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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 Bandage » Thu Jan 19, 2012 7:55 am

Let's just say it CAN be rather useful at some points, but we'll eventually face the fact it's still being used half-primarily after addition.

I don't want it in to the game, but something tells it could be a bit useful here and there too.
My version of that sidearm should be quite weak, and it also has quite small amount of bullets carried within' it. 8-16 sounds pretty good to me. Damage itself stays low, just to make enemies watch out for more damage instead of rushing you. They still have nice amount of health, but don't want to get shot at.

If you're implenting something to attack with, think about it in both victim's and your viewpoint first.
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Re: Sidearms please! (all classes)

Postby Gorman » Thu Jan 19, 2012 12:00 pm

BrosephRadson wrote:Intel and enemy spawns are in the open. Must cap intel to win. Enemies die and respawn. There is a perfect, and rather common example of a situation in which a sidearm would be useful.

Please use cover in the future, and don't expect anything to be implemented that will help you spawn kill/trap.
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Re: Sidearms please! (all classes)

Postby BrosephRadson » Thu Jan 19, 2012 1:42 pm

Ok, youre trolling. Reported.
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Re: Sidearms please! (all classes)

Postby lehma18 » Thu Jan 19, 2012 4:09 pm

Gorman's just trolling, so ignore him. If a sidearm is added, it can't be completely useless. It can't be too good either. I suggest damage of the SMG and slightly faster firerate than the rifle.
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Re: Sidearms please! (all classes)

Postby Stiivais » Thu Jan 19, 2012 7:05 pm

If by sidearms you think of a secondary weapons slots with such items like:
1.Grenades,
2.Medkits,
3.Ammopacks.
Then i support the idea, but if you mean a pistol or something, then no.
You have to conserve ammo for a reason, because in real life you dont go spraying bullets around as much as you please.
This is the same, as giving players unlimited ammo, because this would greatly imbalance the game.
Ammo packs, on the other hand would be nice, but sidearms, im contra...
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Re: Sidearms please! (all classes)

Postby BrosephRadson » Thu Jan 19, 2012 7:36 pm

Once again, it has nothing to do with conserving ammo. Now, yes, some players will spray all their ammo away and use the sidearm because they waste their ammo. But the reason we'd like it implemented has nothing to do with ammo management, as has been stated before numerous times. It has to do with specific yet common situations where you are overwhelmed by enemies and have little cover. Dont forget, in both major game types, the objective is in or near the enemy spawn.

It doesnt have to be powerful, but its nice to have a backup in a pinch. If everyone has one, it wont unbalance anything.

Maybe let players choose between the normal 3 grenades and a weak handgun?
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Re: Sidearms please! (all classes)

Postby billyHatcher » Thu Jan 19, 2012 11:55 pm

There should be some way to get more ammo/grenades/health besides dying and going to your base.

Maybe walking over a dead ally gives you health, and walking over a dead enemy give you ammo. Something like +30 health and one more clip, but it can't go above max.
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Re: Sidearms please! (all classes)

Postby CobaltAK » Fri Jan 20, 2012 2:40 am

Actually, I thought Ben promised us sidearms a while back... :/

Or, that was just a quote from Ben that was severely altered.
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Re: Sidearms please! (all classes)

Postby Gorman » Fri Jan 20, 2012 9:50 am

BrosephRadson wrote:But the reason we'd like it implemented has nothing to do with ammo management, as has been stated before numerous times. It has to do with specific yet common situations where you are overwhelmed by enemies and have little cover.

> common situations
Has never happened to me.

Lets reiterate over your suggestion;
- You say you want it to deal with when you have to fight many opponenets but have not the cover to reload
- You say it as nothing to do with ammo conservation

Ok, so lets try and find a suggestion that works out for everyone!
We need something that helps you make cover, and doesn't give you extra ammo. Hmm, I wonder what we could do...
Oh hang on a second!!! What about blocks? Oh yes, blocks! You can use them to build right? You could totally just build cover! Oh yes, this is getting good. What if our characters had some blocks that they could use to build cover (you could also build bunkers, or bridges or towers, but I'm getting a little ahead of myself). Hang on a second this sounds familiar doesn't it? Yes, I am pretty sure we already have blocks, don't we?

Please for the love of god, press 2 every now and then and build some cover. This is one of the core principles of the game, you CAN build. So PLEASE do.

BrosephRadson wrote:It doesnt have to be powerful, but its nice to have a backup in a pinch. If everyone has one, it wont unbalance anything.

Lets give everyone a nuke that destroys the entire map and everyone on it - don't worry, it won't unbalance anything since everyone has one!
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Re: Sidearms please! (all classes)

Postby AlexKirchu » Fri Jan 20, 2012 11:16 am

Gorman, I think part of BrosephRadson's point was that the objective is in the enemy base, i.e. the INTEL.

The Intel is usually heavily guarded, or in an open area. Anyhow, it'd usually be near where the opposing team's member's spawn. The map being played would also affect this. Now to retrieve the intel, often you'll have to break from cover, true right? Obviously if you could, you'd do it as stealthily and ninjally as possible, but sometimes the intel is just out in the open and it's pretty hard to build cover to it without being shot first. So I think his point here is that you might face many opponents when you're out of cover, and a sidearm would be handy for a last one or two shots to deal with an opponent rather than reloading and then being shot by that one last person.

I'm not particularly for or against sidearms, they seem to have a purpose but personally I don't think the game lacks without them.
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Re: Sidearms please! (all classes)

Postby troyboy152 » Fri Jan 20, 2012 11:22 am

Just don't run onto a battle field with no cover... or just strategically create cover... problem solved.

No need to have side arms really, that's the beauty of AoS, it encourages tactics rather then running and gunning like most FPS's. I would think that pistol side arms would probably encourage running and gunning, more over the usual reason for switching to a sidearm is to gain 6-8 extra (yet weaker) bullets to your mag (ill admit i do it ALL the time in COD WaW). But that's the beauty of AoS, if your smart you wont need the extra 6-8 bullets. You should just keep a position where you have plenty of time to reload... and Voilà! problem solved.
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Re: Sidearms please! (all classes)

Postby Gorman » Fri Jan 20, 2012 12:13 pm

AlexKirchu wrote:Gorman, I think part of BrosephRadson's point was that the objective is in the enemy base, i.e. the INTEL.

The Intel is usually heavily guarded, or in an open area. Anyhow, it'd usually be near where the opposing team's member's spawn. The map being played would also affect this. Now to retrieve the intel, often you'll have to break from cover, true right? Obviously if you could, you'd do it as stealthily and ninjally as possible, but sometimes the intel is just out in the open and it's pretty hard to build cover to it without being shot first. So I think his point here is that you might face many opponents when you're out of cover, and a sidearm would be handy for a last one or two shots to deal with an opponent rather than reloading and then being shot by that one last person.

I see that, but I also see that you are NEVER forced to move out of cover, you can always just build more cover.

Having a sidearm won't stop you getting shot, so even with sidearm if you don't want to build cover (seems lazy and silly to me, but whatever) then you will still have to dash inbetween cover and the intel, so it still makes no sense.
Adding something to deal with "just the last one or two" is kind of silly if you think about it, that is what the last one or two bullets are for. Should we add a tertiary sidearm to deal with the last one or two if your sidearm runs out of ammo?
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Re: Sidearms please! (all classes)

Postby BrosephRadson » Fri Jan 20, 2012 1:34 pm

Yeah, great idea. Let me just build a fort while theres 20 FUCKING PEOPLE SHOOTING AT ME FROM ALL DIRECTIONS. Fucks sake, pull your head out of your ass. Not every server / map / player / event in this game operates in your perfect little universe.

Also
>this isnt 4chan
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Re: Sidearms please! (all classes)

Postby Gorman » Fri Jan 20, 2012 2:09 pm

BrosephRadson wrote:Yeah, great idea. Let me just build a fort while theres 20 FUCKING PEOPLE SHOOTING AT ME FROM ALL DIRECTIONS. Fucks sake, pull your head out of your ass. Not every server / map / player / event in this game operates in your perfect little universe.

Also
>this isnt 4chan

Huh? Are you teleporting in to the middle of their base or something?

Or did you juts walk all the way across the map while never being in cover and then suddenly you think "darn I wish I had cover"?

I don't get how you can get yourself in to such a bad situation. How about when you leave cover you run to cover, OR build cover. That should be everyone's policy.
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Re: Sidearms please! (all classes)

Postby BrosephRadson » Fri Jan 20, 2012 2:14 pm

Facepalm.
Alright, from now on im just going to report your posts itt rather than replying.
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