Quake 4 1.4 new weapon. AGAIN.
Quake 4 1.4 new weapon. AGAIN.
Syke. Take the poll, though, you jerks. >: ]
WEEEEEEE.
WEEEEEEE.
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I agree 100% syncerror if you read this plz no mas!TTK-Bandit wrote:where did you get that information ? (edit: oh missed the if in that question)
that would totaly suck imho, as the napalm gun isnt even very balanced, we dont need yet another new unbalanced weapon.
besides most players already had problems getting the napalm gun in their controls set.
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Nuh uh. You'd be lucky to get 5 kills with that thing. It's a bit difficult to use considering the drag and that it chews up so much ammo, so it'd fit in well, I think. But I guess that would only be the case if they didn't make ammo get refilled every time you step over a weapon. In Quake 2 you actually had a sense of conserving ammunition, even if you were playing DM. In Q3 and Q4 I don't give ammo a second thought. I mean, It's not a terrible thing, but it'd be nice if ammo boxes were worth something.MKJ wrote:Q2's CG would suck. I thought it was ok for SP but it was way too overpowered for MP
You are perfectly right...prince1000 wrote:why r u mod in this forum yet continually bash the game?
Quake 4 GameType Revolution mod
http://gtr.quakedev.com
http://gtr.quakedev.com
Exemplary..? pfffriddla wrote:I didn't see the vote for "dead game, stick a fork in it"
Quake 4 GameType Revolution mod
http://gtr.quakedev.com
http://gtr.quakedev.com
Agreed. I loved the feeling of actually looking down and checking ammo counts, etc. trying to conserve some ammo. Never had that feeling in q3, you just always feel stocked.Ganemi wrote:Nuh uh. You'd be lucky to get 5 kills with that thing. It's a bit difficult to use considering the drag and that it chews up so much ammo, so it'd fit in well, I think. But I guess that would only be the case if they didn't make ammo get refilled every time you step over a weapon. In Quake 2 you actually had a sense of conserving ammunition, even if you were playing DM. In Q3 and Q4 I don't give ammo a second thought. I mean, It's not a terrible thing, but it'd be nice if ammo boxes were worth something.MKJ wrote:Q2's CG would suck. I thought it was ok for SP but it was way too overpowered for MP
I don't see any new weapons coming to base gameplay, but I'll play along. =)
I think a chaingun would both be too similiar to the Nailgun and ensure the death of that weapon as its basically just a "slow chaingun". I know the Q2 CG but was hitscan and had no splash, but you would fundamentally use them in the same manner, except that the CG would be more versitile.
A supershotgun we have. The base shotgun has always been powerful, most say too powerful, in Q4 and it would be rather unbalancing to add a supershotgun (unless you weakened the existing shotgun like we did in Delta CTF).
The blaster is obviously already there and could easily be added into mutliplayer, however, I think it lost out to the gauntlet for a good reason. The Q2 blaster was completely useless. It was fun at times getting a blaster kill, but I do think the balance of the gauntlet (that being that it is useful but only at point blank range) is a good one and the blaster doesn't serve any decent purpose in multiplayer. Even in Delta CTF where you have a mod that is reproducing a CTF gameplay from Q1 and Q2, while we considered the blaster once you get over the novelty of it being the way it used to be, there's really nothing enjoyable about having it.
Hand grenades. Of the items in the poll, hand grenades would actually be the one that I would be most interested in. They at least provide a new element of gameplay as you have a lot of control over how they detonate and how far you throw them, where as most weapons are fairly static in how they deliver their projectile.
Anyhow, I'd put in an entirely new weapon that had both effectiveness and versitility to it, making it both something you can fight with and a nice untility to expand movement abilities. I have a few in mind but are saving them for a different game as I think Q4's arsenal is probably as big as it can get atm. =)
I think a chaingun would both be too similiar to the Nailgun and ensure the death of that weapon as its basically just a "slow chaingun". I know the Q2 CG but was hitscan and had no splash, but you would fundamentally use them in the same manner, except that the CG would be more versitile.
A supershotgun we have. The base shotgun has always been powerful, most say too powerful, in Q4 and it would be rather unbalancing to add a supershotgun (unless you weakened the existing shotgun like we did in Delta CTF).
The blaster is obviously already there and could easily be added into mutliplayer, however, I think it lost out to the gauntlet for a good reason. The Q2 blaster was completely useless. It was fun at times getting a blaster kill, but I do think the balance of the gauntlet (that being that it is useful but only at point blank range) is a good one and the blaster doesn't serve any decent purpose in multiplayer. Even in Delta CTF where you have a mod that is reproducing a CTF gameplay from Q1 and Q2, while we considered the blaster once you get over the novelty of it being the way it used to be, there's really nothing enjoyable about having it.
Hand grenades. Of the items in the poll, hand grenades would actually be the one that I would be most interested in. They at least provide a new element of gameplay as you have a lot of control over how they detonate and how far you throw them, where as most weapons are fairly static in how they deliver their projectile.
Anyhow, I'd put in an entirely new weapon that had both effectiveness and versitility to it, making it both something you can fight with and a nice untility to expand movement abilities. I have a few in mind but are saving them for a different game as I think Q4's arsenal is probably as big as it can get atm. =)
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The game is fast enough as it is, actually. You can do the railgun - rl bridge jump (dm6) or the yellow armor - flag jump (wcp14) easily.
Q4 is getting closer to being perfect right now. All that I feel it needs is some fixes of minor bugs.
I also wish that the rl explosion wouldn't destroy my FPS. The other day I realised that my comp could handle 10 players on screen fine, it was just that the explosions would just obliterate my FPS. There should be options to have q2ish (animated 'shrooms) or q3ish (image sequence) explosions with dynamic lighting. : ]
It'd be a pretty sweet alternative to the Q4 gauntlet, since the gauntlet isn't really as practical is it was in Q3. In pubs and even PUs I'd get about 12 gauntlet kills per CTF round, but in Q4 I'd get about 4 max. Can't place my finger on what it is exactly but maybe it has something to do with knowing whether you hit someone or not. Whenever you got a hit in Q3 the gaunt would move foreward on your screen, while in Q4 it's extended as long as you're holding down your attack button. And in Q3 the general hitsound and the gauntlet's specific hitsound were both very different, while Q4 they are both very similar, which is bad, considering that the gauntlet's specific hitsound plays sometimes even without a real hit. So I never know if I should be lunging in for a quick kill, or keeping my distance with another weapon.
Maybe it's just me, but I don't think so. : [
Q4 is getting closer to being perfect right now. All that I feel it needs is some fixes of minor bugs.
I also wish that the rl explosion wouldn't destroy my FPS. The other day I realised that my comp could handle 10 players on screen fine, it was just that the explosions would just obliterate my FPS. There should be options to have q2ish (animated 'shrooms) or q3ish (image sequence) explosions with dynamic lighting. : ]
True. The Q2 blaster was almost useless, though if you hit about 7 shots you'd get a kill. I pictured a MP blaster in Q4 to be a chargable weapon like the single player. Uncharged would be a pretty high speed projectile, while the more charged it was the slower the projectile would be. Maximum damage a charged shot could do would be about 50 at most, so that it wasn't a broken weapon.SyncError wrote:The blaster is obviously already there and could easily be added into mutliplayer, however, I think it lost out to the gauntlet for a good reason. The Q2 blaster was completely useless. It was fun at times getting a blaster kill, but I do think the balance of the gauntlet (that being that it is useful but only at point blank range) is a good one and the blaster doesn't serve any decent purpose in multiplayer. Even in Delta CTF where you have a mod that is reproducing a CTF gameplay from Q1 and Q2, while we considered the blaster once you get over the novelty of it being the way it used to be, there's really nothing enjoyable about having it.
It'd be a pretty sweet alternative to the Q4 gauntlet, since the gauntlet isn't really as practical is it was in Q3. In pubs and even PUs I'd get about 12 gauntlet kills per CTF round, but in Q4 I'd get about 4 max. Can't place my finger on what it is exactly but maybe it has something to do with knowing whether you hit someone or not. Whenever you got a hit in Q3 the gaunt would move foreward on your screen, while in Q4 it's extended as long as you're holding down your attack button. And in Q3 the general hitsound and the gauntlet's specific hitsound were both very different, while Q4 they are both very similar, which is bad, considering that the gauntlet's specific hitsound plays sometimes even without a real hit. So I never know if I should be lunging in for a quick kill, or keeping my distance with another weapon.
Maybe it's just me, but I don't think so. : [
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Keep in mind thats mostly the opinions of A) people with shite hardware B) typical whiny inter-nerds or C) people who expected it to be a carbon copy of Q3 with shinier graphics. IMO its a great game (when I can actually find the time to play it).dzjepp wrote:I would need a new computer to enjoy q4 with any decency, but in all accounts and opinions q4 is NOT worth upgrading for.