Post weapons you would like to see in game. Use the template or you will get a forum warning. You can however comment on a previous suggestion. Only 1 weapon per template unless the workshop link has more than 1 weapon in it. Code: 1.(Name of weapon(s) & what kind of weapon is it). 2.(Link to the steam workshop page) 3.(Description of the weapon & why do you want it added) 1. Halo 2 weapons - Dual SMG's, Covenant Carbine, Beam Rifle, Battle Rifle 2. http://steamcommunity.com/sharedfiles/filedetails/?id=426089647 3. This also has a single smg and a rocket launcher, but I don't feel we need those. Dual smgs would be a nice touch. We don't have many Rifles so the carbine, beam, and battle rifle's would be good.
(1) "Hands" / Slappers (melee weapon) (2) http://steamcommunity.com/sharedfiles/filedetails/?id=105225353&searchtext=slap (3) Essentially an 'Empty hands' SWEP but with an upgrade to slap things. Both L & R mouse buttons can be used for slapping with the user's left and right hands, respectively. Slaps typically sports low damage and force, but sometimes they are capable of unleashing powerful critical hits with enhanced knock-back. Hands momentarily become electrified / engulfed in flames / glow when a crit slap is pulled off. Default weapon for new players; cannot be sold.
1. Goldeneye 007 - RCP90 & Moonraker Laser 2. http://steamcommunity.com/sharedfiles/filedetails/?id=142556031 3. The RCP90 is one of those guns with a lot of ammo, 60 per clip i believe. I always loved using it in the Goldeneye game on N64. The same with the Moonraker laser, though I would like it added just because it's different from everything else we have. It has low rate of fire and high recoil, but the damage is quite high. 1. Star Wars Laser Weapons - Many to pick from 2. http://steamcommunity.com/sharedfiles/filedetails/?id=183549197 3. If the Moonraker laser seems a bit to slow and op, Then lets go with some good old fashioned star wars laser guns. There are many guns in this pack, I'm sure only one would be picked since there are so many.
Dealing damage is kinda useless. To players that is. You can't board other players boats so you can't hit them most of the time.
Unless it's during Pirate round or when players are swimming around your boat and taking damage. But yeah, the hands are primarily intended for unarming the user for however long he / she wants to be.
I think crowbar would be better in the pirate round. Anyways thanks for your feedback, I guess it does have it uses in certain situations.
Keep in mind that Some of these weapons might need to be tweaked and /or fixed by @Donkie if he decides to add them.
I'm not sure what his thoughts on weapons are at all really. I only made this thread because I feel our current weapon selection needs to be expanded in order to keep the game fresh.
I've probably said countless of times that it makes my life -sooooo- much easier if you guys would subscribe and jack the files and perhaps remove anything shitty and then send the rest to me. You can follow the first part of my playermodel tutorial about extracting the files.
Okay, that will be taken care of as weapons are found. Since most of the forum's major contributors (such as Decap and myself) have busy outside schedules, I still believe it would be considerate for our time and efficiency if we may be provided some form of insight about what you, @Bayrock, or @jeffreythe00 would like to see more of. Is the server in need of more: This would allow us to find and submit items that stand a better chance of catering to what the servers need the most. Everybody wins!
Once we gather suitable SWEPs for Flood it's fairly straightforward to implement them. So, I encourage further workshop suggestions.
1. CSO/CF Weapons Pack (Various "skinned" weapons) 2. http://steamcommunity.com/sharedfiles/filedetails/?id=229683363 3. Demo video: youtube.com/watch?v=_sjYiIR9Nro If I recall correctly, I remember hearing @Donkie say how it was difficult it was to make weapon skins. So how about adding weapons instead of skins? Players would need to buy current weapons before they can "upgrade" to these cool weapons like the one I suggested above. For instance, in order to buy the (skinned) DragonTMP, they need to buy the (unskinned) basic TMP first. When they have bought both TMPs, the DragonTMP will be used. Also, for these skinned weaps, what do you think about adding a damage bonus? Not asking for much, like +0.1 dmg. NOTES: The second weapon in my demo doesn't appear (is invisible) from thirdperson, checked with camera tool. The crossbow doesn't fire actual projectile bolts; acts like sniper. The slingshot doesn't actually fire a projectile, but rather a gunshot; projectile is drawn on screen (client).
I have spent looking for suitable weapon additions over the past several weeks, and the following seven are what I am sticking with. The Slapper melee weapon is also part of this list; it has undergone balancing changes, but to avoid generating duplicate feeds I will confine the entry in its earlier post on this page. I've tried to make demos, but unfortunately I have yet been able to do so successfully. Not sure its because I'm working with a Mac or not, but I recall once having some success with my Microsoft desktop. Sincere apologies for the lack of that medium; screenshots that are edited to be in-depth are the best that I can do for now.
These weapons, if implemented, could make flood more fun again. It was fun, having goals and saving up money to buy new weapons. I just hope these weapons aren't too pricey.
I would love for a turret to be implemented. With a high price, it shoots rapid fire 3 damage, starting with 25 rounds of ammo. You have the ability to upgrade the turret, which will only improve the clip. Every round you will have access to this, but players can damage it and it weighs the boat down when you place it down a bit. Not in the tools setting, but have the ability to appear attack phase, in your weapons inventory. What do you think?
1. Gun that shoots props (maybe entities?) 2. https://steamcommunity.com/sharedfiles/filedetails/?id=476913992&searchtext= 3. This can be used to offset boats (if possible) or knock people off their boats, as an alternative to bugbait as a way of dealing with players. This would encourage people to build rails/props on ledges to avoid falling. I'm not completely sure how it works, because it may just replace all bullets with projectiles. There can also be a discussion as to what prop can be used, and how much ammo it will have.