Dual weapon
woody
SoCal Woody56 Join Date: 2004-02-14 Member: 26541Members
<div class="IPBDescription">Dual or multy purpose short range weapon idea</div>For close quarters combat something with some short range stopping power could really keep a marines hope alive espicaly when your swamped in some tight dark area when your backup decides there gona rambo off somewhere LOL .
Nothing with any long range or alot of ammo in the clip but something with some stopping power like dual pistols, dual mp5 . Even a dual sawed off shotgun or a multy purpose short range weapon (shotgun/flare or oneshot flame thrower) would be a fun addition.
<img src="http://www.kustomkarnage.com/images/dualweapons.jpg" border="0" class="linked-image" />
Nothing with any long range or alot of ammo in the clip but something with some stopping power like dual pistols, dual mp5 . Even a dual sawed off shotgun or a multy purpose short range weapon (shotgun/flare or oneshot flame thrower) would be a fun addition.
<img src="http://www.kustomkarnage.com/images/dualweapons.jpg" border="0" class="linked-image" />
Comments
<!--quoteo(post=1665734:date=Dec 30 2007, 03:10 PM:name=woody)--><div class='quotetop'>QUOTE(woody @ Dec 30 2007, 03:10 PM) <a href="index.php?act=findpost&pid=1665734"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->dual mp3<!--QuoteEnd--></div><!--QuoteEEnd-->
<img src="http://ezimp3.com/images/Flash_Mp3_player.jpg" border="0" class="linked-image" />
*BANG BANG BANG
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Even a dual sawed off shotgun<!--QuoteEnd--></div><!--QuoteEEnd-->
Try holding a regular shotgun one handed. Now try holding a sawed off shotgun with <b>BOTH</b> hands. If you don't break any bones, give me a call. My brother, who is a 6'5 240 pound personal trainer tried shooting a sawed off shotgun (just like a regular shotgun) he said he couldn't control it one bit. I doubt any human would have any hope of shooting dual sawed off shotguns.
Here is an example of a working dual hmg model for ns <img src="http://www.kustomkarnage.com/images/dualhmg1.jpg" border="0" class="linked-image" />You guys seem a little bored..Please try and stay on topic here I am not suggesting anything new here just suggesting something new for NS2 to make it as unique as NS ...thanks
if it was to be done, it would have to be done to suit the theme (otherwise i may turn into the Specialists Mod).
Like perhaps you can have dual pistols, but only if someone drops theirs near you, and when that pistol runs out of ammo you have to drop it because you can't reload two pistols at the same time...
Or only H.A. can carry two lmg's under the same circumstances as above.
It would only happen in the heat of the moment kind of thing <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> - it might be faster to pick up two lmg's or two pistols rather than reloading your HMG...
If marines ran around holding two weapons at once, it'd make the TSA look like a joke.
if it was to be done, it would have to be done to suit the theme (otherwise i may turn into the Specialists Mod).
Like perhaps you can have dual pistols, but only if someone drops theirs near you, and when that pistol runs out of ammo you have to drop it because you can't reload two pistols at the same time...
Or only H.A. can carry two lmg's under the same circumstances as above.
It would only happen in the heat of the moment kind of thing <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> - it might be faster to pick up two lmg's or two pistols rather than reloading your HMG...<!--QuoteEnd--></div><!--QuoteEEnd-->
Perhaps that is a way to inject dual weapons into the game without copying other game formats. Still I think a dual /multy purpose weapon would really help elevate NS2 . Reading the other threads there seems to be a direction for more things for marines to tinker with. Perhaps full time dual weapons are best left to plug-ins.
Nothing with any long range or alot of ammo in the clip but something with some stopping power like...<!--QuoteEnd--></div><!--QuoteEEnd-->
... a shotgun... which fulfills your scenario's demands. Other than to feel/look cool, what is the <u>real</u> purpose to an akimbo load out? Maybe if you're looking to carry more ammo before reloading, but then you would have to expect longer reload times (personally I wouldn't want to sacrifice the reload speed for more ammo). Other than more ammo, what is the tactical purpose of akimbo weaponry (esp. pertaining to NS)?
Sometimes, you just want to get John Woo, and with all the bouncing around to dodge skulks or some other life form, I find it odd that there would be objections to some more excitement in the action of NS2.
Bunny hopping makes less sense than Akimbo, yet there it is. Futuristic shot guns built by nanites that don't use clips, especially since we know auto shotties exist in our world's current tech, that makes less sense than Akimbo, but we have that. Same goes for the nade launcher. And then there is even more, like how the future can have a welder, phase gates, and portals - yet but energy weapons are not there, makes less sense than Akimbo, but "whoop" there it is. Heck, we have instant healing and ammo re-supply, but instant armor when nanites have just done that earlier...
Heck, it goes on and on. What do we expect from a free HL1 mod based on Sci Fi anyways?
And somehow Akimbo doesn't fit? Pure opinion.
IMHO, dual wielding is something a futuristic, space faring, military cyborg would do, which with all the nanites running through their systems, that is essentially what a Marine is.
I'm all for akimbo, just widen the cones on existing weapons for less accuracy, that should even aid that close quarter goal, and it would help the goal of just putting more ammunition down range at one time. Also, we could also see a cool move if you could track more than one target at a time with akimbo as well, perhaps that could be a targeting AI software upgrade the Commander could look into.
It might seem comical to you but it sounds like a lot of fun to me.
I highlighted something I found interesting, don't we already get this "comedy" in NS1, where we see 'bunny hop' and 'air control'? There is already some emphasis on the acrobatics it seems, where Marines use a jump to make distance to dodge the skulk bites and turn and put bullets in the poor skulk - only thing is, it lacks cool animations to go with the bullet ballet.
The bunny hopping in NS1 wouldn't bug me near as much if there were dives, rolls, and flips. If done right, it looks cool, if done wrong like it currently is. Am I the only one who thinks bunny hopping looks like the Marine has an invisible pogo stick between their legs? Very silly.
I think you only wish the Marines were a structured military, with use of movement under fire, breaching tactics, flanking maneuvers, and use of cover... Sometimes it happens in NS1, but all too often, the game is really just a action packed sci fi adventure for a pair of Marines out for stroll through hostile enemy territory.
That atmosphere you are shooting for can be dull too if done wrong. I think we both just want a fun game, what is fun is a matter of opinion, so it happens that the more play styles you can stylishly support, the better off the game is. I think that is part of the appeal of NS1, it appeals to RTS and FPS gaming styles, stylishly. In some small ways, it appeals to other types of gaming as well, and IMHO, it could do it more so and more stylishly.
I really hope NS2 has better animations...
There are energy utilities in NS, look at origin, the drill laser. Although I'm sure it takes a huge power plant to operate it. Why use energy weapons - which take a nuclear reactor to power when you can use conventional gunpowder weapons which will offer way more of a kick for less money? I'm also sure that the HMG and the pistol are EM accelerated, sounds futuristic enough without being over the top starwarsish sound in space type of crap.
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->IMHO, dual wielding is something a futuristic, space faring, military cyborg would do, which with all the nanites running through their systems, that is essentially what a Marine is.<!--QuoteEnd--></div><!--QuoteEEnd-->
Just build one gun that performs the function of the two guns and it'll cost you less and it would aid aiming.
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->perhaps that could be a targeting AI software upgrade the Commander could look into.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yes, commander researched aimbots. I've been asking for those for a while now.
<center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/http://www.youtube.com/watch?v=Q7A55BOase4"></param><embed src="http://www.youtube.com/v/http://www.youtube.com/watch?v=Q7A55BOase4" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>
wow youtube's borked for me, here
<a href="http://www.youtube.com/watch?v=Q7A55BOase4" target="_blank">http://www.youtube.com/watch?v=Q7A55BOase4</a>
Energy guns... I don't like mattel toy guns so I don't know, don't really see a use for them, as long as they aren't as bad as the ones in the Halo games.
Does this address multiple targeting while akimbo with its greater inaccurate cones of fire or attempt to slander the idea?
When I was fielding the idea, perhaps I could have been more clear, I do not advocate aimboting, but rather detaching the cross hairs from the center of the screen so that there are two cross hairs for when akimbo, I wouldn't see this as separate from making the cones bigger on the akimbo weapons either.
Also, when I say larger cones of fire for akimbo, I do not mean shotgun, I mean a single shot or rapid single shots having a greater chance of having a wider overall grouping. Basicly, increasing the chances of missing in return for putting 2 bullets down range instead of 1.
With the two together, you don't even get a one target grouping, it ends up left side 1 bullet, right side 1 bullet. With over lapping cones of fire, it could be possible to have the bullets both near the center of the screen, but far more likely the bullets will be in much different quadrants of the screen. The more rapid fire, the less pertinent it will seem but no akimbo weapons should ever match the HMG.
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->If they even consider putting in dual pistols they should be an option, personally it would be better if they don't even consider it, too cartoonish.<!--QuoteEnd--></div><!--QuoteEEnd-->
Good implementation is always ideal. As NS1 stands now, it comes across cartoonish, IMHO. I want John Woo Bullet Ballet stylish and cool, increased chances of "Wow! Did you see that!" moments determined by players' actions and their skills with those actions - to be far more likely in NS2. I hope they do consider that.
Seems pretty spastic and unappealing. I'd take akimbo pistols and more stylish movement over that any old day, but I'm just an old school AHL player so what do I know? Carrying 2 pistols could just be a trooper's eccentricity that can't really be justified. His commanders could let him keep his little toys because they make him happy.
It seems for the developers that "just for fun" does not really cut it. Each ability and capability (other than the limitations and exploits of the engine) have a purpose. Look at the weapons and their "abilities" so far...
LMG - staple weapon, all other weapons compared to
Pistol - finer accuracy, smaller clip, semi-auto
HMG - highest rate of fire (automatic), larger clip, long reload
Shotgun - high damage, short range
I'm sure you can add some more qualities (good and bad) for each of those on your own. Of those on the list, what "new" abilities would you give the akimbo weapons? Your proposed dual cross hairs is different... but the shotgun already has the spread, though it doesn't have the range. But in a combat situation, will both my shots (one from each pistol) really register?
I guess... I'm not convinced that this idea would add anything other than a "oh cool" impression to the game.
It seems for the developers that "just for fun" does not really cut it. Each ability and capability (other than the limitations and exploits of the engine) have a purpose. Look at the weapons and their "abilities" so far...
LMG - staple weapon, all other weapons compared to
Pistol - finer accuracy, smaller clip, semi-auto
HMG - highest rate of fire (automatic), larger clip, long reload
Shotgun - high damage, short range
I'm sure you can add some more qualities (good and bad) for each of those on your own. Of those on the list, what "new" abilities would you give the akimbo weapons? Your proposed dual cross hairs is different... but the shotgun already has the spread, though it doesn't have the range. But in a combat situation, will both my shots (one from each pistol) really register?
I guess... I'm not convinced that this idea would add anything other than a "oh cool" impression to the game.<!--QuoteEnd--></div><!--QuoteEEnd-->
Thank you, those are good points.
I suppose the advantages of lesser accuracy, left/side quadrant cones would be much different depending on just what you are going akimbo with.
Perhaps there would be an advantage of cost. Maybe it would be an advantage of play style.
I think one real advantage of say, akimbo pistols, would be against multiple charging enemies. Not unheard of for skulks to rush enmass to take down an opponent. Another I can think of is the spread allows for covering fire as it overlaps with others cones of fire. But the best one I can think of is putting more ammo down range simultaneously from each hand.
Yes, this might seem like it does something similar to the HMG, but as the HMG is a late game situation, would an earlier less powerful version with a smaller combined clip to the HMG's bigger single clip, with perhaps a lower reload time. The cost and availability with out removing the option of the suppressive fire or devastating combined arms potential is there.
Ideally, if you can un hinge the cross hairs, and let the larger cones try slowly center on moving dual targets, that would present some very interesting options, if in combination with other team mates and their early weapons choices. A rambo (lone) marine with dual pistols might be at more of a disadvantage than if they used the LMG, but with a second player armed with an LMG, the dual pistols might be the difference in a multiple enemy situation.
For some reason I don't yet fathom, I find myself thinking about Lara Croft running, sliding, flipping, and rolling with her dual pistols...