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weapon models for cube?

by jen01 on 11/17/2004 02:46, 56 messages, last message: 12/21/2004 18:40, 27689 views, last view: 05/19/2024 00:53

i have looked in alot of the old threads and all the links to new weapon models don't work.

where can i find good weapon models?
polycount or whatever does not have any good ones and i waould like som realistic army type weapons, for a game i am making.

thanks lots...

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#17: RL

by Pxtl on 11/21/2004 23:48

RL is mostly useful as a midrange weapon. It fills out the gap between the SG and the sniper rifle. Maps with midsized rooms and lots of gaps, allowing you to shoot the player at midrange but making it hard to get up to point blank range are ideal uses.

If you're asking "what about the chaingun" - chaingun is the superweapon. Its always the best, except at absolute point blank, or obscenely monstrous long range (ie larger than 99% of cube maps). The chaingun makes up for this power by sucking ammo like a hoover.

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#18: ..

by jean pierre on 11/22/2004 06:49

ChainGun is more usefull then the Sniper Rifle It's Accurate is Very Good and Can hit from a Long Range the chaingun can do whatever the rifle do but better.

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#19: Re: ..

by Pxtl on 11/22/2004 08:16, refers to #18

At obscenely, stupidly, zoomed in long range I think the chaingun does disperse, and then the sniper is useful…. But I may be thinking of a different game.

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#20: Re: ..

by D.plomat on 11/22/2004 13:59, refers to #19

The chaingun doesn't disperse (i added that when i was playing with the 2002 source to avoid it being used as sniper weapon and give back the rifle some usefullness).

In the 2004 there is now some recoil that doesn't add dispersion, but makes it harder to keep vertical accuracy at very long range.

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#21: Re: ..

by Aardappel_ on 11/22/2004 21:23, refers to #19

the chaingun is 100% accurate. sorry, I have my own ideas about gameplay, and they involve skill over randomness.

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#22: Re: ..

by Pxtl on 11/22/2004 22:54, refers to #21

Oh. I'd understood it had a very, very thin spray, to give it a disadvantage at extreme range. So as it stands, the sniper rifle is totally 100% inferior to the chaingun?

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#23: Re: ..

by J-C-D-P-C on 11/22/2004 23:01, refers to #22

i think a single sniper shot does significantly more damage than a chaingun shot. I would say its only slighly inferior, because the chaingun can shoot bullets like a man at a weight watchers convention can sell donuts. :)

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#24: Re: ..

by sinsky on 11/22/2004 23:37, refers to #21

Yesterday while playing Diablo 2 I got into one of those situations that I don't really know how to describe. Well it felt good. I was walking around in the town and looking for items that would allow me to carry a more advanced weapon, in the end I had half of my inventory full of charms gathered "long ago, from all over" which I didn't believe could ever be put to use but didn't sell because I didn't need money and had room. In spite of all the inventory stuff I needed +1 strength and had checked every place in town but nowhere to get it.. only one place left. And there, the last item I placed my mouse upon, which I didn't really think possible, were some gloves with +1 strength. Comes to show that a good RPG is randomness over skill, stupidity over reason (I could have just saved my game without bothering with that weapon and all the time to search for +1 anything), and things like that.

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#25: ..

by Drakker_ on 11/23/2004 01:37

I agree Pxtl... nice summary of the weapons. :)

I think the chaingun would be more balanced with a 1 second delay before you can shoot (starting the rotation). In cube, 1 second is a lot. :)

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#26: Re: ..

by D.plomat on 11/23/2004 12:20, refers to #25

1 second would be way too much, and adding a delay would make it useless, by disallowing using many short bursts, it'd basically allow only prepare to fire all ammo somewhere you believe there will be someone one second later.

With the added recoil, Aard made the chaingun less suitable for sniping without adding spread that would be more "fire vaguely in the whole and excpect to make some lucky shots". IMHO there should be just a bit more recoil, as it's still suitable for medium-long range... but i totally agree in that solution is better than adding randomness

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#27: Hm.

by Pxtl on 11/23/2004 14:29

I always found that a tight cone of scatter (like in Doom) was a good approach for chainguns. At any sensible range you can keep the entire zone of scatter within the target, meaning it can be pretty much ignored. All scatter really does is mean that its less effective at extreme range. At any rate, the fact is that nobody ever, ever uses the rifle unless a) they're out of good guns, or b) the map doesn't have chaingun ammo. That seems a shame.

After all, nobody complains about the randomness of the shotgun, but when you fire it at midrange there's a gamble there too.

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#28: Re: ..

by Aardappel_ on 11/23/2004 16:33, refers to #26

yes not all guns in cube are equally powerful, and the chaingun is definitely _on average_ the most powerful. There's nothing wrong with this, I always preferred there to be a bit of an imbalance (like in quake 1 / doom 2, unlike quake 3 where everything feels equally pointless).

the rifle is certainly more useful in some situations than the chaingun... if someone is moving quickly between occluders at distance, you will only really get one shot in. The rifle is more useful there. And with Cube's client side hit detection, the rifle is easier to use than any railgun. But yes it still requires skill.

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#29: Aard...

by Pxtl on 11/23/2004 16:44

please don't interpret my distaste for the power of the chaingun for having problem with it "requiring skill" - I just find it unfortunate that a lot of mappers don't seem to reckognize the power of the chaingun and just mix it into the level.

IMHO, both Q2 and Q3 had sensible approaches - Q3's failing was that the weapons were too functionally similar - the lighning gun, plasma gun, shotgun, and rocket launcher all filled roughly the same midrange niche - the shotgun wasn't a superpowerful superwide point-blank spray like in Cube, and the RL was very forgiving of close combat. I don't think it was "too well-balanced" at all. UT's weapons are also generally well balanced, but they're also much more varied, so the gameplay isn't as dull (or at least, the weapons don't make it dull).

Q3 had the approach that the superweapon was so far above and beyond the normal weapons and so impressive that it made it dead obvious to the mappers how (and if) they should use it in mapping.

Q2 had a larger variety of weapons, meaning that having a power spread made sense. In Cube, with only 4 pickup guns, having the one at different level seems to break its simple spread.

I guess its just an ideological difference.

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#30: Re: Aard...

by Drakker_ on 11/24/2004 02:15, refers to #29

By mapping I realised that it's really the mapper's problem to balance the weapons though. If you want a super weapon, you should have to hunt for it, it means that mappers should put the bullets in "risky" spots, and have the chaingun a "reward" for taking risks.

I'm working on a map right now that has very few chaingun ammoes (2 packs actualy...) but rifle ammoes everywhere. Instead of running out of ammoes and switching back to shotgun, players often end up switching back to the only weapon they caneasily grab ammoes for, that's the rifle. I'm still testing it, but I think it's fun so far. Once in a while, a player starts firing the chaingun like mad, it means that 1st, he has taken great risks, 2nd, he's been alive for a while. Sound like a good reward to me.

The problem is, that most of today's map have easily grabbed chaingun ammoes, instead of "awarding" them for risks.

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#31: This is your game Aard

by jean pierre on 11/24/2004 06:49

If you want to make ChainGun taken by risks is good but make rocket launcher ammos taken by bigger risks becouse rockets are even more deadly but the shutgun is the most deadly weapon on Cube cause you can kill with 1 hit unless of-course you have the Quad you would shoot the enemys like Ball's.

QUAD + Shutgun or better RL is Fun to shoot the enemys on walls just like balls woohoo.

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#32: Re: This is your game Aard

by D.plomat on 11/24/2004 13:44, refers to #31

The Quad is the most powerful when combined with the chaingun, Because you use a lot less ammo for a kill, you can make 3-4 frags with only one box.

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#33: ..

by jean pierre on 11/24/2004 14:25

No,The RL is the most powerfull weapon with Quad if enemys are cosy near other and ur at a high place and Quad + RL to the center of the cosy enemys ul leave 1 or 2 or nothing on that area but not on multiplayer where everyone moves.

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#34: Re: ..

by Pxtl on 11/24/2004 14:51, refers to #33

Too easy to kill yourself with quadded RL, and imho the RL is always inferior to the chaingun. imho, the only weapon better than the chaingun is the shotgun at close range.

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#35: ..

by makkE on 11/24/2004 18:48

Jean Pierre, maybe you haven´t yet realized that Yes, this is Aards game.

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#36: ..

by CK|Davros on 11/25/2004 17:34

I guess aard and drakker are right, it's down to the mapper to balance the weapons.
A big improvment, imo, would be a way to add custom maps to the map list, so custom maps get played online..

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