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What MotS, and JK weapons would you like to see modified in JO?


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Like the title says, what weapons did you find over powered, to weak, or just should be changed? How should they be implemented into Jedi Outcast?

 

I've always hated the seekers. They did the same damage as rail det.s did, but were sooooooo easy to use. If Raven puts them in the game, I hope they do about half the damage as rail detonators. That way, players who are skilled at aiming will have a reason to use them instead of seekers. And people who aren't as good with aiming will still have something to use.

 

The actual lasers of the blaster weapons (ie: bryar, ST rifle) should, IMO, travel at a much greater speed. That would make them alot more useful, especially against 'kangaroo' jedi :).

 

In MotS multiplayer games, I always hated the carbon gun, that must be the cheapest weapon in the game, if it has to stay though, I hope they make a few modifications on it :). Doors, boxs, and other objects should stop the little carbon particals from latching on to you. In MotS The carbon gun went through everything (including doors) and still froze everyone. So basiclly if you knew where someone is, you just have to fire for 2 seconds and you get an easy kill. Also, I think the actual 'things' that make you freeze should move alittle slower, so the player with the gun would need to use a little skill, and lead their target.

 

This is probably more of a bug then anythng else, but just incase, I'll say it anyway. The land mines in JK and MotS would explode if a player passed by them, even if the land mines were on the other side of the wall. Now for those (like myself :)) who love to put landmines in strategic locations should have to worry about land mines exploding because a player happen to walk by them on the other side of the wall. Or, if the reason for that is because they're motion sensor, then allow players to drop the land mines, and turn off all the motion sensors. That way, it would explode through being stepped on :).

 

Just a few ideas to make the weapons better :).

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Guest digl

I agree with most of your comments

 

The 2nd fire of the conc could be improved

 

Maybe the DT weapon coming back?, nah, It woudlnt work in MP, Itd be like the BFG or the redeemer

 

The mortar from DF was cool, but I dont know If itd work in MP

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Hmmm, maybe digl, but I think both the Dark Trooper weapon, and the Mortar could be included easily.

 

The Dark Trooper weapon (in 1st fire mode) would have the slowest projectile speed of any weapon, that way you'd be forced to lead your target (and that's a good thing, since we don't want it to be to easy to use). There would be some very, very small splash damage, that way it would only effect people right next to it (not like the conc). The damage would be about as strong as the rail det, or maybe alittle weaker. But the rate of fire would be much faster. The 2nd fire key could be very limited in ammunition. Maybe have about the blast radius of a conc. With, perhaps alot less damage. In Dark Forces the primary purpose of the secondary fire on the DT was for freezing your opponent, and softening them up. That way you could get some easy hits in with the 1st fire key. Maybe it could be the same in JO.

 

I really don't know how the mortar would work.... It would act alot like the thermal det. Maybe (since the mortar 'arcs' when it's fired) it would be useful for hitting enemies hiding behind crates that are too far away for the thermal detonator to hit it. Ofcourse it'd have to be weaker then the thermal det, and maybe have a slittily slower firing time.

 

Anyway, I'd love to see the DT weapon come back :).

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I say have these weapons in the game

 

  • Blaster Rifle - same as JK
  • Thermal Detonator - same as JK
  • Fists - duh
  • Saber - double duh
  • Rail - same as JK, but no seekers
  • Crossbow - make it more bouncy
  • C Rifle - make it more balanced (smaller blast)
  • Dual Sabers - We can dream, cant we? :D
  • Carbo - just make it better....that's all

 

Notice....no mines. They suck. Period. And no, it isn't because I cant use them, it is because they are a waste of time, I see people lay down entire stacks of mines all over a level for 5 minutes, while everyone else is playing and having a good time. I can't possibly imagine how mines can be remotely fun.

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I assume you haven't played with mines on cargo ship then :). Mines are really, really fun, especially when you put alot of them in some place players like to camp (ie; conc spawns, surges). They are also fun in elevators, or behind pillars when people run by :).

 

I really hope the don't (assuming they do) lower the blast radius to the point of the rail det. If they did, then it would be inferior to the rail dets, and no one would use them. The rail dets do more damage and are faster. So the only thing the conc has going for it is larger blast radius, and more ammo.

 

It would be cool for the xbow to bounce around alittle more :). maybe, both the 1st, and the 2nd keys could have a charging mode. That would be neat.

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I want them to save everything kwup said except keep the mines they are awesome,and if you were good you knew carbo needed much skill to use right.

 

"Save The Concussion Rifles!"

conc.gif

edited to fix picture

 

[ June 05, 2001: Message edited by: DrIfTeR ]

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I'd have to say I'm with Kwup. Mines are neither a Jedi's, nor a mercenary's weapon. A true frag is to be there at the time doing the killing! :D

 

Mines subtract from that experience, you die with no chance to save yourself or get revenge.

 

Boot the mines, they aren't a Jedi's weapon.

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you are wrong, about the carbon gun shooting through objects. Here's how the carbonite gun works:

 

You have to keep a contant hit for 5 shots, if you miss at all it subracts from that total, so if you were to hit 4 pumps in a row then miss one, youd go back to 3 and then have to hit 2 in a row. If you stopped shooting, you automatically go back to 0.

 

The reason carb seemed to go through walls was because in order to make this gun work in mots, it had to be a local weapon cog and thus, the person freezing you was doing so on HIS pc not on yours, and once his pc said you were frozen, you were sent the info, and then frozen wherever you were. Because of the way this worked, If there was high latency in the game, you appeared to freeze through walls or over great distances, while in fact this was not happening.

 

Since JK2 is going to be server based and not peer-peer like mots/jk were... this problem would not exist with a carbonite gun in JK2.

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I can vouch for Cowb0y on how the carb works, most of the information comes from the carb cog itself out of the jkmres.goo.

as for weapons that i think should be included and force powers

 

1)Mines should stay they are useful if you arent a total newbie

2)Thermal Dets.. handy when out of ammo of other kinds or as a stand-a-lone if you can figure out the physics

3)st-rifle+scope... deadly if used in tangent with Force Seeing and the Map though with the q3 advanced engine and the probably level design which is common in most q3"ish" levels might not work as well as it did in MotS

4)conc and its "rail gun from Shadow Warrior" type projectile should stay.. secondary comes in handy in areas where you dont want to kill yourself and you have no time to switch weapons *not all of us play while having "always run toggled off" like some people*

 

further more i really dont care what some may call "a true jedi weapon" in multiplayer i hope there is a selection of personalities like there was for MotS. i know some my not like versitility or change but they need to get use to it.. guess thats why people in Jedi Knight still play the same 4 settings for the past 4 years.. fear of learning something new. when there are the same 4 settings + 4 more personality types to learn in mots. thank you for your time and i hope the Jedi Knight 2 creators actualy read this forum and take the suggestions seriously because these are the people that will be playing the game speaking.. that includes.. experienced players.. players that think they are experienced *cough Silent Thunder* and players that dont know a thing about the game but would like to put their input in as well.

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The MotS Zoom Scope; It should do 'regional damage'. You shoot a trooper in the head, instant death. You shoot a trooper in the leg, he should hop around, or fall. Not another 'instant death' like MotS. I love them sniper weapons.... :p

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I would like

Bryar- much more powerful.. but slower ROTF sabre blocked mid-long range

ST- med rotf, close combat weapon can be blocked

sniper blaster, can be blocked.

bowcaster mid-short range blaster

blasters all do a ton of damage. more then any other weapon.. but can be blocked. ie sabrest beats st user, but a conk user beats a sabrest

 

Conky lower damage more push, cant be blocked

Rail dets, can be guided with throw, sticky rails are a *MUST*

Thermies, powerful, can be guided with force throw.

 

Sabre, can block all blasters.

 

Mines. a must.. mines are good for tactical play and really are easy to avoid if good.. make them more deadly tho.

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I would Like to See:

Bryar-Replaced by a Blastec dl44 (doubt that happen)

Strifle- same but not as ammo hungry

Scope-Sniper rifle is a sniper rifle

Thermals-bigger blast radius, one did take out a At-AT

Flashbombs-Same

Bowcaster-Tooken out replaced by a new weapon

RailDet-Tooken Out Replaced by a New weapon

Mines-Stay this weapon is fairly Unique

Con Rifle-Stay Faster rate of fire slighty smaller blast radius, secondary fire range increased alot

Carbo-SAme but freeze rate slower

Seeker weapon-Replaced by a Reedemer Style weapon

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---Bryar pistol:. This was a good basic weapon. I never knew where it came from, anyone? If it was to return I would like to see it do way more damage, it was good because it was accurate but did hardly any damage.

---Stormtrooper rifle: This was a good weapon basic weapon, it had a high fire rate but a low accuracy as it went everywhere. Well balanced and returning as one of the new screenshots show. I think the sniper mode from MoTS should return. You zoomed and that was what JK was missing, but yeah it does need to have regional damage. If that makes a return I’d like to see it in the form of another gun. Remember when the trooper stuns Princess leia in ANH, I’d like to see that as secondary fire on the stormtrooper rifle.

---Thermal detonator: This was a good weapon, if used correctly it could take out multiple SP opponents. Its problem was that the blast radius was way too small. When Leia (disguised) threatens to use one in Jabba’s main room everyone winces uneasily you get the impression that its really powerful, but in the game its usefulness is kind of negated by how small its blast radius actually is. If it is in JK2 I would like to see it beefed up.

---Bowcaster: Pretty much useless, if it comes back I would like it to shoot on energy “bolt” like a medieval crossbow, but you could hold down the button to charge it up for more damage.

---Repeater gun: One of my personal favorites, everyone likes the rail gun or conc rifle because the lightsaber could not block them, but if used correctly this was, IMHO, very useful. I hope this makes a return.

---Rail gun: The rocket launcher of JK. What can I say, its pretty cool. Great to use against that saber wielding Jedi.

 

Stormtrooper Sniper rifle: As I said above I would like to see a sniper type weapon in JK2. Remember in some shots from the trilogy you would see a stormie with a rifle that was like 2 or more meters, it should look like that because those guns were clearly different from standard rifles. They should do regional damage as someone else suggested. The zoom screen and sight need to look a hell of a lot better as well.

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I'd like to see the Imperial Issue Blaster to be beefed up significantly. The speed and rate of fire were fine in multiplayer JK/MotS, but the primary fire damge was weak.

 

The crossbow really needs work. It should dish out real damage. It should be a hitscan weapon with a cool energy trail effect. Primary fire could be more like a shotgun-type weapon for those up close and personal encounters. Would be nice to have an effective shotgun weapon in a Star Wars game. Secondary bowcaster fire could launch a hitscan sniper bolt for ranged attack.

 

Repeater could also stand some beefing up. More damage per round, please. Maybe attach a thermal detonator launcher on it for secondary fire. That's something the Imperials would do. Instant combo machinegun/grenade launcher. :cool:

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Thank you COWB0Y, I wasn't sure exactly what caused the "shooting through walls". But the effect is still basiclly the same, right? I'll have to try that gun out alittle more.

 

Confed, I'm sorry if you feel offended my by my ideas.... Everything I said was from my own experiance. Not yours. The shooting through walls effect is something I noticed, and is something I'd like to see changed. I don't need to know what exactly is making that happening to know that it shouldn't be there.

 

I really hope Raven does go back to the classic Dark Forces feel. I haven't noticed anything that has lead me to beleive they are. What have you noticed (besides the ST gun), CaptianRAVE?

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Well, I don't mind if I see some of the same weapons return...but I would like to see some kind of modifications like those mentioned above.

 

I mean, JKII is supposed to be set about 14 years after ANH (according to that LEC chat)...and you can't tell me weapons tech just stood still during all that time. The old weapons should be tweaked, either becoming more powerful, more accurate, faster to fire, or have different secondary fire modes - or maybe even a third fire mode.

 

Other than that, there should be a significant number of new weapons to highlight the advance in time and technology.

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NO i repeat NO Weapon of mass destruction should be put into the game it totaly kills gameplay because everyone fights over it and some dork always ends up camping it.. im sure anyone that has actualy played UT knows that the Redeemer Campers are annoying as ....i think you know. i think the game needs to focus more on the Jedi Knight weapons maybe a mod or two of the existing ones and maybe 1 or 2 new ones but i beg of thee no BFG type weapons (BFG for those of you too young to remember is the Big F'ing Gun 9000 from the DooM series hehe) the idea of random spawn items might be an interesting idea.. to detur the "item timers" (people that time how long it is between spawns) these people are totaly lost if someone messes up their timing or are a better "timer" than they are therefor not as good as they make themselves out to be *cough dragonfire*. If every item were on a random spawn and never spawns in the same place twice.

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