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View Full Version : Weapon strengths


Yun
10-09-2004, 06:45 PM
Is there any way to make the blaster bolts stronger? the multiple shots required to take out a stormtrooper makes the weapons feel far too underpowered for my tastes.

Yun
10-11-2004, 12:11 PM
Anybody...?

kingguru
10-11-2004, 03:30 PM
As of right now its easier to swap units then weaps. Im sure in a few days a few of us can come up with weapon power altering but as far as player units I've not tested weapon power changes.

Yun
10-11-2004, 04:21 PM
Alright, cheers for the reply. I'ml ooking forward to the results, if any.:cool:

kingguru
10-11-2004, 04:33 PM
All weapons are interchangable. My last test was locals on maps, I gace ewoks lightsabers, wookies spears etc.. so far every weapon Ive tested on every map is interchangable.

subs0nic
10-11-2004, 05:17 PM
Originally posted by kingguru
All weapons are interchangable. My last test was locals on maps, I gace ewoks lightsabers, wookies spears etc.. so far every weapon Ive tested on every map is interchangable.

I'd be interested in hearing what you've discovered about the weapons, I haven't looked into them much so far. :)

Yun
10-31-2004, 05:56 PM
Has anyone made any progress in altering the weapon's stengths or the speed of the projectiles?

Emperor Devon
10-31-2004, 08:18 PM
I actualy think the weapons are quite powerful. It would be really cheap to have them otherwise.

Yun
10-31-2004, 08:23 PM
When did it ever take seven rounds from a carbine to drop a Stormtrooper? they're far too under powered.

Alegis
10-31-2004, 11:41 PM
Increase assault class blaster damage, and decrease vehicle HP. Now that would be an ace mod

rut-wa jodar
11-01-2004, 05:15 AM
Originally posted by Emperor Devon
I actualy think the weapons are quite powerful. It would be really cheap to have them otherwise.

It should not take more than 2 direct hits from a blaster, to kill an enemy,IMO

Emperor Devon
11-01-2004, 06:55 AM
That would be really cheap too. You're supposed to be just as powerful as your enemy.

Yun
11-01-2004, 08:37 AM
I'm assuming any changes made to the weapons would effect players and NPCs alike. So the balance wouldn't be tilted in either direction. It would just be a more realistic game.

TEXVINDICTIVE
11-01-2004, 09:27 AM
Look, I'm a modder. My Father was a modder. My mother was a modder.:cool:

Skins, textures, terrain. That's all good to mod.
But weapons should be part of a mod pack for a server/client package. If everyone is not going to be on a even playing field the game will stink for MP play. And if people are going to run mods, I think they should name it their on their room title. That's the way it was in UO.
Just my two cents: worth to the world.02/100,
net worth: priceless

Viiny :rolleyes:

subs0nic
11-02-2004, 02:20 AM
Originally posted by TEXVINDICTIVE
Look, I'm a modder. My Father was a modder. My mother was a modder.:cool:

Skins, textures, terrain. That's all good to mod.
But weapons should be part of a mod pack for a server/client package. If everyone is not going to be on a even playing field the game will stink for MP play. And if people are going to run mods, I think they should name it their on their room title. That's the way it was in UO.
Just my two cents: worth to the world.02/100,
net worth: priceless

Viiny :rolleyes:

I don't really think this will be an issue... if people want to change their weapon strengths in the client side to mess around in single player, fine, but I doubt they would be able to connect to a server that wasn't modded exactly the same way. Even if they could, the server wouldn't recognise their super one-hit-kill blaster, so when they 'killed' someone with it they'd desynch with the server and most likely be dropped out.

On the other hand, if the server was modded the same way, everyone would still be on a level playing field since they'd all have the new weapons.. hopefully we can get some modded servers running soon to see what can be changed server-side without having to change client files.