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/vr/ - Retro Games

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>> No.4155238 [View]
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4155238

>>4155157
>>4155170
>>4155183


I would've had it set up like this. Some of the damage values would've been different for MP play:

Blaster - Keep as it is, but the model used on the hand of the lowest grunts would be a better inspiration for it (dark grey with neon blue lights).

SSG - 4x24 dmg (96), same spread as the standard super shotgun. If I could tweak it, would fire two slugs with shot to back it up (20x2 in a narrow spread, plus 4x14 wide spread)

Machinegun - 8 dmg at 13 per second. There's a random chance of bumping the aim up after every few shots. Rebuilt like an actual machinegun rather than a pdw.

Grenaderocket Launcher - all grenades do 125 dmg with 160 spread. This item gives you two "weapons" on the same slot... the other one just switches one of the weapon lights on it (this is the altfire mode). This is your rocket launcher, it can fire bouncing grenades but it also allows you to shoot your grenades as rockets, whereas your hand grenades can only be thrown.
> and either the hand grenades would use the same beer-can model that was carried over from Q1, or the gun would launch primed hand grenades instead

* You dont need a grenade launcher when its given, since you already have hand grenades and it makes the game a little harder to have to use them. So just give the player the equivalent of an RL when its time for an RL.

Hyperblaster - Like I mentioned, it would look more like a techy gatling gun with lights on it. Same fire rate and dmg but it would fire a couple shots slow as it was spinning up (you can get a 3 shot burst with it that way).

Railgun - Ironically this weapon is just about alright. But I would only have it do 100 damage in SP and only 90 in MP.
> muh armor shard protection - whatever

Notice that id be robbing the player of all of their rockets so they have to make due with a chunk of their ammo being gone. But I guess you'd find more of them and some of the rocket item drops would be eliminated.

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