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Red Eclipse • View topic - [POLL] Vote on the next weapon for Red Eclipse!

[POLL] Vote on the next weapon for Red Eclipse!

All posts that don't fit into another category, discuss ideas and other things
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The forum is now in read only mode, please see: https://redeclipse.net/discuss

What type of weapon would you like to see in the next version of Red Eclipse?

Poll ended at 21 Apr 2016 01:15

rod/staff/wand type weapon
0
No votes
grenade launcher type weapon
6
13%
weapon with healing properties
1
2%
bow / crossbow type weapon
11
23%
shield or primarily defensive type weapon
2
4%
heavy machine gun / gatling gun / heavy duty type weapon
0
No votes
nailgun / railgun type weapon
0
No votes
biogun / poison gun / radioactive gun type weapon
3
6%
weapon that affects gravity
4
8%
ice/freeze rifle with laser sight
3
6%
light / luminous / sun type weapon
1
2%
photon cannon type weapon that requires a long charge at every shot
3
6%
razor disc / shuriken / spiked particle type weapon
1
2%
axe / morning star / hammer / cudgel / medieval type weapon
2
4%
chainsaw type weapon
0
No votes
gaseous / expansive / non-solid type weapon
1
2%
new type of grenade or bomb (remote controlled, smoke, incendiary, flashbang)
8
17%
weapon with shrinking properties
0
No votes
another rifle with different properties
2
4%
 
Total votes : 48

[POLL] Vote on the next weapon for Red Eclipse!

Postby shirepirate » 07 May 2015 07:41


ok, i've put together some ideas in this thread so we can vote on them and decide what type of weapon should be our next priority. some are very generic descriptions on purpose, while others are a little more detailed. there's still a lot of detail we could add to each one to make it a unique addition to the game (and different from other games), as well as some suggestions that fall under a similar category yet are still different. you can vote for 2 options and re-vote as desired, and it will run for 3 weeks. remember, just because an option is popular doesn't mean it will necessarily be something we choose for RE. quin as the lead developer has the last word, and it's also possible he might implement something similar as a utility in the future thereby making it redundant as a weapon. this is mostly to get a feel for what the community wants, we might even have another more narrowed down poll in the future. please tell everyone to come vote, the more feedback the better!

if you'd like to share more details about what you voted for and why in a reply that's fine. brainstorming new ideas about weapon properties or physical appearance is also good.


as the Red Eclipse project is openly developed now, it can be expected that things will progress at least at a slightly faster rate. by the 1.6 release it's a reasonable assumption another weapon will probably be added to the arsenal. this thread is for discussing new ideas related to new weapons, to plan functionality and brainstorm something creative for the future generations that will play the game. if any ideas become popular enough a poll could be added a while down the road.

many weapons may have been suggested in the past, but it's ok to mention any concept you think is good, as it may fall on new ears and can receive fresh criticism. be sure to be as descriptive as you can on what it might look like, how it will function, what it might be called and what would make it a good unique choice as an addition.

something i've been pondering lately is a rod / staff / large wand type weapon. the primary would dispense dark black colored smoke or flame-ball type particles that would literally follow enemies in a nearby radius (like the bomberball does), while the secondary would do something similar but heal instead of damage. they would heal nearby teammates or circle back around and heal the player. unfortunately this doesn't seem like it would work too well in non-regen modes :|

another idea was a crossbow / auto-crossbow that fired some sort of arrow projectiles. for the primary, the force of the shot could be determined by cooking as the player stretches the bow. in this way it could be a short to long range weapon, even an effective rifle counter. primary could cause a bleed residual. the secondary could be a full auto stream of arrow projectiles, perhaps causing a different effect upon impact like a minor explosion.
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Re: Weapons Discussion Thread

Postby qreeves » 07 May 2015 08:56

Seeing as this is being brought up now, I'd like to add my own little feelers into weapon ideas.

One of the major additions I have been planning in the back of my head is a "utility" weapon slot. The idea is that, in addition to your two loadout weapons, you pick a tertiary utility. This could range from a healing apparatus, to mini turret dispensers (the possibilities are endless, so I'll leave it at that). You would switch to it like any other weapon, meaning that you could end up defenceless if the utility has a non-combative focus. Hopefully we can add an extra dimension to the gameplay by giving people specific roles they can undertake while playing, as in a way, the system will basically be a way to "design your own" class (obviously some combinations may be more effective than others).

So while we brainstorm the next loadout weapon, I'd like to hear some utility ideas too if you have them!
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Re: Weapons Discussion Thread

Postby bonifarz » 07 May 2015 09:29

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Re: Weapons Discussion Thread

Postby freezurbern » 07 May 2015 11:28

I'd be okay with the next loadout weapon being a utility, as we already have the code for turrets and one could do something like a portable shield or damage-buff area of effect. Not to copy them, but Halo: Reach had some utility things, maybe someone could draw inspiration from there and remix some of it.
As for a loadout weapon, a grappling tool sounds a lot like flamer2. If a grappling tool was put in, I'd say the flamer2 should be reverted to a (non OP this time!) napalm that could lay on the ground or a player for a good amount of time.
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Re: Weapons Discussion Thread

Postby Unnamed » 07 May 2015 14:16

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Re: Weapons Discussion Thread

Postby SniperGoth » 07 May 2015 14:30

Maybe a stationary radial shield of some kind, like the ones found in Halo could be useful?
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Re: Weapons Discussion Thread

Postby Rabidbutton » 07 May 2015 14:34

How about booster pads? they would be just like having your own personal bidirectional jump pads that stick to common surfaces, primary could be forwards and secondary could be backwards:
boosterpads.png
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Re: Weapons Discussion Thread

Postby bonifarz » 07 May 2015 16:06

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Re: Weapons Discussion Thread

Postby Bobbo » 07 May 2015 18:07

I did have an idea for a heavy machine gun type weapon, but it did involve changing other weapons to implement without overlapping. However, now with zapper it's lost some of it's merit, given that it would have been the stun weapon.

Essentially the idea was that the HMG would be a beefed up version of the SMG, slower attackdelay (than smg1) but with harder hitting projectiles. Stun would be entirely removed from SMG and the HMG would get a pretty mean amount of stun (comparatively) to all the other weapons. HMG2 would be able to zoom. The main use of it would have been defensive, using it's long range and hard hitting projectiles to slow players down. However, carrying the hmg would impose a slightly mobility nerf on the player (such as reduced speed and/or reduced jump height) so that it discouraged use being used offensively. hmg2 would be almost entirely the same as hmg1 except for zooming.

I've experimented with the idea before by modifying smg and it works reasonably nicely, except mobility is a bit too much with such a weapon.

Also, if zapper2 is changed to some kind of ball projectile, this may be a feasible next weapon.
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Re: Weapons Discussion Thread

Postby Jfault » 07 May 2015 23:11

Umm, no
We don't need zapper2 to be more OP than it already is...
Keep calm and eat fruit.

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Re: Weapons Discussion Thread

Postby Ravicale » 08 May 2015 00:30

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Re: Weapons Discussion Thread

Postby shirepirate » 10 May 2015 00:30

i don't know about a booster pad that sticks to surfaces, but for a utility a device / technique that provides a boost is a good idea. perhaps it could be called an impulse wave and vary in force depending how long you cook it.

that reminds me of an old demo i've got during a duel when i get whisked away by forces unknown for no apparent reason at like 100 mph and die from the deathmat lol
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Re: Weapons Discussion Thread

Postby Unnamed » 10 May 2015 17:28

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Re: Weapons Discussion Thread

Postby freezurbern » 10 May 2015 17:35

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Re: Weapons Discussion Thread

Postby Bobbo » 10 May 2015 19:26

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Re: Weapons Discussion Thread

Postby unixfreak » 10 May 2015 21:26

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Re: Weapons Discussion Thread

Postby shirepirate » 10 May 2015 22:36

i like the sound of the gravity gun and impulse cannon. their effects might need to be tweaked a little though. the impulse cannon could also be used to shoot teammates right next to a flag. don't know if gravity as a force could effect only 1 player, but this might be a nice residual for the gravity gun primary. also the secondary could suck in anything like explosives or dropped weapons or even projectiles.
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Re: Weapons Discussion Thread

Postby SylvieLorxu » 14 May 2015 12:56

This whole utility weapon discussion makes me think of S4 League's "skill" system. The game allowed you to pick a skill, which you could use if you had enough "impulse" (in our terms).

For example, the block skill allows you to quickly build a temporary blockage (which falls apart after a certain time or damage): .

In S4 League, a skill was activated using Shift. It was always just one key press away. There were also two passive skills, which couldn't be activated, but increased your max health and impulse.

Having an "utility" (not necessarily weapon) on another hotkey would most likely yield much more interesting gameplay than a normal weapon would.
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Re: Weapons Discussion Thread

Postby nemurati » 20 May 2015 21:21

The grenade launcher in Team Fortress 2 has interesting mechanics. Grenades are shot in an arc, bounce off walls, roll on the ground, and eventually explode. They are useful for crowd control and zone defense, but not as much for direct combat. Here is a demo video: https://www.youtube.com/watch?v=kYq-Nj-JFkI

It might not exactly fit Red Eclipse (its explosive weapons are all special collectables), but Red Eclipse's gameplay might benefit from having some sort of indirect fire loadout weapon like that.

EDIT: Come to think of it, Red Eclipse already has indirect fire loadout weapons with the shotgun's reflected shots and SMG's flak shots.
Last edited by nemurati on 23 May 2015 05:18, edited 1 time in total.
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Re: Weapons Discussion Thread

Postby Iceflower » 21 May 2015 17:54

I know my English is cruel. :$
When I talk rubbish correct me.
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Re: Weapons Discussion Thread

Postby eoxor » 23 May 2015 04:34

My own New weapon I made out of my Imagination called Arctic Snow a Assault rifle Mixed breed of the M4 Carbine & Infrared Precision Rifle


Arctic Snow
Primary Fire: fires fully automatic Ice Shards
Secondary Fire: Zoom scope (while Zoomed:Freeze shot)
Color: White
Model: A futuristic M4A1 carbine
Physic: Freezes Surfaces and Enemies

another weapon Called the Verix


Verix Vortex Cannon
Primary fire: Fires beams of Light
Secondary fire: Mini Vortex(hold Sec. Fire Bigger vortex)
Models: Verix looks Similar to Combine Guard gun
Color:Black
Physics: Absorbing heat & Reflect off glass and setting enemies on fire.

and my personal favorite idea when you add this in Red Eclipse

Razored Disk
Primary Fire: Toss the disk
Secondary Fire: Explode after tossing the disk
Models:Tron Disk with a Razor blade inside It
Color: Blood Red
Physics: Bounces off surfaces
Last edited by eoxor on 23 May 2015 19:29, edited 2 times in total.
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Re: Weapons Discussion Thread

Postby nemurati » 23 May 2015 05:20

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Re: Weapons Discussion Thread

Postby EA801 » 23 May 2015 05:37

I like shirepirate's crossbow idea, but maybe with slightly different mechanics.

Rifle1: same as it is now
Rifle2: no unzoom, no cook, just a scope that reduces skew
Crossbow1: cooked (decreases arc, increases speed/range/damage), inflicts bleeding
Crossbow2: scope, cook with primary, does slightly more damage

So the current rifle would be very similar to the crossbow if it's implemented. However, it makes more sense to me to have that unzooming on a crossbow since it is a weapon that does have to be reloaded every shot. Bringing back the rifle's constant zoom would make the rifle more rifle-like. It would then be a more versatile weapon in terms of range (by allowing for effective sniping as well as some quick noscoping), but with less damage than the crossbow, which is more of a close/medium-range weapon.
To make up for being very slow to use, the crossbow should have at least as much damage as the plasma, plus bleeding. Its cook charges up the arrow, making it go faster and straighter. By scoping the crossbow and then cooking, you can shoot even farther (but not quite snipe).


As far as the grenade launcher, I actually wrote some vars that replace the shotgun's shrapnel secondary with the famous "noob tube" found in many FPSs.
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Re: Weapons Discussion Thread

Postby eoxor » 23 May 2015 13:38

Unixfreak,I believe with your Ideas With good weapons & Ideas But the bandages are worthless But we can use like a UT99 Health kit,Health Vial & Big Keg O Health Styles
I Like to add buffs Vengance,Redemption,Strength,Teleportation & Chaos. Teleportation: Allows you to Teleport & Chaos: Boost Strength Boost Defenses Changes Color for Strength!
Last edited by eoxor on 24 May 2015 18:04, edited 1 time in total.
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My new ideas for weapons & buffs

Postby eoxor » 23 May 2015 20:30

Arctic Snow
Primary Fire: fires fully automatic Ice Shards
Secondary Fire: Zoom scope (while Zoomed:Freeze shot)
Color: White
Model: A futuristic M4A1 carbine
Physic: Freezes Surfaces and Enemies
Long range
Clip size:100
Reusable

another weapon Called the Verix

Verix Vortex Cannon
Primary fire: Fires beams of powerful lasers
Secondary fire: Mini Vortex(hold Secondary for it's form of a Bigger vortex)
Models: Verix looks Similar to Combine Guard gun
Color:Black
Physics: Absorbing heat & Reflect off glass and setting enemies on fire.
Long range
Image
Clip size: 250
Reusable

my personal favorite idea when you add this in Red Eclipse

Razored Disk
Primary Fire: Toss the disk
Secondary Fire: Explode after tossing the disk
Models:Tron Disk with a Razor blade inside It
Color: Blood Red
Physics: Bounces off surfaces
Long Range
Reusable

Alien Assault Rifle
Primary fire: Fully Automatic Lasers
Secondary fire: guided Beam
Physics: Guided beam grabs & Bend
Model: Alien Pulse Gun
Color:Grey
Long range
Clip Size: 400

the Neskutečný Repeater
Primary fire: 5 Plasma shot
Secondary fire: Sticky grenade shot
Model: Similar to a Disperstion Pistol & the Crylink
Physics: Secondary Fire: Sticky & Primary Fire: Splits in five shots
Color:Gold
Short/medium Range
Clip Size: level 1:20 level 2:70 level 3:200
Upgradable & reusable


Grappling hook
Primary fire: Grapples on to everything
Secondary Fire: Grabs Enemies
Model: Grappling hook
Color:Orange
Long range
Reusable

And Buffs I Made up

Kamikazi
When you die you kill people that are close by

Importation
Press F to activate to Teleport

Chaos
Boost your strength,accuracy & Speed

Life
When you die instead of pressing mouse 2 if you press f to regain all your stuff again

Invisible
Press F to Cloak And nobody would see you

New Mutator: Grappling Hook

:evil: Oh and P.s if you like the Ideas or hate me Because the COD Weapon For Arctic Snow some of these work out okay for modeling :evil:
Last edited by eoxor on 24 May 2015 18:08, edited 3 times in total.
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Re: My new ideas for weapons & buffs

Postby bonifarz » 23 May 2015 21:43

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Re: Weapons Discussion Thread

Postby eoxor » 24 May 2015 00:07

Sorry Bonifarz But I going to have concepts for my guns but I'm going to get a camera to show you(my guns are concept art but I actually played & Experimented with vars with Max payne thank you)

Done

Done

Done

Done (all Upgrades Levels 1 - 3 Dispersion Pistol Style in UT 99)

Done

Done
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Re: Weapons Discussion Thread

Postby JohnR » 24 May 2015 16:31

I like the idea of a utility slot, but I am not a big fan of auto turrets! That being said, I like shire pirates crossbow idea. I would also like to suggest more medieval weapons like a war axe, a shield/sword combo, battle axe. Just my two cents.
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Re: Weapons Discussion Thread

Postby eoxor » 24 May 2015 17:56

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Re: Weapons Discussion Thread

Postby Ravicale » 24 May 2015 20:02

Honestly, I want more weapons like the impulse cannon, gravity gun, or biogun. We have enough conventional weapons and adding some unique ones in there would make things more dynamic in my opinion.
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Re: Weapons Discussion Thread

Postby eoxor » 25 May 2015 03:40

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Re: Weapons Discussion Thread

Postby Unnamed » 25 May 2015 14:41

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Re: Weapons Discussion Thread

Postby shirepirate » 27 May 2015 01:41

i had an idea for a laser-sight gatling-style pulsation gun.

there'd be a heavy movement penalty, more gravity and slower turn radius when wielding it even, plus crouch speed

the primary would be a traditional gatling firing projectiles at least 3 at a time at a very rapid rate, differing from smg/zapper in that it's more powerful and capable of dealing more damage more quickly yet a very awkward/difficult gun to use. also it would have no explosion bonus, and these projectiles do not bounce at all after hitting geometry.

the secondary would be a charged pulse attack shot from the center of the gat, having a long cook time that increases damage & speed, afterward releasing a mass of some form of particles straight down the laser sight with a fairly high spread. haven't thought about the specifics of how this attack would damage, but basically if this managed to land at full cook it would fuck up whatever it hit completely and then some, possibly inflicting bleed or burn (or maybe both?). somewhat similar to 1.4 style flamer2, only particles are released much faster, can travel much farther and the time between shots is very long, which brings to the cool-down period, this would last as long as it was cooked for but would not interfere with usability of the primary attack or the reload period (yet is separate from the reload period)

it would have a very large ammo stash for it's primary attack, and take the longest to reload (think rocket or longer). one fully cooked shot of the secondary would use all ammo, also.
it would have an old fashioned camera whine sound effect for the secondary shot during the cool-down period similar to this:
https://www.youtube.com/watch?v=gYpGsrG4VHA

so think, big awkward difficult-to-use gun in all aspects but more powerful than the other loadout weapons. it'd be a risk in any fight because you could easily be taken out quickly with a shotgun or a flamer yet the damage it deals would make it worth it in a lot of situations (like defending a flag).

haven't really thought about a name but it probably doesn't have to be unique. "gatling" would do

as for it's color i was thinking dark teal like in this pallete
http://www.color-hex.com/color-palette/309
or possibly a navy blue

oh, and the main advantage of a gun like this is it would be a fucking awesome addition and probably well received (powerful difficult-to-balance weapons are always loved, look at the shotgun)
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Re: Weapons Discussion Thread

Postby eoxor » 27 May 2015 11:14

I like unixfreaks Idea & your idea my ideas has crazy attacks check them out
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Re: Weapons Discussion Thread

Postby FaTony » 07 Jun 2015 16:24

+1 for turrets and grappling hook.
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Re: Weapons Discussion Thread

Postby bonifarz » 07 Jun 2015 16:36

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Re: Weapons Discussion Thread

Postby shirepirate » 07 Jun 2015 17:13

a grappling hook is too sensitive a tool for balance, IMO. breaks CTF even more than flamer2 did
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Re: My new ideas for weapons & buffs

Postby acerspyro » 15 Jun 2015 23:27

*screams internally*
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Re: My new ideas for weapons & buffs

Postby shirepirate » 15 Jun 2015 23:35

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Re: Weapons Discussion Thread

Postby Rabidbutton » 20 Jun 2015 13:57

phantom.png

Well, there's no green weapon so far in the base loadout so maybe that's something to consider? One idea is a hybrid weapon which specializes in a triple burst primary fire and grenade launcher secondary(acidic or gass) for the Assault rifle type which has been discussed a fair bit lately because that might add an interesting spin on things, another possible feature to help set it apart from the rest of the weaponry is to have the primary projectile pass through enemies like somewhat of a ghost energy(and still bounce off of or be culled by geometry?) and with that in mind a name for the weapon could be called 'Phantom', I've painted up some quick concept art as you can see in the attachments just to give an idea of how something like this might look...thoughts?
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Re: Weapons Discussion Thread

Postby Evropi » 20 Jun 2015 17:13

I dunno... there's only 10 number keys on the keyboard. :( Where would you put the rocket? On the backtick (`)?

More importantly, I don't think the idea of a hybrid weapon jives with the current design philosophy of the weapons at all. Unless you have something crazy like combining on-the-fly, it will feel out of place because all the other weapons do one thing and one thing well.

Personally, if you are going to model something, I think you should remodel the uglier weapons like the rifles.
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Re: Weapons Discussion Thread

Postby shirepirate » 22 Jun 2015 23:21

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Re: Weapons Discussion Thread

Postby Rabidbutton » 23 Jun 2015 05:26

Was afraid of that, for team games there will almost certainly be more friendly fire issues with a weapon that is able to shoot through players in this kind of way, let alone grenades adding insult to injury however they wouldn't need to be so prominent as the pickup grenades already found in the game since they would be a smaller build and serve less of a one hit kill purpose, which as a result should be slightly different to balance. The primary fire can behave differently as well there's plenty of room for ideas and discussion here
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Re: Weapons Discussion Thread

Postby Nado » 14 Dec 2015 16:33

Heavy machine gun, like AIE-486H from Halo 3.
High fire ratio, low-medium accuracy and it slow down the player.

Image
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Re: Weapons Discussion Thread

Postby Nado » 14 Dec 2015 16:43

Other ideas:

Shield
When you equip it will repair 90% of damage, and can be used to hit opponents like a sword, giving minimal damage but rejecting them for about 2 seconds, that are not able to do anything.

Eletric impaler
It shoots two darts in rapid succession, creating between them an electric arc that generates a kind of trap that lasts a few seconds and that causes damage by direct contact. the electric arc disappears after 6/7 seconds. The dart, if hits an opponent, blocking it for 6/7 seconds, making it vulnerable to other attacks (the dart does not cause direct damage).
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Re: Weapons Discussion Thread

Postby Bobbo » 17 Dec 2015 01:47

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Re: Weapons Discussion Thread

Postby bonifarz » 17 Dec 2015 10:20

Heavy weapons, such as chainguns, have been suggested a few times, and don't go well with the emphasis on player agility we have in Red Eclipse.

Personally, I think a more stationary weapon class will have its place, but turrets dropped by players will be the way to go :)
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Re: Weapons Discussion Thread

Postby Zero » 20 Mar 2016 16:10

One thing I'm routing for is deployables. I know this was discussed in another thread. Defense ones preferably. Mines are fun and also commanding bots to defend. But I'm hoping to be able to lay down some turrets that attack only enemy players. Would be very useful in defend and control, capture the flag or even bomberball.
Or would it be hard to code to pick up a mine after already throwing it. In case you wanted to move it after a misplaced throw. A lot of times when throwing the mine with secondary with the laser sensor. I hit geometry that isn't a wall like structure and the mine and sensor is facing up or down. Not in the direction you'd want. So I thought this idea might be useful.
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Re: Weapons Discussion Thread

Postby restcoser » 20 Mar 2016 17:24

I want a bow ._. idk how the abilities or anything, but it would just be cool :o xD

Edit: I don't mean crossbows tho
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Re: Weapons Discussion Thread

Postby shirepirate » 21 Mar 2016 01:01

i'll launch a poll a week or so from now with the most common ideas in this thread (for a loadout weapon). from there we can start clarifying it's functionality in primary & secondary fire modes, and any additional features. of course, we can plan it's design and ask Unnamed if he'll consider making a model for it, though anyone with a good model submission will also have a fair shot.

until then please share any and all ideas you have for the next weapon you want to see in the game. though originality may seem important, above all we want to add a weapon that will be fun to use. there has been a lot of hate (some well-founded) for the zapper since it's addition, and while it's not going anywhere it'd be nice for the next weapon to be well received.

continue to share ideas for utilities you would like to see as well. i see the recent addition of melee claws as more of a utility than anything else. it may be a better idea to let the weapon slot currently being used by claws become a utility slot. this also relaxes how it needs to be balanced as well (it's a special utility that is chosen after all, and as long as it's advantage is comparable to other utilities it's OK if it gives a slightly unfair advantage in regular gameplay).
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Re: Weapons Discussion Thread

Postby mrmister » 21 Mar 2016 16:16

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Re: Weapons Discussion Thread

Postby bonifarz » 21 Mar 2016 17:02

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Re: Weapons Discussion Thread [poll soon, share ideas]

Postby FaTony » 21 Mar 2016 17:23

I would like to suggest a dedicated residual to zapper. I think mines are pretty good while zapper residual needs some tweaking.
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Re: Weapons Discussion Thread [poll soon, share ideas]

Postby freezurbern » 21 Mar 2016 19:50

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Re: Weapons Discussion Thread

Postby shirepirate » 21 Mar 2016 21:46

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Re: Weapons Discussion Thread [poll soon, share ideas]

Postby Zero » 22 Mar 2016 07:41

Below is a list of idea's I have come up with. Some may or may not be impossible to code.

Utilities:

Shield / Buff Pack: Protects near by team mates for a certain amount of time while on the go. (Helps encourage team games by staying together.)

Defense Turret: Self explanatory.

Back Up Support: Bot that appears and follows you around only to defend you. (I find that when normal bots try to defend you. They forget
to follow you even when no enemy bots are around.) Secondary maybe point with laser and the bot will defend that position
until it dies. Basically a jumping turret lol

Jet pack
: When carried. Holding space gives you 4/5 seconds of air time. Unlike the double jump. Take some time to recharge.

Teleport linking: When picked up it gives you two teleport like models that once the second one is dropped. The teleport goes online. Allowing
teams to jump through. Can be destroyed obviously.

Support Station: Thrown on ground opens up to a buffing zone. Also heals players faster then normal. Random weapon is spawned there for easy
access.

Ski's: Like the slide effect except last longer until player let's go of shift and you can move in any direction.

Force-field: Deploys a clip area by whatever size. Visible to all. Available for a brief amount of time or until destroyed.

Energy Pack: Makes player go a little faster, helps recharge impulse meter faster.

Decoy: Deploys a bot that doesn't cause damage but when hit. Disappears.

Cloak: Blurs or hides player until shot or until certain time runs out.

Flashlight: Like one clipped on the shoulder or chest of player. Goes off after certain amount of time then recharges.

Med Kit: When a player has fallen you can use the medkit to revive them. Could possibly bring team player back in survivor.

Adrenaline Shot: Makes player faster for short period of time.

Weapon Crates/Inventory Stations: The player can run up and press "E" or action key and pick new load out weapons. Giving the player
the weapons instantly and not have to wait for re-spawn to get them. Also reloads your mine and grenade supply automatically.
Have a sweet reloading "sound" when done. Maybe a option for quick saved load out or classes by pressing the number keys.
(If deploy-able: Can be destroyed.)
(If like stationary weapon spawns: Ideal for map creators to put one in each base and possibly one in center of the map.)

Repair Gun: Primary heals team players, self, and future elements. (Example: turrets) Secondary releases a burst of gas that instantly heals
nearby team mates. No reloading. So the player can switch to a weapon while it recharges. Maybe a "beep" noise letting the player know it's done
charging.


Weapons:

New Grenades: Shock, smoke bomb, incinerate (Burn damage the longer the player is in the area of explosion.) Flashbang, gas bomb.

Nail Gun: Shoots primary like the smg but secondary shoots a burst of nails that shoots the player to the wall causing bleeding damage.
Stunned and unable to move. Allowing the attacker to switch weapons or reload to finish the job.

Mobile Bomb: Spawns a attack droid like rc modeled bot that searches and finds a player then explodes.

Shrink Gun: Shrinks player until death or have step on damage. Player slowly regains default height when not being hit with gun.
(Sounds silly but a idea.)

Hmmm...
Last edited by Zero on 22 Mar 2016 17:10, edited 1 time in total.
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Re: Weapons Discussion Thread [poll soon, share ideas]

Postby yeatta » 22 Mar 2016 12:25

/me claps at zero

wooooo enriched game!!

edit:
actually i want to share ideas too.

*lose vanilla sniper for 2 new snipers,
Heavy and Light snipers: the heavy one holds a powerfull shot but is slower at aiming, i.e. the crosshair of the player travels at a maximum speed while holding gun; The light just counters these characteristics, quick as the vanilla sniper but ner--with lower overall damage, like a clean headshot doing -25hp.

Extensible rope: classic 80's gadgets spy, gun throws hook on a rope, hook meets wall, face meets wall.

yetAnother flamethrower: but similar to some ideas already presented, the flames attach to the ground and last a considerable amount of time. walls of flames for 20s or so.

new plasma wep: this kinda is zero's idea about a force-field, but instead of a barrier, it just deploys new plasma formations. Like a pillar, collumn, splash on a wall.. i just think there's a place for a gravity bending machine on this list.

*this one might be kinda dark, considering the actual world current events, sry
remote detonated bomb: self-explained; drop bomb, hold a controller, detonates when mouse click.


these last 2 are not really weapons, more like halves of weapon.
Hammer: maybe it's a silly weapon to have, but being able to skydive at mouse press and produce a shockwave on the landing, would encourage more players to be running along the walls.

side-slide sword attack: similar with the sword1 at this moment, but if mouse1 is hold then the sword just stays horizontal, allowing to run quick, pass near a foe and do damage.
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Re: Weapons Discussion Thread

Postby bonifarz » 22 Mar 2016 13:12

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Re: Weapons Discussion Thread [poll soon, share ideas]

Postby SniperGoth » 22 Mar 2016 16:32

Attachments
screenshot.0723.png
Example.
Ex Iron fist level designer/ Ex Revelade Revolution level designer, 3d/2d artist, and still trying to figure out sound design...
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Re: Weapons Discussion Thread

Postby qreeves » 23 Mar 2016 02:48

Quinton Reeves | Lead Developer, Red Eclipse
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Contribute to Project Costs via or
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Re: Weapons Discussion Thread [poll soon, share ideas]

Postby blakthunder » 23 Mar 2016 05:30

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Re: Weapons Discussion Thread [poll soon, share ideas]

Postby shirepirate » 23 Mar 2016 18:28

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Re: Weapons Discussion Thread

Postby bonifarz » 24 Mar 2016 09:43

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Re: Weapons Discussion Thread [poll soon, share ideas]

Postby restcoser » 24 Mar 2016 09:52

@blakthunder ask somebody that has played with shotgun 2 a long time (especially the old one, that doesnt break apart after a few meters) and i think theyll tell you that the brain works it out automatically after a while... i would not mind a weapon requiring more skill than rifle

@shirepirate sounds good, except that small slams shouldnt make such huge slowdowns, so id say make the slowdown dependant on slamheight as well.
(also, yes, theres been quite a backlash against this idea, i feel most of it was related to implementation though? )
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Re: Weapons Discussion Thread [poll soon, share ideas]

Postby bonifarz » 24 Mar 2016 13:11

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Re: Weapons Discussion Thread [poll soon, share ideas]

Postby blakthunder » 24 Mar 2016 18:14

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Re: Weapons Discussion Thread [poll soon, share ideas]

Postby SniperGoth » 24 Mar 2016 19:36

I remember some years ago, John-3 if im not mistaken, was making a bow model for RE, it even had some screenshots with the player model posed holding it. Maybe someone that has contact with him could ask if he still has it?
Then we could try playing around with variables and such.
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Re: Weapons Discussion Thread [poll soon, share ideas]

Postby blakthunder » 24 Mar 2016 22:09

Wow, good memory.



(EDIT: Tried to add the image from the link, but it showed up as gigantic in my post)

There's a .blend linked, he still needs to be asked but that could be a good base.
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Re: Weapons Discussion Thread [poll soon, share ideas]

Postby Unnamed » 24 Mar 2016 22:14

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Re: Weapons Discussion Thread [poll soon, share ideas]

Postby FaTony » 25 Mar 2016 02:15

I'm against the bow. It doesn't suit the theme.
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Re: Weapons Discussion Thread [poll soon, share ideas]

Postby Zero » 27 Mar 2016 00:41

I'd have to agree. I didn't like the bow in bo3. Like in that game it didn't fit the rest of the gun load outs. It's like cowboys and Indians. I like the weapon concept though. Like a gun that does the same thing. I'm open to anything new. Just something B.A. yet not too overwhelming so that all players try to fight over in mutator "Classic". But guess that comes with every new weapon release. lol My weapons of choice or load out as of now is flamer and smg.
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Re: Weapons Discussion Thread [poll soon, share ideas]

Postby restcoser » 29 Mar 2016 19:59

I think balancing the bow against a submachinegun might be somewhat hard indeed ^^ i had it also more as a challenge-weapon in mind... maybe just get more points for bowkills?
I was also thinking of a more futuristic bow design, but my brain is not creative enough to say more than "add glowy parts" for now >.<
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Re: [POLL] Vote on the next weapon for Red Eclipse!

Postby Bobbo » 30 Mar 2016 01:30

Could we have an option to... Not have a new weapon right now?
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Re: [POLL] Vote on the next weapon for Red Eclipse!

Postby shirepirate » 30 Mar 2016 03:41

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Re: Weapons Discussion Thread [poll soon, share ideas]

Postby Unnamed » 30 Mar 2016 08:03

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Re: [POLL] Vote on the next weapon for Red Eclipse!

Postby zaquest » 30 Mar 2016 09:01

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Re: [POLL] Vote on the next weapon for Red Eclipse!

Postby FaTony » 30 Mar 2016 09:40

Grenade launcher hell yeah.
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Re: [POLL] Vote on the next weapon for Red Eclipse!

Postby bonifarz » 30 Mar 2016 09:47

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Re: [POLL] Vote on the next weapon for Red Eclipse!

Postby Dziq » 30 Mar 2016 12:09

4 votes for bow/crossbow now ?! People, you think that bow or crossbow will fit this game? We need a weapon other than existing ones.. something that adds some strategy to gameplay, not only weapons that shots projectiles.. crossbow is just an poor rifle clone.
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In futuristic environment a more medieval weapons? even if addapted to 24 century? omg.. no PLEASE NO!
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Re: [POLL] Vote on the next weapon for Red Eclipse!

Postby Bobbo » 30 Mar 2016 13:25

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Re: [POLL] Vote on the next weapon for Red Eclipse!

Postby SniperGoth » 30 Mar 2016 13:46

A long time ago, i made a shuriken/disc weapon mod back on I.F., but it was very hard to use. So i'd discard that weapon from the proposal poll.
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Re: [POLL] Vote on the next weapon for Red Eclipse!

Postby shirepirate » 30 Mar 2016 18:32

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Re: [POLL] Vote on the next weapon for Red Eclipse!

Postby Bobbo » 30 Mar 2016 19:28

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Re: [POLL] Vote on the next weapon for Red Eclipse!

Postby shirepirate » 30 Mar 2016 20:45

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Re: [POLL] Vote on the next weapon for Red Eclipse!

Postby unixfreak » 05 Apr 2016 13:50

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Re: [POLL] Vote on the next weapon for Red Eclipse!

Postby Iceflower » 05 Apr 2016 20:06

Instead of a ice rifle i would make a kind of the Sauerbraten blue ball weapon as ice weapon. (i use the shocking effect as an ice effect)

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Re: [POLL] Vote on the next weapon for Red Eclipse!

Postby Alxa » 07 Apr 2016 23:24

Almost all the suggestion sound great :)

One thing i have been thinking for a while is about adding more weapon variety. For example, what if we had 2 or 3 types of every weapon, but with differences. For example, the SMG and the HMG Bobbo mentioned earlier; the regular pistol, a revolver type with more damage and less cadence, dual handguns with less damage, smaller bullets but with higher reloading time; and like that with every weapon.

Obviously you only should use 1 weapon of the type at the same time (maybe per match?). On the bad side, it sounds like a lot of work to make and to balance.

Also, i think this is the right place to talk about the zapper. I always thought that Zapper2 was overpowered (as a lot of people do). I knew that if any good player picked it up as their main weapon, they will turn into death incarnate. And it happened; although it isn't his main weapon, Ecube sucks the fun of dm games when he uses it with his great aim.

I have two suggestions to make it more balanced: Making the Zapper2 shot charged (like in plasma, with different damage and range values depending of how charged it was). Or modifying it in a way that it zaps the user too.

Feel free to critic my naive opinions :)
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Re: [POLL] Vote on the next weapon for Red Eclipse!

Postby bonifarz » 08 Apr 2016 07:01

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Re: [POLL] Vote on the next weapon for Red Eclipse!

Postby qreeves » 09 Apr 2016 04:17

As a rule, Red Eclipse requires that each weapon remains unique, rather than flooding the list with a bunch of variations on the same thing. This improves development and ease of gameplay. Eventually I want to create weapon "addons", so players can collect/customise certain aspects to their liking, but this is further down the track and I'd rather focus on creating the utility system first. As we integrate statistics more with the base game we'll be able to create more opportunities for players to make their character their own while improving other things like team balancing.

There should indeed be a separate topic regarding the zapper if someone is intent on reviewing it.
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Re: [POLL] Vote on the next weapon for Red Eclipse!

Postby FaTony » 09 Apr 2016 11:45

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Re: [POLL] Vote on the next weapon for Red Eclipse!

Postby restcoser » 09 Apr 2016 17:20

well unlocks arent bad if i have them xD but it really wouldnt fit here
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Re: [POLL] Vote on the next weapon for Red Eclipse!

Postby mrmister » 11 Apr 2016 13:29

Addons to tweak the weapons to your liking? That sounds really awesome, just hope everyone doesn't use the same stuff. I see a lot of people using the rifle/shotgun combo, including me. IMO I use only those weapons because every other weapon seems.....dishonorable to use. I would explain this further, but that would mean talking about current weapons, which this thread isn't for.
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Re: [POLL] Vote on the next weapon for Red Eclipse!

Postby blakthunder » 11 Apr 2016 16:00

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Re: [POLL] Vote on the next weapon for Red Eclipse!

Postby FaTony » 11 Apr 2016 16:06

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Re: [POLL] Vote on the next weapon for Red Eclipse!

Postby qreeves » 12 Apr 2016 05:07

Who said anything about unlocking? If we're on the topic, the only reason I would see for it really would be so players start out with the basic (non-confusing) set and are rewarded with more variety/choices the longer the play & gain experience with each weapon. I don't really have much intention of creating a walled garden though, that's not what RE is about. What I meant was that players could collect their own personal tastes together and put them together in a sort-of RPG stat way. I've avoided having distinct "classes" in the game so that people could always create one for themselves on the fly, and continuously adapt that to their needs, whether that is weapons, addons, or any other (de)buff.
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Re: [POLL] Vote on the next weapon for Red Eclipse!

Postby FaTony » 12 Apr 2016 06:34

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Re: [POLL] Vote on the next weapon for Red Eclipse!

Postby yul » 13 Apr 2016 21:27

Okay, so this might just be a stretch buuutt...

Anyone here play Custom Robo?

If were' looking for original or unconventional weapons, that game has got TONS. (like, seriously, only like 2 guns in those games behave like normal guns)
I am of the firm opinion that we don't go so much with older, conventional weapons , but rather try and make some projectiles a little "quirkier" Some of the proposed weapon categories could do well with bullets that dont act too muck like bullets.

Examples:
a slow variant of SMG2, where the explosion time is set permanently to close range, and the shrapnel scatter is uniform and small. This could create a shotgun variant that relies heavily on zoning.

lock on hailfire missile weapons : low repeated damage, encourages people to get moving or get wrecked.

burst fire : wide scatter of long range shots, ungodly reload

bouncy ball : weapon or collectible, launches a bouncy ball with physics, useful for attacking over a wall

Most of these will probably be overpowered or useless if not tweaked Juuuuuust right, but im only spitballin here. I just think that for a game that is so movement based, we should look at a game that makes movement half of the battle.

Sooooooo..... HAS anyone played Custom Robo??
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Re: [POLL] Vote on the next weapon for Red Eclipse!

Postby ZestyPasta » 18 Apr 2016 22:45

Would we really need a grappling gun considering you can already wall run, double jump, impulse slide/ impulse jump? Seriously, I think we wouldn't need any grappling guns. Turrets are a good idea, though. Being able to spawn turrets at will. Maybe like how TF2 does it? You can fix up or bring it to another tier using loot like mines or grenades or a new item for repairing and upgrading it.

Now what about fixing up the pistol? What if you were able to have a choice between a pistol or other things?
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Re: [POLL] Vote on the next weapon for Red Eclipse!

Postby qreeves » 19 Apr 2016 05:35

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Re: [POLL] Vote on the next weapon for Red Eclipse!

Postby Dreyeth » 20 Jul 2016 05:44

Bow/Crossbow this game needs another far ranged weapon, it has a lot of close to mid ranged weapons, but if you want something far ranged you have to play Riffle.

Fire1: Arrow/Bolt
Fire2: Exploding Arrow/Bolt? or Grappling Arrow/Bolt

Scopes on click continues to scope more and more until release length of scope equals power and damage
can be fired instantly to avoid scoping?

I'd be down for a good grenade launcher too but that could easily be a secondary fire on one of the existing weapons
like the Flamer or Machine Gun especially the ones that don't have a very good secondary fire mechanism already.

I'd wouldn't mind seeing the rocket laucher being toned down from a super weapon and added to the regular roster of weapons as well
especially if you could control its flight direction with the secondary fire. >_>

A grappling gun would be fun as well, especially if it can attract or repel, might be fun if you could chuck players (firing someone at their teamates would be a really fun insult, or at a cliff
forcing them to parkour to safety if they can), the zapper would be something I would have made into this kind of weapon.
Might be fun to lasso chuck people (especially at walls) or grapple (swing?) and then repel off of walls.
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