Page 2 of 2
Re: Thoughts on Tactical
Posted: 29 Aug 2012, 06:40
by Poor
Autosniper is a little overpowered don't you think? Maybe remove it.
Re: Thoughts on Tactical
Posted: 29 Aug 2012, 06:56
by Vexus
And parker hale rifle, as well...
Re: Thoughts on Tactical
Posted: 29 Aug 2012, 07:26
by ShadowRunner
I like Tac without autosniper and parker hale. It becomes more... tactical.
autosniper ruined the original CTF too I think.
These two weps would be ok for a co-op multiplayer mod perhaps like Zombies etc.
Re: Thoughts on Tactical
Posted: 29 Aug 2012, 09:48
by ~DJ~
Thanks for creating a topic for this, Sven!
As I've said before.. I was thinking to limit the augmentations to three or two on your server. So people choose what they want to do. Obviously the server is unlimited bio-energy and infinite ammo.. so that'd be something people would have a limited option to choose from, if they want to be stealthy and cloak around and kill silently, or to have a ADS and Auto Regen or other mixtures. Then people would choose different weapons for each cases, don't you think? I think that'd be the best option to make people interested in other weapons and make the game more than just killing people with all the augmentation active. But you'd have to remove some weapons for this, such as Parker Hale. (and probably the Automatic Sniper Rifle, as they have vision on their scope, correct?) but that I don't recommend as it's something people would have to use the scope for and it isn't like the augmentation.
You've also mentioned that you want the game to be fast-paced, so you'd rather not do this as people will not have the speed-augmentation. Well for that you can always use the ModifyPlayerSettings mutator and make the normal player-speed as much as how it is at from the speed-augmentation. This would also mean that the people with Speed Augmentation would run alot faster.. that'd be something more awesome I guess.
Sorry for not making much sense in this post as I'm kinda brain-dead at the moment..

Re: Thoughts on Tactical
Posted: 29 Aug 2012, 13:39
by chin.democ.
Shadow is onto something there...perhaps combining Tac with an existing mod like a zombie or survival mod or something, Didn't Red Greasel make a nice little survival mod thingy?
Re: Thoughts on Tactical
Posted: 29 Aug 2012, 15:03
by Cozmo
If this is the server I'm thinking of, absolutely remove autosniper and beretta; both of those weapons are cheap and horribly overpowered, making every other weapon useless. I just got bored when everyone was using only these two weapons. Railgun might be a bit overpowered for spawns too. Anyway, my suggestions: I'm not really a fan of the infinite bio/ammo mod because it makes any EMP weapons useless, but that's not too big an issue I guess if you want that on. 3 augs sounds a lot more interesting too. Your enemy has speed, ballistic and vision? Time for energy weapons. :] Etc.
Re: Thoughts on Tactical
Posted: 29 Aug 2012, 18:20
by TheWolf
The infinite ammo was because of the auto sniper running out and refilling with only 18 shots, BUT I'm starting to see that was a mistake because it's made it overpowered. The infinite bio is the speed up the game. I don't think the parker hail rifle is too overpowered considering that balistic protection is ALWAYS on which means that a headshot it a kill and a chest shot takes about 3.