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weapons
what weapons are you looking forward to playing with?
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#61 User is offline   wolve 

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Posted 10 March 2007 - 11:01 AM

ahhhm no he didn't,to be honest i'm not sure i still have those snakes if not i can remake them,chopable or unchopable?

or ill do both for those that want them in STP too :)
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#62 User is offline   tiger@sound.net 

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Post icon  Posted 10 March 2007 - 12:08 PM

View Postwolve, on Mar 10 2007, 05:01 AM, said:

ahhhm no he didn't,to be honest i'm not sure i still have those snakes if not i can remake them,chopable or unchopable?

or ill do both for those that want them in STP too :)


My "enemy durability" concerns were around the same time as SystemShock's great looking Ninjas. Because as AW-models, Ninjas have the same segmentation weakness for a shurikan, as Zombies.

So with those long-range blades, just one hit anywhere and these "mighty Ninja" were like sushi, as either down and out of it or running away, even. (And, with my little demo map using AChina and those Ninja, I kind of proved game-wise that even those old P2 terriorists were a BUNCH tougher then these new Ninja.)

So, back to on-topic, how durable are your big and bad-ass pythons or boa-constrictors gonna be, mate? (Wolve, how did you like my little "run around and about" and then ZIP, right back to the "topic"?) :devil:

... Jim ...

This post has been edited by tiger@sound.net: 10 March 2007 - 12:11 PM

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#63 User is offline   wolve 

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Posted 10 March 2007 - 04:33 PM

i say we make thease as tough as the dogs :)

muhuhahahahaha

run around and about?

was that a map you did i forget :/
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#64 User is offline   tiger@sound.net 

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Post icon  Posted 11 March 2007 - 03:46 PM

View Postwolve, on Mar 10 2007, 10:33 AM, said:

i say we make thease as tough as the dogs :)

muhuhahahahaha

run around and about?

was that a map you did i forget :/


Mister Wolve, I guess that I should have simply said "run-around"?
(Because I ran us, around Ninjas and Zombies to final get back to your Snakes!) B)

And I was simply using TopLoader's excellent AChina map for a befitting Ninja/Terrorist demo. (But he requested its removal.)

Anyway. . . Back to On Topic weapons and stuff. . .
So, how are those old 50-cal "zombie killer" rifles doing?

(Folks, you really have to get a taste of those GREAT killer rifles, along with that little surprise package, in an automatic-pistol form, called the "Kicker45", because it is probably one of the nastiest silenced weapon in any game, around!) But it was a real shame about the Kicker45's scope-option being so slow, in usage. :(


... Jim ...

This post has been edited by tiger@sound.net: 11 March 2007 - 03:53 PM

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#65 User is offline   wolve 

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Posted 12 March 2007 - 11:01 AM

yeah i should fix that really,and change the model so it has a scope :D

but not today,today i'm getting sozzled and chilling for a bit ;)
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#66 User is offline   tiger@sound.net 

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Post icon  Posted 12 March 2007 - 04:33 PM

View Postwolve, on Mar 12 2007, 05:01 AM, said:

yeah i should fix that really,and change the model so it has a scope :D

but not today,today i'm getting sozzled and chilling for a bit ;)


. . . "No Hurrys or Worrys", here, mate! B)
(Really good things take a lot of time and you have to love it, a bit, also.) ;)

And I still love those mean 50-cals and that Kicker45 for some very nasty fun! :devil:
*** Hell, I'm going to go take them for little Run and Gun AW FUN, right now! ***

(Also, with some sort of "normal supply of ammo", they might just move P2/AW up a notch in gameplay for all of us? Because to me, they're like :goinpostal: with lots of good and realistic style, but they're still right on the edge of "acceptable reality", if you know what I mean?)

And do you remember my crazy idea about getting ammo for them, in a game?
(Like 3 to 5 normal rifle-rounds, in inventory, would equal one of those 50-cal rounds, depending on that special round's effects? . . . And then, I guess that a "Kicker45 round" might be 3 to 5 "silenced rounds"?)

... Jim ...

This post has been edited by tiger@sound.net: 12 March 2007 - 05:22 PM

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#67 User is offline   wolve 

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Posted 12 March 2007 - 09:08 PM

i do :)

should be easy enough to adjust the amount of ammo used per shot :)

or even easier to adjust the amount of ammo given per pickup

though i still like the idea of using say shotgun ammo,and have it use 3 rounds per shot (an example)
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#68 User is offline   tiger@sound.net 

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Post icon  Posted 13 March 2007 - 12:37 AM

View Postwolve, on Mar 12 2007, 04:08 PM, said:

i do :)

should be easy enough to adjust the amount of ammo used per shot :)

or even easier to adjust the amount of ammo given per pickup

though i still like the idea of using say shotgun ammo,and have it use 3 rounds per shot (an example)


Yeah, I was thinking something like that. . .
Where like a rifle, with a higher allow-able inventory, would be carrying all the rounds for itself and one of your 50cals. And then when you fire that 50cal, it would seem to use 1 of its rounds, but actually 3 to 5 rounds would be used from the other rifle's inventory.

*** And heck. . . Using about 10 rifle-rounds plus 10 grenades and 10 cocktails, for 1 NUKE rifle-round, sounds about right to me? (It would be like "Fine, you wanna nuke-em to HELL and BACK, then there's a "realistic price" for that "Big Bang", mates!) ;)

(And just for fun, Mister Wolve, here's my little testing map for your 50's and others.)
cus-AWP_suburbs-3-v01-Zombees-n-Z-Killers.zip (3 MB)

* * * I just re-did all 18 weapons in the newer AWP map * * *
And then, I decided to try those AW7ZombieNR types for some stealth?
cus-AWP_suburbs-3-v03-Zombees-n-Z-Killers-new.zip
* * *

And I just did this quicky test map, because there I was messing with all of your Zombie-killers, like FZ, ZS, LZS, NZS, but with NO Zombies! :lol: (Btw, folks, there are three pickups of each weapon and they are kind of hidden but not too bad. . . AND you will only get 1 to 6 rounds per pickup, depending on the weapon's power, because I'm trying to gear this towards some sort of "normal" AWP gameplay, you know.)

*** In PostEd, it will complain about missing madmods, but that don't matter one bit for the game. *** And I think it needs that Tn Japanese mod for the M82A01 (a real nice looking 50cal, like a replica) and for the M79, which is one strange acting "hit and miss" weapon to me?

... Jim ...

This post has been edited by tiger@sound.net: 14 March 2007 - 01:45 AM

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#69 User is offline   tiger@sound.net 

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Post icon  Posted 14 March 2007 - 01:47 AM

(To kind of BUMP and JUMP over the SPAM.) B)

* * * I just re-did all 18 weapons in the newer AWP map * * *
And then, I decided to try those AW7ZombieNR types for some stealth?
cus-AWP_suburbs-3-v03-Zombees-n-Z-Killers-new.zip
(And you will find that link above that SPAM ad, folks.)
* * *

Wolve, I gave your Kicker45 a new nick. . . Black Mamba (momba?)
http://en.wikipedia....iki/Black_mamba
And having her as a fast side-gun, without a scope, feels about right?
But it don't matter, because I still enjoy her nasty little bite! :devil:

... Jim ...

This post has been edited by tiger@sound.net: 14 March 2007 - 01:23 PM

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#70 User is offline   tiger@sound.net 

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Post icon  Posted 23 March 2007 - 09:24 PM

"... what weapons are you looking forward to playing with? (P3)..."
Instead of weapons, could we talk about something the weapons protect?
(. . . Like our Dude's butt! ) :lol:

So, could we have a much more realistic Dude in terms of Health, in P3?
(And, of course, there'd be a cheat to get back to the old P2 "APC version".) B)

And could we use those tougher AWP Cops as an example for this realistic P3 Dude?
(So, is there a P2/AWP mod to pre-test all of this new P3 Dude idea?)

... Jim ...

This post has been edited by tiger@sound.net: 25 March 2007 - 10:16 PM

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#71 User is offline   wolve 

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Posted 24 March 2007 - 06:49 AM

there was a couple for source but they all got cut short due to none coders,plus at the time i new nada about source,allthough i do have an idea mod in the making,but it won't be the dude,allso my mod will tie in nicly with another mod ;)
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#72 User is offline   tiger@sound.net 

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Post icon  Posted 24 March 2007 - 05:34 PM

View Postwolve, on Mar 24 2007, 01:49 AM, said:

there was a couple for source but they all got cut short due to none coders,plus at the time i new nada about source,allthough i do have an idea mod in the making,but it won't be the dude,allso my mod will tie in nicly with another mod ;)


... That's good stuff to know ...
(Heck, any good "Postal news" beats the Holy Hell out of porno-spam, mate!) :lol:

And It's really an odd thing when debating over the "player's durability", because it effects everything.

I got used to Quake 2's Computer Generated Forces level, where NPCs and the player were equals. (So, the player didn't just run into the middle of a blazing gun-fight and expect to survive, like in Postal2.)

And, of course, it became much more of thinking-man or hunter's game, where a little intel and a good telescopic rifle made a lot of difference with the number of enemy forces. ;)

(And this is still the same sneaky-bastard way that I like to play P2/AWP, even today.) :devil:

... Jim ...

This post has been edited by tiger@sound.net: 24 March 2007 - 05:52 PM

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#73 User is offline   Chirurg 

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Posted 24 March 2007 - 10:47 PM

This is looking more like a private talk with you two guys lol! :upside:


... Tom ...
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#74 User is offline   wolve 

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Posted 25 March 2007 - 07:37 AM

lol yeah :P
heres a slight preview of the mod i'm talking about http://www.youtube.c...h?v=SpSAtQnDArs

soldiers and military will be balanced out with the player some slightly tougher than others,but not in helf but in skill to harder to hit ;)
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#75 User is offline   Chirurg 

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Posted 25 March 2007 - 08:41 AM

I sad it once and i will say it again....Thats a BIGGGGGG gun :lol:

... Tom ... :lol:
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