Powerful default weapon

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Selerox

COR AD COR LOQVITVR
Nov 12, 1999
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TheUKofGBandNI
selerox.deviantart.com
Double Enforcers + Amp = suprisingly nasty

Nosnos said:
The biggest problem with the AR is that they have an extremly low accuracy... A spawnweapon with the damage of the assualt rifle but with the accuracy of the enforcers would be sweet imo

Ouch, that'd be a fairly mean weapon. If you include the rate of fire, it'd be more lethal than the Enforcer (apart the Double Enforcers).

I don't see why the Enforcers can't be bought back in their entirety, damage and accuracy included.
 

Xipher

I didn't break it, you did
Feb 15, 2004
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From what I have seen, the Enforcers are going to only come in the Dual fashion, as I have always seen "Dual Enforcers" never just Enforcer(s). Im guessing they will probably tone down the damage due to that, but I personally don't think that should be a problem.
 
I don't see how the Enforcer in UT was too powerful. People who say "oh my god it kills in four hits" are blowing things out of proportion. It in fact took eight shots to kill someone with a single Enforcer. It is better than the AR because you don't have to keep your crosshair on the target all the time, you can shoot people in simple bursts rather than following them around, this is why it was a good starting weapon, it was an easy to use hit-scan, and quite an effective one. I wouldn't mind seeing their return in UT2007.
 

JaFO

bugs are features too ...
Nov 5, 2000
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Why not allow people to pick their own default weapon ?
No need to run to a better weapon with a weak one.

In fact I like how UC2 handles weapons ... by practically removing the entire weapon-resource problem from the equation.
Altough I guess that would require too much of a revolution in the UT-series on the pc-platform.

You can't seriously expect a freshly spawned player to be a threat to a maxed out opponent, unless you hand him a weapon that can take out a maxed out opponent.
At that point it becomes a waste of time to acquire either any kind of upgrade ...
Even under those circumstances a freshly spawned player suffers from having to orient himself for a second or two.
Might as well call it instagib and be done with it.
 
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Maxx

Bite Me
Dec 19, 2003
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Persefone said:
Respawn with the weapon of your choice it´s a good idea

Than I`ll take the Redeemer *lol*

serious....it`s a good idea, let the players choose from 5 "equal" weapons, good point :2thumb:
 

-AEnubis-

fps greater than star
Dec 7, 2000
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It really depends on the gametype, and how they want "TDM" to be focused. Current TDM community probably wouldn't like that idea. Not That I care either way, I'll be playing TAM as soon as it's ported, and right back to spawning with all guns.
 

Nosnos

Nali
Jan 6, 2003
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-AEnubis- said:
It really depends on the gametype, and how they want "TDM" to be focused. Current TDM community probably wouldn't like that idea. Not That I care either way, I'll be playing TAM as soon as it's ported, and right back to spawning with all guns.

You are correct, it wouldnt like that ;) TDM is about control... control of the powerups, control of strategic areas and control of weapons... just having you spawn with a choicefree weapon would remove much of the need for control... everyone would probably pick the shockrifle as well, so would be kind of boring ^^
 

-AEnubis-

fps greater than star
Dec 7, 2000
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Indeed, especially since we have no idea what snipe will be like, and if I had to choose one weapon, shock is most versitile. There wouldn't be much of a "choice" in the matter.

I wouldn't mind that so much though, don't even opt weapon stay off, and just have control on powerups. They'd prolly even make that hella tough, and I might play TDM :D

All in all though, they can have it now, I got what I need.

Wonder what impact that would have on CTF...
 

FireCrack

New Member
May 25, 2004
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Choosing to spawn with a gun of your choice eh...


Keep it limited to a few, mabye link, goo, mini...

hmm...
 

gregori

BUF Refugee
May 5, 2005
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Baile Atha Cliath, Eireann
If the AR770 had an underbarelled shotgun instead of a grenade launcher it may have been a more useful starting weapon!

Not sure choosing spawn weapon would work though, since i dont think UT2007 will be like UC2 in terms of gameplay
 

K.N.I.F.E

Dressed in Pink
Jun 4, 2005
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In Nathan's base
kevan.org
MäxX said:
Than I`ll take the Redeemer *lol*

serious....it`s a good idea, let the players choose from 5 "equal" weapons


Maybe a rating system with "points" for accuracy, rate of fire and power, and each weapon has set points like this.

Minigun:
A:2
ROF:5
P:3

and you only got a certain chosen amount of points for your starting weapons. You would pick them in the settings screen when you first open up the game.
 

JaFO

bugs are features too ...
Nov 5, 2000
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Of course superweapons should be excluded from the list of choices (unless you want to keep it interesting ... redeemer-arena ;))

One only needs to look at how the current best-selling mp-games work and/or the popularity of instagib ...
Almost every single one of them has a system that gives players a fixed set of weapons at spawn. They don't need 'weak' defaults and at the same time they make sure that a 'fresh' player is a threat from the moment he spawns. That pretty much solves the problems created by having a default weapon in the first place.

With powerups like healthpacks, Keg'o'health, ammo, amp & armor-pickups on the map there's still plenty of room for 'control' if you need it.

// rating weapons :
I think that's an interesting idea, as it could even be extended into the amount of points scored for a frag.
ie : killing someone with a 'weak' weapon gives more points.

It gives far too many problems as players will have even more reasons to argue whether the weapon X is better than weapon Y.

Otoh ... it might give players a reason to pick a 'weak' weapon instead of a 'good' alround weapon like the shockrifle.
 

-AEnubis-

fps greater than star
Dec 7, 2000
3,298
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JaFO said:
// rating weapons :
I think that's an interesting idea, as it could even be extended into the amount of points scored for a frag.
ie : killing someone with a 'weak' weapon gives more points.

Won't happen with the current state of weapon switching going on. I also doubt that aspect of this game will phase out.

Another thing about "other best-selling mp-games" is in most of them you have a limited amount of inventory you can carry around, so starting with a decent weapon usually means you have to give it up to carry something else.

Was watching some halo2 last night, and thought it was much cooler the way the "control" aspects of that game are handled, considering you can only control 2 weapons per player on your team. Still leaves enough availible weapons for the opposition to be effective with. Not to mention, you drop everything, piniata style, when you die.
 

--->FromAnoobis°

New Member
Jul 17, 2005
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hmmm,i m gonna miss the shieldgun tho.
i liked the way you could lure an opponent towards you (possibly in a narrow space)with shield active and retreating and then hit him with primary like a s.o.a.b when he's expecting you to keep running from him.
it s quite effective,gives you time and some room to run for a weapon or other stuff;but mainly it s satisfactory,very satisfactory(ahhhhhhhh yeah baby)
 

Selerox

COR AD COR LOQVITVR
Nov 12, 1999
6,584
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TheUKofGBandNI
selerox.deviantart.com
Weapon of Choice

Weapon ratings might be a good idea, if only to give new players a good idea what weapon is best for what job. Damage/Effective Range/Rate of Fire/Accuracy etc. For example (primary/secondary):

Minigun:
Damage: 2/3
Effective Range: 5/6
Rate of Fire: 9/7
Accuracy: 4/7

Rocket Launcher:
Damage: 8/10
Effective Range: 4/4
Rate of Fire: 5/1
Accuracy: 5/3 (Hard to judge for a splash weapon)
 
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