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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 Arilarin » Fri Aug 10, 2012 5:09 pm

Crazyphixz wrote:I FULLY SOPPORT THE SIDARM IDEA WE NEED A HAN GUN IN THIS GAME BECAUSE IF WE RUN OUT OF AMMO WERE DEAD ND WE CANT RUNAWAY CUZ WERE AN OPEN TARGET NOW I DONTLIK THE THOUGHT THAT I DOSENT DO A LOT OF DAMEGE IT SHOULD DO AS MUCH DAMEGE AS 10 SMG SHOTS BUT ON THE THOUGHT OF HAVEING A SECONDERING WEAPOND BUT HAVE U THOUGHT ABOUT WHAT IT WOULD LOOK LIKE BUT AGAIN I SOPPORT YOUR IDEA

I still don't see the reason.
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Re: Sidearms please! (all classes)

Postby Fluttershy » Mon Aug 13, 2012 3:48 am

ChaosTLW wrote: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):


That makes it what its meant for, a finisher/last resort.
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Re: Sidearms please! (all classes)

Postby ZaPhobos » Mon Aug 13, 2012 4:11 am

Fluttershy wrote:
ChaosTLW wrote: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):


That makes it what its meant for, a finisher/last resort.


Still underpowered, it's not a peashooter, what it is is unrealistic.

Considering that our SMG is based on the MP5 (Which is a 9mm gun) it should have slightly less damage and a fire rate of our current rifle, with the spread slightly more than that of the SMG.

That is if they decide to implement it and make it a 9mm pistol.

Pow, ideas that aren't overpowered or underpowered.

RoF: akin to that of our .75 rifle
Spread: little more than an smg.
Block hitting power: 7% of one block
Ammo per clip: 12
Total ammo: 48
Head: 67
Torso: 21
Limb: 10
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Re: Sidearms please! (all classes)

Postby scarfacemperor » Mon Aug 13, 2012 11:24 am

Damage looks fine like this. Maybe 15 damage in the limbs and 1/4 or 1/3 block damage (7% is way too small, you'd need 2 magasines to destroy 1 block while destruction is a major part of AOS gameplay...).

Making it really semi-automatic (you need to press the trigger x times to shoot x bullets) would be nice, with a maximum ROF of 4 per sec to prevent "quick fingers" abuse

Ah yes, the same zoom when aiming than the shotgun, to make it keep low effective range
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Re: Sidearms please! (all classes)

Postby ZaPhobos » Mon Aug 13, 2012 12:49 pm

I vouche 25% block damage, still lower than a rifle without jackhammering power.
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Re: Sidearms please! (all classes)

Postby ChaosTLW » Mon Aug 13, 2012 7:46 pm

Fluttershy wrote:
ChaosTLW wrote: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):


That makes it what its meant for, a finisher/last resort.

Last resort? People would be better waiting for the main weapon to reload.
ZaPhobos wrote:
Fluttershy wrote:
ChaosTLW wrote: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):


That makes it what its meant for, a finisher/last resort.


Still underpowered, it's not a peashooter, what it is is unrealistic.

Considering that our SMG is based on the MP5 (Which is a 9mm gun) it should have slightly less damage and a fire rate of our current rifle, with the spread slightly more than that of the SMG.

That is if they decide to implement it and make it a 9mm pistol.

Pow, ideas that aren't overpowered or underpowered.

RoF: akin to that of our .75 rifle
Spread: little more than an smg.
Block hitting power: 7% of one block
Ammo per clip: 12
Total ammo: 48
Head: 67
Torso: 21
Limb: 10

67 damage to head is way too high, 2 hits to the head would finish an enemy. As Fluttershy pointed out, it is supposed to be a last resort weapon, not something you can pick up and go pwning the enemy team.
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Re: Sidearms please! (all classes)

Postby ZaPhobos » Tue Aug 14, 2012 12:10 am

...MLB pro assassin's weapon, if you can pick people off with a rather inaccurate weapon.

(Spread greater than an SMG)
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Re: Sidearms please! (all classes)

Postby zephir » Tue Aug 14, 2012 12:56 am

I'd rather go with something like a .22 pistol concept- low recoil, low damage, high mag capacity, good accuracy, ROF as fast as you can click (semiauto) and same accuracy as SMG.
it'll do like 25% block damage, 20 or 30 rd mag capacity, do like 5 damage to limb (20 shots to kill), 13 damage torso (8 shots to kill) and 34 damage head (3 shots to kill) you'd have infinite ammo for it because it would be a backup to those players who manage to kill their way across a map and run out of ammo, can't come back, they'd have ot either go kamikaze or just plain ol' suicide ot get more ammo. a weak backup weapon would allow them to get back to the CP ot restock on ammo.
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Re: Sidearms please! (all classes)

Postby Priok » Tue Aug 14, 2012 1:33 am

making it take 10 shots when it only has 8 is a really bad idea, it's better to just make it be like the SMG but a bit weaker and fire semi-auto. the developers can use bullet damage fall off(and bullet drop, if it's added) to make it less effective and end up just being a good close-range backup. I think something like this might be good:
- 9 rounds (3 kills possible if all are headshots, maybe this is too much)
- 35 head damage (3 hit kill to head)
- 20 torso damage (5 hit kill to torso)
- 15 limb damage (7 hit kill to limbs)
the damage drop off(at long range) could be something like:
- 20 head damage
- 15 torso damage
- 10 limb damage

I don't know, I do not think a side arm would even be that great of an idea, but if one is being added then an idea to balance it is utilize damage drop off.
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Re: Sidearms please! (all classes)

Postby ZaPhobos » Tue Aug 14, 2012 2:00 am

Priok wrote:making it take 10 shots when it only has 8 is a really bad idea, it's better to just make it be like the SMG but a bit weaker and fire semi-auto. the developers can use bullet damage fall off(and bullet drop, if it's added) to make it less effective and end up just being a good close-range backup. I think something like this might be good:
- 9 rounds (3 kills possible if all are headshots, maybe this is too much)
- 35 head damage (3 hit kill to head)
- 20 torso damage (5 hit kill to torso)
- 15 limb damage (7 hit kill to limbs)
the damage drop off(at long range) could be something like:
- 20 head damage
- 15 torso damage
- 10 limb damage

I don't know, I do not think a side arm would even be that great of an idea, but if one is being added then an idea to balance it is utilize damage drop off.


I have to say, this is a pretty good idea of it, excellent balancing work, my good man.
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Re: Sidearms please! (all classes)

Postby a5man » Thu Aug 16, 2012 7:05 pm

i think this is a needed as rounding a corner and being on the last mag finding a tone of enemy's a sidearm would make it a must have
and
4 shots to the head
8 to the torso
7 rounds like a deagle
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