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Old 2011-07-14, 09:51 PM   [Ignore Me] #1
Tool
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Weapons, Attachments, Function


Aside from what's been said about weapon variants in the videos, (ie. fire rate and accuracy changes) how do people feel about physical attachments on weapons, what do they hope are included as attachments or are not included and how do you all think they should function with regards to enviorment and player effects/changes?

What type of weapons do you hope to see and use?

To clarify the last question and an example, a flashlight attachment which could perhaps breifly blind players in close quarters. Just an example mind you.

So what do you hope is in or not in?

Grenade Launchers
Flashlights
Smoke Grenades
Bipods
Etc.
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Old 2011-07-14, 09:55 PM   [Ignore Me] #2
SKYeXile
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Re: Weapons, Attachments, Function


If they're taking the COD/BF path of attachments then i hope i can get a red dot sight, front grip, increased mag.

also your flashlight blinding people gave me an idea...DARKLIGHT LIGHT ON THE GUN!
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Old 2011-07-18, 02:31 PM   [Ignore Me] #3
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Re: Weapons, Attachments, Function


Originally Posted by SKYeXile View Post
If they're taking the COD/BF path of attachments then i hope i can get a red dot sight, front grip, increased mag.

also your flashlight blinding people gave me an idea...DARKLIGHT LIGHT ON THE GUN!
A darklight scope or something instead of an implant, nifty.
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Old 2011-07-14, 10:02 PM   [Ignore Me] #4
Bags
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Re: Weapons, Attachments, Function


I'm pretty much fine with anything but a grenade attachment.

Well, a jammer grenade attachment wouldn't be too bad.
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Old 2011-07-14, 10:19 PM   [Ignore Me] #5
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Re: Weapons, Attachments, Function


Moving to discussion, not really an idea "yet"
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Old 2011-07-14, 11:20 PM   [Ignore Me] #6
Bruttal
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Re: Weapons, Attachments, Function


oh yeah equipable grenade launcher feels right , or red dot or reflex
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Old 2011-07-14, 11:33 PM   [Ignore Me] #7
Sirisian
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Re: Weapons, Attachments, Function


Yeah I still want my punisher. My favorite weapon in the game since it required a lot of skill to use. I'll gladly place skill points to unlock the 203 like feature.
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Old 2011-07-18, 02:56 PM   [Ignore Me] #8
Vancha
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Re: Weapons, Attachments, Function


I actually really like the "beam of light" darklight idea, moreso than a darklight scope. It'd really feel like you were scanning the room...
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Old 2011-07-18, 03:06 PM   [Ignore Me] #9
Death2All
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Re: Weapons, Attachments, Function


There already is a grenade launcher attachment in PS, it's called the Punisher!


But in all seriousness since we can now put attachments on our weapons I wouldn't like to see a Grenade Launcher equip to an MCG with extended mags.


I would like alternate scopes and sights though. Nothing else really comes to mind. Maybe some flair we can put on our guns like our Outfit name for example.


And a flash light that shines "darklight" would be awesome. Have it only be compatible if you had the Darklight implant. Imagine walking through a base with the gen down (assuming it's a lot darker this time) searching for anyone still hiding in the base and having a Cloaker jump out at you. I'd totally get Darklight again just for that rush.
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Old 2011-07-18, 03:48 PM   [Ignore Me] #10
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Re: Weapons, Attachments, Function


How do people feel about smoke grenades? If implemented properly, not spammable, limited, etc. There were many situations in PS1 where I felt a smoke grenade would come in handy.

Also, does anyone think the Thumper should make a return? I was thinking about this a bit and had to remind myself that with new cert trees, they may not be abundant but in that case they may have to be powerful enough to warrant their use. Fairly uncertain about it.
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Old 2011-07-18, 03:59 PM   [Ignore Me] #11
Death2All
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Re: Weapons, Attachments, Function


Originally Posted by Tool View Post
How do people feel about smoke grenades? If implemented properly, not spammable, limited, etc. There were many situations in PS1 where I felt a smoke grenade would come in handy.

Also, does anyone think the Thumper should make a return? I was thinking about this a bit and had to remind myself that with new cert trees, they may not be abundant but in that case they may have to be powerful enough to warrant their use. Fairly uncertain about it.
I see issues with performance arising given the appropriate abundance of smoke grenades. I don't know exactly how much performance a machine requires to render a simple particle effect given off by smoke, but given the massive scale and how smoke tends to linger around for awhile it could be disastrous.

Sure the Thumper could make a return, if they balance it properly. As it stands now the thing's a spam cannon that nullifies any fun left in the game and creates boring back and forth spam fests. Perhaps if they reduced the clip, RoF and damage of the grenades it wouldn't be so bad. I'd imagine we'd get SA in some capacity in PS2.
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Old 2011-07-18, 06:38 PM   [Ignore Me] #12
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Re: Weapons, Attachments, Function


Originally Posted by Tool View Post
How do people feel about smoke grenades?
I'd love smoke grenades. In the game America's Army they're extremely powerful for letting players move around unseen. Would make it nice for moving forward into bases or into tree lines if you can get a squad to throw like 10 smoke grenades and fill a whole area with smoke.

Also if anyone is curious rendering such an effect is extremely inexpensive, not that it matters since they'll just use their volumetric rendering effect to do smoke grenades if they're added.

Originally Posted by Bags View Post
Punisher is amazing in 1v1s with auto-reload off. Well it was, until they nerfed plasma.
You were doing it wrong. Using frag grenades was faster. Fire 9 bullets I think it was then right click, click and the frag finishes them off instantly pretty much. Worked well at range also.

Last edited by Sirisian; 2011-07-18 at 06:40 PM.
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Old 2011-07-18, 06:55 PM   [Ignore Me] #13
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Re: Weapons, Attachments, Function


Smoke Grens would be awesome if they could be put into the game successfully without lagging everyone, or allowing people to turn off the effects..
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Old 2011-07-18, 06:59 PM   [Ignore Me] #14
ShowNoMercy
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Re: Weapons, Attachments, Function


Yes I suppose I suggested some stiff penalties, but I didn't make any mention about how high up on the skill tree they would be. If they are relatively low skill level attachments then the penalties can be scaled back, but something like a grip is going to allow for less recoil and thus a better CoF (it just makes sense), there must be some way to balance that out so that newbies are not being picked off from a distance unfairly.

I feel that many of us are forgetting that simply having played for a month gives invaluable experience that can be used against newer players without having to use a modified weapon that is better than the base gun newbies are using. Not to mention it has been stated that up to a 20% dmg bonus will be possible for vet players. I mean how much easier does it need to be for vet plays to beat newbs into the ground?
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Old 2011-07-18, 09:48 PM   [Ignore Me] #15
Bags
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Re: Weapons, Attachments, Function


Originally Posted by Sirisian View Post
I'd love smoke grenades. In the game America's Army they're extremely powerful for letting players move around unseen. Would make it nice for moving forward into bases or into tree lines if you can get a squad to throw like 10 smoke grenades and fill a whole area with smoke.

Also if anyone is curious rendering such an effect is extremely inexpensive, not that it matters since they'll just use their volumetric rendering effect to do smoke grenades if they're added.


You were doing it wrong. Using frag grenades was faster. Fire 9 bullets I think it was then right click, click and the frag finishes them off instantly pretty much. Worked well at range also.
Yeah, and plasma grenades fuck over their COF while doing good damage.
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