Weapon Poll

Post » Wed Sep 01, 2010 6:54 pm

How the Guns Work?:

Blowgun: specific to the Operative class and is used to poison the enemy until a medic can cure him Ammo Limit: One Shot every 5 Seconds

Bayonet: Attaches to the end of your gun Ammo Limit: Resupply takes 6 seconds

Nun-chucks: Ability can only be used with pistol and does more than a knife but not enough to kill someone Ammo Limit: every 2 second

Spike-Bomb:Shoots out sharp objects after 3.5 seconds of time Ammo Limit:1 every 20 seconds
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Hussnein Amin
 
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Post » Wed Sep 01, 2010 5:56 pm

A knife is every 1 second... so why have it.. These seem just a bit over the top and not with the theme of brink at all except for maybe the spike bombs. but even then... caltrop grenades anyone?
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Heather beauchamp
 
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Post » Wed Sep 01, 2010 2:36 pm

A knife is every 1 second... so why have it.. These seem just a bit over the top and not with the theme of brink at all except for maybe the spike bombs. but even then... caltrop grenades anyone?

oops 2 seconds my bad
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kat no x
 
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Post » Wed Sep 01, 2010 12:32 pm

How the Guns Work?:

Blowgun: specific to the Operative class and is used to poison the enemy until a medic can cure him Ammo Limit: One Shot every 5 Seconds

Bayonet: Attaches to the end of your gun Ammo Limit: Resupply takes 6 seconds

Nun-chucks: Ability can only be used with pistol and does more than a knife but not enough to kill someone Ammo Limit: every 1 second

Spike-Bomb:Shoots out sharp objects after 3.5 seconds of time Ammo Limit:1 every 20 seconds

Bayonet??? They had bayonets in COD:World at War....OMG, how dare you try and make this game have anything resembles anything in a COD game. You want a Bayonette? GO PLAY COD!! Kidding man. I think a bayonet would be cool. Need to find a way to balance it out. If it is at the end of your rifle, maybe it does more damage than a melee strike with the rifle, but doesn't have the knockdown capability of the standard melee attack.

The spike bomb sounds cool. I don't see this being similar to caltrops at all. I see this having shapnel that shoots off in all directions. Wait...there's a grenade like this in Halo 3....stop trying to make this like Halo!.... :P

Not really buying the blowgun or nunchuks though.
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Luna Lovegood
 
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Post » Wed Sep 01, 2010 11:43 pm

Why would a bayonet have a resupply time?

Just have it as a weapon attachment (under barrel slot) that increases equip time (or whatever) and changes your gun butt to a knife attack (so, no knockdown but you do more damage).
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Roberto Gaeta
 
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Post » Wed Sep 01, 2010 6:27 pm

Meh, i would like to see new things besides just guns, something that takes a little more skill to use like said blowgun.
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Suzie Dalziel
 
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Post » Wed Sep 01, 2010 8:44 am

Bayonet is just about the only agreeable one, all the others seem unfitting or too obscure/abstract for the setting of Brink. :confused:
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louise fortin
 
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Post » Wed Sep 01, 2010 2:52 pm

You realize that a frag grenade is already basically a spike grenade right?
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LuBiE LoU
 
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Post » Wed Sep 01, 2010 3:30 pm

no to all.
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cheryl wright
 
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Post » Wed Sep 01, 2010 2:17 pm

None of the above-fail
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Izzy Coleman
 
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Post » Wed Sep 01, 2010 11:11 pm

I said no to all of them, except Blowgun.
Bayonet, meh, Idk, just not a fan.
Nunchucks seem really pointless. Do more damge than a knife, yet you can knife twice in the time it takes for the nunchucks to come off cooldown. Plus how could you wield a pistol and nunchucks efficiently?
Spike bomb is basically a variation on the caltrop grenade. Pointless.
Blowgun, not sure about this, but I agree that the Operative needs some kind of offensive buff and if there was anyway to do so, poison would be a cool way, hence why I voted yes for this. Would fit with the operative theme of being sneaky and such.
Dont think a blowgun would be a good idea, seems too tribal. Maybe even a syringe seeing as they are already used in game. For example, when you are disguised as the enemy team, you could inject an enemy with poison, but without breaking your disguise, but it would have a heavy cooldown, or even put a time limit on your disguise.
But I don't agree with the, 'poisoned until medic heals'. If the medic is afk or other side of the map or the team doesnt even have one or one of those self-tanking medics that only heals themselves, its just a matter of time until they are dead, and IMO, thats OP. It should be something along the lines of a time-based poison, or poisoned for 50% of regular health or 2 pips kinda thing.
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My blood
 
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Post » Wed Sep 01, 2010 12:31 pm

Why would a bayonet have a resupply time?

Just have it as a weapon attachment (under barrel slot) that increases equip time (or whatever) and changes your gun butt to a knife attack (so, no knockdown but you do more damage).

^ If the bayonette turned your "butt slam" into a "knife slash" then maybe (with usual detrimental effects to the gun).

Spike bomb: not sure I like it. Define it more.

Nun-chucks: Maybe an ability for light operatives that allow them to exchange their knife slash for a knockdown attack but then they could always switch to their primary and melee with that instead. Not really buying it.

Blow-Gun: Sounds interesting but I don't think it fits into the style. Not really buying it either.
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jesse villaneda
 
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Post » Wed Sep 01, 2010 10:56 am

I voted no to all but the bayonet.

They had pre-release screens and footage that showed bayonet attachments on guns, and having an optional attachment that lets the larger guns function as knife melee (but at a cost to equip speed, and maybe stability/accuracy too) would be quite cool. I'd probably never use it, but it's a good idea. No cooldown time though - that's just silly.

Also, unless every class is getting a new ability, I wouldn't approve of Operatives getting one - I love Operatives, and think they're fairly balanced as they already stand.

If there was a new ability along these lines though, I think the "Poison" option would be a good one - but make it interesting.

Poison: For the duration of the ability's cooldown, the poisoned target's health won't regenerate at all. After this time, the target has twice the normal delay before health regenerates, and this effect lasts until the poisoned player is killed, or given a Health Boost by a friendly Medic (ONLY the standard or upgraded Health Boost can remove Poison, not a revive syringe or any other Medic ability). This ability can be used without breaking disguise, but the character will perform a medic buff animation, without the usual effect showing which buff was applied. Cooldown should be 60 or 90 seconds. The Operative will earn XP for poisoning the target, and will additionally gain a small amount of XP for any damage done to the target (maybe 50% of normal damage XP, or less).
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Kristina Campbell
 
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Post » Wed Sep 01, 2010 10:05 pm

no one likes anything but Bayonet oh well
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Sammygirl
 
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