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> New Weapons
MadMax_FMM
Posted: January 09, 2005 04:02 pm
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Overlord!
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Mmh.. i don't see the problem with the gear. We have:

weapon_ak47
weapon_benelli
weapon_beretta
weapon_beretta_a
weapon_deagle
weapon_glock
weapon_glock_auto_a
weapon_m16
weapon_microuzi
weapon_microuzi_a
weapon_minigun
weapon_mp5
weapon_flame
weapon_p225
weapon_stoner
weapon_usp
weapon_sawed
weapon_44sw
weapon_winchester
weapon_canister

weapon_zombiehands
weapon_axe



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Immoral Sniper
Posted: January 09, 2005 05:56 pm
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MadMax, in 1.2, is weapon_grenade disabled? Or is it still usable (and not offical or course)

Though I have a feeling weapon_grenade was replaced with weapon_canister. wink.gif


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The Narrator
Posted: January 10, 2005 02:50 am
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saturn, it's not called a MAC-10, you just can't read. it's MP5 10.

sniper: i wasn't too sure about FA, but i know DoD and TS did. go take a look at the TS boards if you wanna argue.

personally, there are ew weapon changes i'd want. i'd like to see the P226 replace the 225, only have it chambered in .357 SIG, and keep the same RoF and damage as the 225. and, of course, a 1911. though i'd be cool if someone converted a 1911 model for the DE.
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Immoral Sniper
Posted: January 10, 2005 03:38 am
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FA was a gun mod. And they were very good about adding guns, and they publically annouced that there was no way around it; the only things they could get around with such a feature were attachments to the exact same weapon. The only difference that TS has is that they were most likely able to swing akimbo weapons as an attachment...


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The Narrator
Posted: January 10, 2005 04:15 am
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it's been reported by the TS developers that they found out how to get as many as they want. for example, right now, they're at the limit. next version will introduce at least one new weapon (the Contender). i'm reasonably sure they were able to count the akimbo's as attachments, so you're right about that one.

anyways, even if that doesn't happen, there are still quite a few PE weapons that are in the code that can be replaced. off the top of my head, there's the MP5 SD, the 226, the 226 MP, USP MP, SIG 551, seburo, and SPAS 12. i can't think of any others off the top of my head.
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Mac
Posted: January 10, 2005 04:20 am
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Btw, I can't seem to remember if there were any external animations for reloading .. probably not.

As in, when a player reloads a shotgun, other people looking at him can't tell.

^ That should be your next upgrade =p


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EcheloN
Posted: January 11, 2005 05:37 am
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Rail cannon? Obviously, you have played RE3: Nemesis. What the heck would you use a big ole' machine like that for? Shooting down incoming nuclear missiles?

Anyways, all I would like to see in the next patch is:

-Smaller pellet spray on the M3. I mean, this thing is all over the place.

-A reason to use the Magnum. I mean, the sniper is WAY better. I know, magnums are cooler, than semi-auto snipers, but for the purposes of this game:

Magnum:
6 round clip
Slow fire rate
Reloads 2 shots of 6 at a time
Kills zombies instantly in the head most of the time, but sometimes takes up to 3
No secondary fire
Inaccurate while moving
36 reserve rounds

Sniper:
10 round clip
Slow fire rate
Reloads clip of 10
Kills zombies instantly in the head, rarely takes 2, except on VERY hard difficulty.
Secondary fire is a scope
Inaccurate while moving
50 reserve rounds

Make the sniper bolt-action, 5 round clip, or something.

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Immoral Sniper
Posted: January 11, 2005 07:17 am
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Almost...

The 44sw is not inaccurate when moving or standing, whilst the Stoner is, that is the 44sw's only advantage over the Stoner.

Stoner takes 2 headshots often on 135% difficulty (assuming you miss the hitbox overlaps) with a couple people on the server, so not very hard difficulty at all is required for that to happen.


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EcheloN
Posted: January 12, 2005 02:36 am
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I dont know, it might just be the high-lag servers, but whenever a zombie is moving laterally in relation to my gun (either it is walking past or i am strafing by one moving towards me), many of the shots refuse to hit, even though I am firing single shots with the crosshair exactly on its head. Also, when zombies try to reach you but can't because of obstacles, they go back and forth quickly and even the axe has trouble hitting their head (crosshairs need to be RIGHT on with the axe somehow).
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Immoral Sniper
Posted: January 12, 2005 03:30 am
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QUOTE (EcheloN @ Jan 11 2005, 08:36 PM)
it might just be the high-lag servers

It is, you have to lead lateral shots.

Axe hit must be right on because it, like guns, is a point based (or vector based, one or the other) hit scan weapon and detects in a line out from the player.


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EcheloN
Posted: January 14, 2005 06:35 am
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I would have expected a kind of "sweeping" damage from the axe.... w/e
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Immoral Sniper
Posted: January 14, 2005 06:50 am
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The crowbar in Half Life functions the same way, as does just about every melee weapon in a Half Life mod. It may look like you are swinging that axe, but you really are just thrusting it forward like a bullet inside the HL engine.

I'm not sure how they could code a swinging attack without the engine glitching out and then not being able to hit anything at all...


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hunter
Posted: January 14, 2005 06:15 pm
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we need a g36 or xm8 lol only joking doubt there will be anymore weapons in future patches


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Elite viking
Posted: January 14, 2005 07:47 pm
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'Bout the axe only giving hits dead center of where you swing, a BF 1942 mod fixed that. Instead of firing one bullet a couple of feet, it launched 5-6 a bit longer in different directions, increasing your ability to hit.
Maybe a bit hard to code, and no one really uses axe that much, but if the modders had some spare time maybe they could try. (giving the axe a "shotgun" shooting invisible bullets)

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Immoral Sniper
Posted: January 14, 2005 08:06 pm
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With that comes a price, you no longer have consistant damage with the axe. If you swing in the same place twice you are not assured of the same effect because more or less of the axe spread may hit. You also could miss what you were aiming at and had the crosshairs over and end up hit something else. A spread would either make the axe ungodly or useless, I don't see a middle ground on this matter that can be coded.


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