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Author Topic: Miniguns & Rocket Launchers  (Read 1212 times)
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iKent
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Cop
also an operator.

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Miniguns & Rocket Launchers
14 December 2008, 21:47:53
I just have a proposition that I think that the minigun's and rocket launchers should be removed from Chilliad and Desert, if not Chilliad, at least removed from Desert.

Why?
• The players on the Prime Minister's team tend to first, rush to the minigun, and then tend to the Prime Minister.
• I think it makes things a bit too easy to just gun down someone with one of the most powerful weapons ingame.

Other Solutions to the problem?
• Change minigun spawn locations.
- This would only last so long and people would search until they find them, or be told by someone else.
• Add a timer until the gun is available.
- This is also likely not to work as people would just grab and plane, fly to the location and camp until it is available.
• Add a banned cuboid around it that will not go away until the timer finishes.
- Once again people will most likely grab a plane and simply fly in circles around it until the timer is up and they claim what theyve waited for.

How would removing them benefit?
• In my opinion removing them would actually make it more challenging to kill the prime minister, just as it is in every other map, (besides Chilliad), which does not have one of the most powerful weapons in the game.
• Desert would not be one of the most overplayed maps due to its weapons.
• The length of rounds would hopefully increase.
• More people would actually go towards the PM at the beginning of the round rather than going straight for a powerful weapon.

Any feedback on this would be greatly appreciated.

uhm

Kim Jong-il
also an operator.and an IRC frequent visitor.


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Re: Miniguns & Rocket Launchers
14 December 2008, 21:54:49
then make it that the planes arent there
and after 2 minutes it says
Reinforcements have arrived. (lol red alert)

or something but removing them would blow xor suck.

sniper89

Future sailor, oh yeah
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and a fine gentleman.


Re: Miniguns & Rocket Launchers
14 December 2008, 22:03:29
I agree with iKent, the most powerful weapons spoil the gameplay.
t/tell boobs.

Nero
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Prime Minister
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Re: Miniguns & Rocket Launchers
14 December 2008, 22:20:14
They were added a long time ago and I think they should stay

I would recommand
- Only one mini, rocket and heat (low ammo - maybe 500 for mini, 25 for rocket/heat)
- Random positions and if one gets picked up the position change (delay to take the weapon should stay)

iKent
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Re: Miniguns & Rocket Launchers
14 December 2008, 22:22:49
That doesn't solve the problem, with random positions at the beginning of the round they will grab a plane and fly around until they find it, and if theres a timer, they'll wait.

Nero
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Prime Minister
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Re: Miniguns & Rocket Launchers
14 December 2008, 22:29:36
That doesn't solve the problem, with random positions at the beginning of the round they will grab a plane and fly around until they find it, and if theres a timer, they'll wait.

to search them isnt easy only if you know all random positions so you can fly directly to them but still you need 1-5 min (if you have luck you are faster) and if you need to search you surly need 5min+
but you can still add a timer so the heavy weapons first appear when 10 mins are left over

"And here to stay!"

Rave
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Re: Miniguns & Rocket Launchers
14 December 2008, 22:48:49
I think it should stay as it is. The terrorists cry about the bmedics getting the gun sooner. Well then, why don't the terrorists drive to the PM's dropzone and kill him before ppl can even get the minigun?! Because all new players are noobs and don't know this yet. The gun has been there for a long time, and that's how it was solved. The PM cannot drive any car, so he has to wait for someone to pick him up. Until he has done the quarry timer he is very vulnerable but the terrorists nowadays don't exploit it and all blindly rush for the mini.

"The Safety Dance"

Raid
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welp
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Re: Miniguns & Rocket Launchers
14 December 2008, 23:01:06
I think it should stay as it is. The terrorists cry about the bmedics getting the gun sooner. Well then, why don't the terrorists drive to the PM's dropzone and kill him before ppl can even get the minigun?! Because all new players are noobs and don't know this yet. The gun has been there for a long time, and that's how it was solved. The PM cannot drive any car, so he has to wait for someone to pick him up. Until he has done the quarry timer he is very vulnerable but the terrorists nowadays don't exploit it and all blindly rush for the mini.

The not noob PMs I've seen just wait on the rock near the spawn with the chute on for someone to drive near him and pick him up.
Squeezed the John Thomas up her Gary and rode away - Wow she has a tight ring piece! A copuple of minutes later I was Harry Monking deep inside her chocolate pot. FANTASTIC.

"Oh lord it's doing it on the carpet..."

Catshit Chris
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Re: Miniguns & Rocket Launchers
15 December 2008, 03:08:38
I don't feel strongly either way, but I do think that it might do good to change up gameplay.

However, I think if it was superrandomized it could work. If we got a shitton of spawn locations, then have it spawn randomly in one of those at a random time during the first between minutes 4 and 7 of the game or something like that. We could even randomize it so that it sometimes doesn't spawn at all. There could even be a rule where the PM has to be in a car with a cop/bg before the gun spawns.

However, taking it out works fine, too. People should probably learn to be useful with multiple types of weapons. I don't find that it adds anything in particular to the game experience.

Chiliad, I feel a little bit different though. Unless the PM is hiding, then its usually not as beneficial to go for the minigun unless someone is hiding, due to the trees and stuff being everywhere. I think chiliad is fine.

Remp
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Cop
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Re: Miniguns & Rocket Launchers
15 December 2008, 15:18:39
if you take the miniguns out of desert what have you got left? variety between maps is a good thing and doing anything to reverse that will make the game less enjoyable
i also cant really see the problem, from my experience its relatively rare for someone to actually stay alive for the entire round on desert, and its a lot more of a challenge (fun) for any attackers figuring out clever ways to kill minigunners

"Serving shots since September '06"

Slepot
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Re: Miniguns & Rocket Launchers
15 December 2008, 16:49:59
I'm with Remp. Minis are needed, as some variation is always good. Anyway, I would limit them in some way, maybe with a 7-10min timer (only in desert), so bgs go and help pm.
Deleting minis/rocket launchers would be a disaster for desert/chilliad maps, then it would be too easy to kill PM (in Desert) or too hard (in Chilliad).


WTF! Flying wheelchair!

mattdy
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Terrorist
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Re: Miniguns & Rocket Launchers
15 December 2008, 17:27:39
I'm with Remp. Minis are needed, as some variation is always good. Anyway, I would limit them in some way, maybe with a 7-10min timer (only in desert), so bgs go and help pm.
Deleting minis/rocket launchers would be a disaster for desert/chilliad maps, then it would be too easy to kill PM (in Desert) or too hard (in Chilliad).

Agree.  10k could be reduced though or randomly spawned with other mini given more ammo?

TBH I don't think theres anything wrong with Desert apart from it being overplayed a tad.

"Oh lord it's doing it on the carpet..."

Catshit Chris
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Bodyguard
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Re: Miniguns & Rocket Launchers
15 December 2008, 23:55:31
On another note, I think it might be good to give the terror spawn in desert one shitty plane. Just to mix it up a little. The only problem I see is then terrors have real easy access to A51, but I also think it could encourage planes chasing cars. I just love it when there are like 10 cars chasing the pm and then all of the sudden there's a plane, too. On the Something Awful samp server we used to play a ptpm like game called "OJ", and, believe it or not, rounds that are just driving can be awesome when there are a bunch of cars and a plane tailing the pm.

General Tom
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Re: Miniguns & Rocket Launchers
20 December 2008, 16:45:39
There's another issue too, hacker would use minigun hack in maps that include miniguns (harder to detect who has got the "legal" minigun and other heavy weapons

"A shoggoth on the roof, sounds crazy, no?"

Sir Jesus

UWJ, bitch
also an IRC frequent visitor.and a UWJ staff member.


Re: Miniguns & Rocket Launchers
20 December 2008, 16:50:46
There's another issue too, hacker would use minigun hack in maps that include miniguns (harder to detect who has got the "legal" minigun and other heavy weapons
its called /weps

Jony
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Bodyguard


Re: Miniguns & Rocket Launchers
20 December 2008, 16:53:38
There's another issue too, hacker would use minigun hack in maps that include miniguns (harder to detect who has got the "legal" minigun and other heavy weapons
what sj said, i think 10k should be the only that could be removed, i dunno replace that mini with one that has 1k bullets, 10k is the reason why people rush as bmedic to the minis, and is pretty hard to kill a bg when he has the 10k

Oh noes!!
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Re: Miniguns & Rocket Launchers
23 December 2008, 21:44:56
The 10k should be a 5k, that way you don't get people spraying ammo everywhere and actually use it properly.


It also means that he could run out of ammo with 2 minutes or the round left, giving the team an actual challenge rather than 'oh let's just sit in a51 lol'


know, I used to do that. :/


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