in Q4 and it would be rather unbalancing to add a supershotgun (unless you weakened the existing shotgun like we did in Delta CTF).


Come to think of it, considering how ridiculous of a weapon an annoying machine gun is to start with, how about having everyone spawn with a significantly weaker shotgun, + the mg /gauntlet, while having the regular 100 damage shotgun maintain it's spawn points?

That seems to make sense.

Author:  SyncError [ 10-27-2006 07:05 AM ]
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Ganemi wrote:
Come to think of it, considering how ridiculous of a weapon an annoying machine gun is to start with, how about having everyone spawn with a significantly weaker shotgun, + the mg /gauntlet, while having the regular 100 damage shotgun maintain it's spawn points?

That seems to make sense.


That's essentially what we did in Delta CTF. We removed the machinegun entirely and the player starts with a weaker shotgun with a faster rate of fire (and a gauntlet), and then added a "supershotgun" which is a pickup item that deals more damage at the standard 1 sec rate of fire.

Author:  Ganemi [ 10-30-2006 09:56 PM ]
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It'd be pretty sweet to have a variety of weaker weapons to start with (gaunt/handgun/shotgun/machine gun) rather than just one annoying and often impractical weapon.

If it could be done in Delta CTF then why not default Quake 4? Seems like a sensible choice.

Author:  DooMer [ 10-30-2006 10:21 PM ]
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Doesn't seem sensible at all. MG is actually useful, and while its a nice nod to quakeworld, I don't think that shotty has a place.

Author:  Ganemi [ 11-01-2006 01:47 PM ]
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Hmmm. Can't really say that a nerfed SG wouldn't fit as a spawn weapon. I imagine it's very possible that it could be tweaked to fit perfectly into the weapons set up. The regular MG is useful for draining someone from mid range, but at low, non 0 range it's kind of annoying strafing and trying to leap over someone to get consistent hits in, especially when you consider that you can't jump over someone who's standing upright, or even someone who's crouching(wth's up with that, Sync?) An low powered SG would seem to do that job better, though that's really imho.

Funny. This thread has so many views, but few people have expressed their opinion on the current topic. I wonder what everyone else thinks of it. (specifically, and aside from the votes) : [

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