Poll

Which of these do you find most overpowered, and would like changed:

Phaser
1 (7.7%)
Shredder
2 (15.4%)
Smasher
2 (15.4%)
Arc Cannon
1 (7.7%)
Other (state below)
7 (53.8%)

Total Members Voted: 13

Author Topic: Most overpowered WODX weapon  (Read 18784 times)

Offline Naked Guy

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Re: Most overpowered WODX weapon
« Reply #15 on: May 08, 2012, 08:37:39 PM »
Sentinels are ok in limited amounts, but the ability to tie them to airstrikes spams an entire map with with them.  I suggest either not being able to tie them to air strikes, or, make staying alive long enough for the airstrike to arrive a requirement again.  now you can just pick up  a maker, call a strike and it will arrive regardless of how many times you die before the strike arrives.  that doesn't take much skill, especially with sentinels.

 :spam:
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Offline ex

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Re: Most overpowered WODX weapon
« Reply #16 on: May 09, 2012, 12:10:07 AM »
Here's an awesome idea.  When you get hit with weapons like the Kamirail or the Gravitron, you should add something where players can't type "kill" once hit to deny you the frag.

Some dickhead players (poser and others) love to cancel these weapons out by killing themselves once hit.  Make it where you can't do that.  Once you're hit, YOU DIE.

As far as the other guns, they're actually fine.  The only real problem I see is yes, the cruise missile needs to have the ability to be shot down by say the Sonic Railgun or other weapons able to hit it.
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Offline peewee_RotA

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Re: Most overpowered WODX weapon
« Reply #17 on: May 09, 2012, 03:16:40 AM »
As far as the other guns, they're actually fine.  The only real problem I see is yes, the cruise missile needs to have the ability to be shot down by say the Sonic Railgun or other weapons able to hit it.

An interesting behavior of the q2 engine is that projectiles with a solid BBOX larger than 0,0,0 cause the touch callback to be activated on other projectiles and themselves when collided. So if the cruise missile simply had a bbox of 4,4,4 or 8,8,8 then it should be able to be shot down by any other projectile. (Some projectiles might require a quick tweak to allow the touch to take affect if target->takedamage is false)
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Offline LooseNut

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Re: Most overpowered WODX weapon
« Reply #18 on: May 10, 2012, 07:40:36 AM »
The flare gun that is in WOD should be added to the weapons list. It is real handy when you first spawn and are being attacked before you have a chance to pick up a weapon.
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Offline r1

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Re: Most overpowered WODX weapon
« Reply #19 on: May 10, 2012, 04:03:12 PM »
I was thinking of adding it actually!  :P
 
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Offline poser

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Re: Most overpowered WODX weapon
« Reply #20 on: May 10, 2012, 07:49:16 PM »
Wow! I forgot about the flare. I loved that gun. It was so annoying LOL

poser
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Offline LooseNut

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Re: Most overpowered WODX weapon
« Reply #21 on: May 10, 2012, 09:11:30 PM »
BTW I love the Crossbow. Just need to figure out which rune it is that speed fires it.
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Offline ex

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Re: Most overpowered WODX weapon
« Reply #22 on: May 10, 2012, 10:35:34 PM »
BTW I love the Crossbow. Just need to figure out which rune it is that speed fires it.

Haste?

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Offline Joe Walsh

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Re: Most overpowered WODX weapon
« Reply #23 on: May 25, 2012, 08:54:34 AM »
Definitely agree with some of the points made by Fader and Naked Guy (tell me you at least play with shorts on  :uhoh:. Very bad visual). 

Arc cannon and cruise missile promotes the brain-damaged "I can't do anything but camp so Ill cry bot" mindset (ie the return of Badassdad), although some do mix it in well to their varied arsenal.

Phaser is bad, however, I have seen it used rarely now with all the other new weapons.

Sentinels tied into airstrikes is the worst on the crowded maps.  Think this should def be eliminated.

Runier, I am still looking for the net gun that eventually squeezes the victim to death (ie Alien vs Predator movie)  ;D

JW
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Offline thehighesttree

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Re: Most overpowered WODX weapon
« Reply #24 on: June 10, 2012, 03:03:50 PM »
Sentinels are ok in limited amounts, but the ability to tie them to airstrikes spams an entire map with with them.  I suggest either not being able to tie them to air strikes, or, make staying alive long enough for the airstrike to arrive a requirement again.  now you can just pick up  a maker, call a strike and it will arrive regardless of how many times you die before the strike arrives.  that doesn't take much skill, especially with sentinels.

 :spam:

This was a great way of keeping airstrikes reasonable and I was surprised when it got removed. A player should lose his airstrike if he respawns before it hits.
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Offline poser

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Re: Most overpowered WODX weapon
« Reply #25 on: June 27, 2012, 08:44:09 AM »
I agree about the air strikes. A respawn should cancel it.

poser
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Offline LooseNut

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Re: Most overpowered WODX weapon
« Reply #26 on: June 27, 2012, 01:34:59 PM »
Getting the life sucked out of you when someone hooks into you is overly abused especially when someone spawns next to you. It should be changed so that you lose health as you hook into your enemy to deter the practice.
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Offline Joe Walsh

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Re: Most overpowered WODX weapon
« Reply #27 on: July 11, 2012, 06:08:17 PM »
Getting the life sucked out of you when someone hooks into you is overly abused especially when someone spawns next to you. It should be changed so that you lose health as you hook into your enemy to deter the practice.

I agree with this.
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Offline peewee_RotA

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Re: Most overpowered WODX weapon
« Reply #28 on: July 11, 2012, 06:30:29 PM »
Getting the life sucked out of you when someone hooks into you is overly abused especially when someone spawns next to you. It should be changed so that you lose health as you hook into your enemy to deter the practice.

I agree with this.

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« Last Edit: July 11, 2012, 06:35:58 PM by peewee_RotA »
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Offline NIN-IceFox

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Re: Most overpowered WODX weapon
« Reply #29 on: July 11, 2012, 07:26:06 PM »
Quote
This was a great way of keeping airstrikes reasonable and I was surprised when it got removed. A player should lose his airstrike if he respawns before it hits.

The airstrike kings I've known always waited anyway and didn't really make a difference in balance in my opinion except make strikes more annoying for those that use them on a somewhat regular basis. An increase across the board for airstrike arrival times would be more effective and better spam reduction I believe. Considering how highly available beacons are, I think an increase of either 10 or 5 sec depending on type may be in order rather than the non-intuitive inconvenience of cancelling strikes at respawn which confused players who did not know.
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