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>> No.4930114 [View]
File: 2.66 MB, 4000x2105, minigun rifle.png [View same] [iqdb] [saucenao] [google]
4930114

>>4930064
I think this one came from Deep Rising (a b-movie) but its a minigun rifle. Best of both worlds.
> toss a low end caliber at it like 5.7mm or 9mm, high volume of fire but low damage similar to the venom minigun from wolf
Hyperblaster could've been like that too I guess.

Enemies in Q2 did nerfed damage that was between 30-50% of what the player did. Unfortunately that means the splash radius on strogg explosives, even though you use the same ammunition, is also nerfed too. When they infight against each other it takes longer for them to kill each other than it does for you to kill them with the same weapons.
> enforcer drops bullets, his gun only does 2 or 3 damage per shot, your gun uses the same ammo and does 8 damage per shot
It does compensate for strogg having quickscoping cyberized accuracy but all iD would've had to do was make them do the same damage and slap a 60% Damage Resistance on the player.
> Which could have persisted and been adjustible into Deathmatch to really make players grind against each other and do ballerina rocket jumps like it was nothing.
> what a fucking waste


>>4930078
Well its like that or you get rid of the Machinegun and only have the Chaingun but the maximum fire rate is nerfed. Two full barrel cycles before it ramps up and it only ramps up once instead of twice.

Another thing I would've preferred ala Q1 is combining grenades and rockets ammunition. Make the grenades look like the traditional brown can that the player twists the cap on the front of it before throwing. Rocket Launcher replaces the Grenade Launcher, press the button to select the RL a second time and it switches modes to lob ballistic grenades.
> This also tones down ammo economy since instead of 50 grenades and 50 rockets, you're only carrying 50 of the combined ammo type.
> Again there's too much frigging ammo in that game too, you're never forced to use the blaster pistol

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