Vedanth Salian said:
Reply to jafo
1) I didnt mean like make X weapon too powerful in one gametype & too weak in other gametype. I just meant the subtle changes for example shield.
No one will notice 'subtle' changes and the ones that might actually notice & give a damn rarely play multiple gametypes, so why bother ?
Remember : this game is aimed at the 'casual' player aka Joe Sixpack. It certainly will never be aimed at the kind of gamer that tends to remove all the fun in the game by reducing the game to a series of carefully calculated riscs.
Besides : modifying/mutating weapons has been the easiest thing to do in the Unreal-series of games since mutators were introduced.
...
In UT2004 all weapons are fun to play.but in 1vs1 ...
There is no real 1vs1 gametype in UT. There never was one and probably never will be either. As a result weapons were never 'balanced' in this type of environment to begin with.
// cannister-gun
From a weapon-design/programming point of view this type of weapon makes a lot of sense. Why waste resources and create 3 'different' weapons (grenadelauncher, goo-gun, spidermine-launcher) that are the same except for the ammo ?
Even in their tactical use they are identical (setting traps, firing at opponents behind cover, area-denial).
Besides : how many maps would feature more than one of them anyway ?
You'd even get a decent base-class weapon that can be extended for a variety of ammo-types with very little code.