New weapons? Anyone?

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.pot.OptimusPrime

Philosopher stoned
Nov 1, 2004
99
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38
Finland
Salem.
Three weapons per class is a pretty small amount of firepower for a FPS. What kind of new weapons and deployables you´d like to see if FMI made some. (of course I´d be eager to hear about wishes on the possbile fourth class.) Of course next ten messages are about how this would ruin the balance but believe me, no other game´s balance has been fked up when slight additions are done. And so it´s with XMP, too.

Personally I could replace shock rifle with a railgun. This weapon should be big and clunky and after pulling trigger the weapon should have a slight delay in which the direction couldn´t be altered until the projectile goes off. This would be prevent slaughtering footies so terribly unless they´re too stupid to move. And yes, railgun is the coolest imaginable weapon.

Some time ago there was discussion on giving gunner a minigun. I´d like this. :)
 

cyb

New Member
Dec 15, 2003
529
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call me oldschool or noob, but i would like to see utxmp as close as possible to u2xmp, no new classes, no new weapons, same hud and crosshairs, conc-jumps for gunners.

if really need tons of different weapons and 'equal' classes like suggested in your other thread, play onslaught.
 

////\nthraxx

Manslaughtering Shotgun Toter
Apr 24, 2004
62
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I dont think XMP was ever supposed to be a fps with a huge arsenal like the UTs. I think as it stands the weapon count is perfect, every class has a weapon to get the job done, with each class being able to do a certain job better than the other.

But if I was going to think up a new weapon it'd be along the lines of a UT99 style rocket launcher which could load up 6 Redeemer's. And the alternate fire like in the oldschool UT would let you control the redeemer so you can chase arti carriers down with the redeemers alternate fire a flame thrower or something like the tank used to have. Of course pressing your alt mouse button would say "Get on the redeemer!"