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The Ultimate TTT Weapon Suggestion Thread.


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145 replies to this topic

#41 Badgers

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    imgay

Posted 14 April 2012 - 12:56

I remember a silenced sniper on a server I was on before. They ruined it by overcompensating, making it stupidly inaccurate at long range. A decreased clip and lowered rate of fire would be very good. It could even have a scout skin, with nothing changed, for extra super stealth metal gear shh secret.
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#42 Danbready

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    The Irish Guy!

Posted 14 April 2012 - 13:14

I want manhacks back...

I know they caused an immence amount of lag but how about.

- Reduce the amount produced. Have about 3-4.
- They can't be destroyed

The reason they shouldn't be destroyed is because we want people to disperce from an area when they are planted, not go after them trying to destroy them... It will give the T a chance to move.

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#43 Badgers

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    imgay

Posted 14 April 2012 - 13:18

Would it be possible to restrict their movement?
A max diameter of movement?
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#44 Psycix

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Posted 14 April 2012 - 14:07

Manhacks are coming back.

LDT is LDT.


#45 FRAG

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    Not your normal S'H'A'R'K

Posted 14 April 2012 - 14:12

Indeed they are :)

I'm getting a lot of talk about the silenced sniper, would this be a weapon people would like to see as a T item?

Should I add it to the development pile then?

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#46 Metadone

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Posted 14 April 2012 - 14:14

Manhacks are coming back.


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#47 Badgers

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    imgay

Posted 14 April 2012 - 14:19

Yeah, Frag. T item only, sounds awesome. :D
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#48 Attacus

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Posted 15 April 2012 - 12:41

Woop woop woop.

I've got another smaller discussion to add:

Force Weapon Update?


Pushing people is fun. The Newton Launcher has been reworked, nerfed again, etc. and is still mainly a just for fun weapon.
Because you have to be in the line of sight, fire a projectile and it's very easy to spot.

A discombobulator nade is much stealthier and just slightly less precise.

The throwbar is simply crap, lets face it.

Here is my suggestion:

- Remove the throwbar. Only noobs buy it and then they dunno what to do with it...

- Add a modified shotgun that is Ts only. It looks exactly the same as a normal auto-shotgun. On left click it does the same force push as a crowbar would do with a bonus 20 damage and consumes 1 ammo. On right-click you push just as hard as a newton launcher fully charged would do but you loose 2 ammo. The gun itself comes with 2 shots but you can pick up spare ammo (shotgun ammo) and increase the spare shots to a maximum of 6+2.

- Add a trapmine. Not the ones that explode. NO. Trapmine has not much to do with tripmines. It's basically a not so easy to see, flat mine that is placed on the floor. When a player touches it, he gets PUSHED into the direction he is facing. So whenever somebody walks over the trapmine, he gets pushed forward with quite some force. Obviously this is the most tactical T weapon ever. But imagine all the fun!
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#49 TwoMike

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Posted 15 April 2012 - 13:57

- Add a trapmine. Not the ones that explode. NO. Trapmine has not much to do with tripmines. It's basically a not so easy to see, flat mine that is placed on the floor. When a player touches it, he gets PUSHED into the direction he is facing.!


Ooooh, I like this idea. However, the mine could throw them in the direction that the T put it down facing, so that the T could aim the projection to make it towards a high fall and it isn't a thing of luck if the person falls off.
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#50 Psycix

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Posted 15 April 2012 - 13:59

I agree, but I would make this adjustments:
-Drop the ammo idea, replace with "energy" that slowly recharges again.
-Left click works just like newton launcher
-Right click sounds FUS RO DAH and pushes everything in a cone


Trapmine sounds fun, perhaps it could even be used on yourself to get somewhere quickly?

LDT is LDT.


#51 Badgers

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    imgay

Posted 15 April 2012 - 14:01

I was recently thinking about I think it's called a "translocator" from UT.
You fire a disc and teleport to it. I thought that'd be really awesome, although I was trying to think of ideas to balance it.
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#52 TwoMike

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Posted 15 April 2012 - 14:21

I was trying to think of ideas to balance it.


I like this idea, and you could balance it by having a HUGE sound when it is used. Also, if the T shoots the disc, but doesn't use it before a detective has come to it, it could have DNA on it. However, what would become of the teleporter? :/
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#53 Badgers

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    imgay

Posted 15 April 2012 - 14:25

Teleporter can mark a place and save it. You can teleport through a wall.
Translocator has a small/medium range, but can't go through walls.
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#54 ErLite

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Posted 15 April 2012 - 14:31

The translocator's projectile in UT has a slight trail, so it's easily spotted after being shot.
And you see a shitload of particles flying around when you actually teleport with it.

That would work just well, but I don't know if one would even be that necessary.

#55 Badgers

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    imgay

Posted 15 April 2012 - 14:32

With it, you can get on top of roofs and things. However, it should leave a permanent trail, kind of like a visualiser effect.
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#56 ErLite

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Posted 15 April 2012 - 14:35

Would be really abusive don't you think, a lot of exploiting could be done.

#57 Hardcore Bob

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    I am the one who knocks.

Posted 15 April 2012 - 16:43

How about a one-time use point-and-click teleporter?

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#58 Badgers

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    imgay

Posted 15 April 2012 - 16:45

That seems ok.
It'd need a fuck ton of testing on all maps to make sure it's not madOP.
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#59 TwoMike

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    Kiddy Fiddler

Posted 15 April 2012 - 17:20

Also, people could use it for exploiting. (Getting outside the map).
The safest guy around.

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Steam ID: Twomizzle

#60 Wazzamaniac

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    The moose man

Posted 15 April 2012 - 17:23

Would be really abusive don't you think, a lot of exploiting could be done.


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