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Sidearms please! (all classes)

Got a great new idea for the game?

Do you want sidearms added to the game?

I fully support this idea! (+2)
97
68%
Could be cool.. (+1)
23
16%
Definitely no (-1)
22
15%
 
Total votes : 142

Re: Sidearms please! (all classes)

Postby AZaz09dude » Sun Jul 29, 2012 6:23 pm

also can't they just make it for the guided missle where it just stops the airstrikes?
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Re: Sidearms please! (all classes)

Postby ChaosTLW » Mon Jul 30, 2012 11:23 am

AZaz09dude wrote:
ChaosTLW wrote:WHO needs those? Those are not needed, they are nice additions aimed at making the game more varied, but they are not needed to cover any specifical range.
Besides, wtf, guided missile to destroy aircraft, something we do not have, that launch airstrikes, something that is NOT in the vanilla game? Nope
Besides, I don't see the pistol as a "light handy assassin's weapon",(the shotgun already covers that, because you want to kill as fast as possible, even if with some noise) but rather as an emergency weapon, to defend yourself if you are caught reloading. It is going to be important specially with the Rifle magazine nerf.

oh really? then y r they going to add the hmg and rpg?

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Re: Sidearms please! (all classes)

Postby Edzter » Mon Jul 30, 2012 11:37 am

the pistol's damage should be lower than the smg's
but, support
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Re: Sidearms please! (all classes)

Postby Varun » Mon Jul 30, 2012 12:22 pm

Yeah with the guided missile thing, why? Its pretty easy to survive an airstrike, unless you're one of the people who thinks they can run faster than the fragments of a grenade. And, its really not an airstrike, just a shitload of magical grenades that God sends to you to aid in the war against the Green scum.
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Re: Sidearms please! (all classes)

Postby ZaPhobos » Mon Jul 30, 2012 4:30 pm

Varun wrote:Yeah with the guided missile thing, why? Its pretty easy to survive an airstrike, unless you're one of the people who thinks they can run faster than the fragments of a grenade. And, its really not an airstrike, just a shitload of magical grenades that God sends to you to aid in the war against the Green scum.

Holy hand grenades? Green scum? I liked blue more anyway, so this is the best idea of it.
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Re: Sidearms please! (all classes)

Postby Tarkaris » Tue Jul 31, 2012 1:50 am

Having read the thread I will say this:

Ever had an enemy rush you while you were behind cover and needed to reload? Pistol would help for when the enemy is out of shovel range.

Second, Play A game of SWAT in Halo Reach. I guarantee you will have to switch from your rifle to your pistol if you want any sprees to continue and are constantly being attacked.

And have you tried building when a pack of enemies is shooting at you? Blocks will buy you a little time but not enough.


And yes, I am a tactical thinker. If I can avoid shooting you to grab intel I will with tunnels when possible.
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Re: Sidearms please! (all classes)

Postby Potassium » Tue Jul 31, 2012 5:53 am

I think a pistol sidearm would be fun, this game could benefit from a little variance in play. That new-toy feel is awesome, and I only get glimpses of it nowadays when I use a great new skin. And a new stock model to edit is always appreciated :). I for one wouldn't want to see it extremely weak, though. At least the strength of an SMG would be nice, with a firerate somewhere faster than .75's semi. Decent accuracy too. It wouldn't be very useful if--well, if it isn't very useful. In my head I can see a shotgunner switch and fire down izzy's Hallway, or an enthusiastic teabagger after humiliating an enemy. I really hope this happens.
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Re: Sidearms please! (all classes)

Postby Varun » Tue Jul 31, 2012 8:18 am

Tarkaris wrote:Having read the thread I will say this:

Ever had an enemy rush you while you were behind cover and needed to reload? Pistol would help for when the enemy is out of shovel range.

Second, Play A game of SWAT in Halo Reach. I guarantee you will have to switch from your rifle to your pistol if you want any sprees to continue and are constantly being attacked.

And have you tried building when a pack of enemies is shooting at you? Blocks will buy you a little time but not enough.


And yes, I am a tactical thinker. If I can avoid shooting you to grab intel I will with tunnels when possible.

I can't refute most of what you said, but remember this. The pistol isn't a piece of shit in Reach, is it? That's why people use it.
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Re: Sidearms please! (all classes)

Postby ZaPhobos » Tue Jul 31, 2012 1:04 pm

...because the pistol is overpowered in every halo game, that's why. The damn thing is a sniper's weapon. Here it would actually be like a pistol, not too powerful, but not too overpowered, and have a fair bit of spread to its shots, it is just a pistol. Since the SMG is pretty much an MP5 9mmm michine pistol I vouch that it be like a .45, it has the stopping power, but not too much capacity and a decent rate of fire. It is a war, after all.
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Re: Sidearms please! (all classes)

Postby Tarkaris » Tue Jul 31, 2012 10:31 pm

ZaPhobos wrote:...because the pistol is overpowered in every halo game, that's why. The damn thing is a sniper's weapon. Here it would actually be like a pistol, not too powerful, but not too overpowered, and have a fair bit of spread to its shots, it is just a pistol. Since the SMG is pretty much an MP5 9mmm michine pistol I vouch that it be like a .45, it has the stopping power, but not too much capacity and a decent rate of fire. It is a war, after all.


The magnum isn't actually that powerful in all the Halo games.

Halo 2: Scope removed and stopping power gone. Scope removed. Even when dual-wielded, it kinda sucked.

Halo 3: Same as halo 2 but SLOWER firing rate.

Halo Reach: Since dual-wielding is removed it's fire power and scope come back but the Halo 1 pistol still reigns supreme as a sniper weapon due to the Reach pistol having greater shot spread.

But I totally agree that if AoS did get a pistol, It would have to be weaker than any other weapon in some way, shape, or form. If we ended up with a Halo 1 pistol the rifle would become obsolete due to having to compete with a weapon that packs the same punch but shoots faster and holds more rounds.

I just posted the Halo stuff because I wanted information between games to be correct. :)
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Re: Sidearms please! (all classes)

Postby Eagle7 » Mon Aug 06, 2012 4:33 am

a sidearm would be great.

Imagine this:You are a shotgunner. You see a rifle man far away. You take your pistol out and fire and fire and fire.
You kill him and move on with your shotgunning.
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Re: Sidearms please! (all classes)

Postby MrMeow » Mon Aug 06, 2012 5:20 am

The way to make this work would be that you would have to be standing still, Aiming at the head and controlling recoil to get kills. I mean, the damage of 10 SMG shots? I'd just use a pistol for a primary. Spade should be a better choice for CQC than the pistol. The pistol should have 2-3 clips to get you back to refill.

Head - 25
Torso - 10
Limbs - 5

Clip - 8 rounds
Reserve - 16 Rounds

Honestly, It should only be good at mid range to very close range.
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Re: Sidearms please! (all classes)

Postby tunaspirit » Mon Aug 06, 2012 7:28 am

Guys, we'd need a sidearm with 1.0, when the MG and RPG come out, because it would be fair that the MG/RPG would take up the primary weapon slot (rifle SMG shotgun), and you'd have a sidearm to defend yourself (Sorta like the BF1942 Anti-Tank class). And the next time you die you get normal weaponry
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Re: Sidearms please! (all classes)

Postby AceofChaos » Mon Aug 06, 2012 11:59 am

Yes, preferably something based off the old colt 1911, for memories sake.
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Re: Sidearms please! (all classes)

Postby ChaosTLW » Mon Aug 06, 2012 10:22 pm

MrMeow wrote:The way to make this work would be that you would have to be standing still, Aiming at the head and controlling recoil to get kills. I mean, the damage of 10 SMG shots? I'd just use a pistol for a primary. Spade should be a better choice for CQC than the pistol. The pistol should have 2-3 clips to get you back to refill.

Head - 25
Torso - 10
Limbs - 5

Clip - 8 rounds
Reserve - 16 Rounds

Honestly, It should only be good at mid range to very close range.

Holy shit, it takes 10 hits to the torso to kill, with 8 rounds in the mag? Seriously?
I think it should be like this(maybe with a few tweaks):

ChaosTLW wrote:IMO, the damage profile should be somewhat like this:
Headshot: 30
Torso: 20
Limb:15
This way it would be 4 hits to the head, 5 to the body and at 7 to limbs to kill.
I think that around 10~12 rounds on the magazine would be enough?

Also, what if we add damage drop-off for the sidearm? If damage drop-off gets implemented for sidearms, then the whole picture changes. It could be something like this:
Headshot: 35 up to 20 blocks, 30 around 50 blocks, 20 beyond.
Torso: 30 until 20 blocks, 20 around 50 blocks, 18 beyond.
Limb: 20 up to 20 blocks, 15 around 50 blocks, 10 beyond.

[size=70]Notice I said this before damage drop-off was added.[/b]
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