The Sniper Rifle and DXMP Weaponry

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Which would you like to see in DXMP?

The sniper suggested by [REN]UNDEAD
1
6%
Pump action shotgun
2
11%
A realistic amount of health (using mutators)
3
17%
Mountable turrets
5
28%
Vehicles (Multimovers or otherwise)
7
39%
 
Total votes : 18

The Sniper Rifle and DXMP Weaponry

Postby Josh_Stargunner » Thu Apr 19, 07 10:53 pm

Please discuss it here. Personally I believe the recoil on the sniper should be modified, and unscoped should do same damage as scoped, as well as making the reticle go a bit more wilder when you are moving.
Last edited by Josh_Stargunner on Fri Apr 20, 07 9:55 am, edited 2 times in total.
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Postby Magus » Thu Apr 19, 07 11:07 pm

Agreed. A little bit of inaccuracy would probably force players to have skill, as opposed to jumping around like nutcases to dodge bullets.
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Postby The RZA » Thu Apr 19, 07 11:14 pm

yea, dont make sense at all how scope adds damage... it's still the same type of bullet.
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Postby Josh_Stargunner » Fri Apr 20, 07 9:28 am

hehe, i really do not understand what they were thinking about when they did that... well i think rifle skill level should determine how fast the reticle locks down on your enemy, but not give you the ability to be sprinting and pull a headshot off.
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Postby synthetic » Fri Apr 20, 07 9:29 am

That would completely remove one skill element from the game, hardest part isnt how to aim with assault gun but how to move around with the damn scope and shoot with it.
Admittedly it makes no sense and this skill does little good for me in other games.

To prevent this to turn into even further unbalanced sniper fest id say

+ completely remove the crosshairs from sniper unscoped (AVP2 example)
+ make it kill instantly even if hit torso, or leave it with like 5-10 hp (sniper bullets are no joke)
+ modify the scope view so that it makes sense, not that you see whole screen. Could be bigger than in SP though.
+ alternatively add zooming option, but doubt its possible O_o
+ Recoil, yes, even with maxed skill recoil should be there and force the gun off the target (basically this would make no difference in actual gameplay as you need to reload anyway or switch to other weapon)
o i dont think with these changes made the reload time has to be increased or anything like that.
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Postby Josh_Stargunner » Fri Apr 20, 07 9:45 am

i like these ideas, however i dont know how you would actually get rid of the triple damage on the scope. is it in the code somewhere on weaponrifle.uc?
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Postby Siva » Fri Apr 20, 07 10:35 am

I think the idea with the scope was, In Deus Ex's world, if you're a trained killing machine like JC was, you could be alot more precise with where you placed your shots into an enemy, I.E you'd aim for their heart instead of the stomach, to cause maximum damage.

If you think about it that way, It makes alot of sense. I think If I got shot in my small intestine, it would hurt MUCH less than getting shot in the heart.
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Postby ~M3GG4~ » Fri Apr 20, 07 1:03 pm

All in the poll should be in Deus ex, i voted for Movable vehicles.
UT has them, and thats the same engine as DX, so is there gonna be vehicles in DX sometme?
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Postby clyzm » Fri Apr 20, 07 1:07 pm

Options 2, 3, 4 are already done by Hejhujka in Hardcore mod. He did make mountable turrets.

As for sniper scope zooming in/out, Hejhujka's done that as well.
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Postby Dae » Fri Apr 20, 07 1:31 pm

{DXS}Destroyer wrote:All in the poll should be in Deus ex, i voted for Movable vehicles.
UT has them, and thats the same engine as DX, so is there gonna be vehicles in DX sometme?

They share the same engine title, yet the engines differ a lot.
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Postby Alex » Fri Apr 20, 07 2:08 pm

~[A]Daedalus~ wrote:
{DXS}Destroyer wrote:All in the poll should be in Deus ex, i voted for Movable vehicles.
UT has them, and thats the same engine as DX, so is there gonna be vehicles in DX sometme?

They share the same engine title, yet the engines differ a lot.

Still, some vehicles are possible, such as a helicopter. I have already proven that by making one. But it wasn't really good, since the options are limited because of the engine.

And I think Deus Ex shouldn't be edited at all. Vehicles - No space for it in Deus Ex. Deus Ex is as it should be, it is balanced in it's own way.
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Postby ~M3GG4~ » Fri Apr 20, 07 4:47 pm

someone, or I could make a huge , massive map, with roads.
Not that hard.
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Postby Alex » Fri Apr 20, 07 4:48 pm

{DXS}Destroyer wrote:someone, or I could make a huge , massive map, with roads.
Not that hard.

And then what? All you do is drive drive & drive? Bit boring eh? As I said, it doesn't fit in Deus Ex.
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Postby ~M3GG4~ » Fri Apr 20, 07 4:50 pm

no.. actually it would be pretty fun..hoping in and out of cars, with other players, quite fun.
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Postby Spiderbot01 » Fri Apr 20, 07 5:36 pm

Needs moar LAW.
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Postby synthetic » Fri Apr 20, 07 8:13 pm

Longc[A]t wrote:Needs moar LAW.


I actually agree with Spiderbot's generic message here what regards the huge car map.
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Postby Spiderbot01 » Fri Apr 20, 07 8:29 pm

Iceworld is surprisingly playable with LAWs.
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Postby synthetic » Fri Apr 20, 07 8:34 pm

just replace the lam that spawns in middle with that neutron bomb or w/e that sg bomb was called.
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Postby Allan » Sat Apr 21, 07 5:24 am

Aquina$ wrote:i like these ideas, however i dont know how you would actually get rid of the triple damage on the scope. is it in the code somewhere on weaponrifle.uc?
WeaponRifle.uc doesn't have any code, save MP modification.

Set mpNoScopeMult to 1.0 and you're laughing. Same damage either way, scoped or not.
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Postby [FGS]ShadowRunner » Sun Apr 22, 07 12:45 pm

[REN]UNDEAD wrote:+ completely remove the crosshairs from sniper unscoped (AVP2 example)
+ make it kill instantly even if hit torso, or leave it with like 5-10 hp (sniper bullets are no joke)


I still think NoChanc had a point with the GODZ Rifle, its far more realistic, but it was a concept undeveloped. You hit a man in chest with a sniper bullet and he goes down... just a shame it killed 10 out of 10 times... a hit from sniper rifle should remove a mans ability to walk or run and probably stop him from being able to shoot too, a hit on torso or head... perhaps kill him, perhaps just mortally wound him...this aint 5.56 ammo, this is ammo that takes down deers and elephants...

Please make the DX rifle incapacitate a man with a head/torso shot... so he is forced to crouch and struggle to lift his weapon...

Also, it should be dangerous to use sniper rifles, ie scope-only like AWP in CS is a good idea...

I would suggest also, leave the DX rifle alone - like keep it like the scout in CS, and then develop a new rifle which is available simultaneously...
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Postby Professor Layton » Sun Apr 22, 07 1:08 pm

One doesn't die immediately from being shot in the arm however, which was the case in GODZ server.

Anyways, as much people like realisticness, it shouldn't be overdone. For example, do you really think there would just be a house with weapons everywhere, indestructable walls, unlimited weapons and ammo, and someone who you cant see who constantly restocks all lams and such?
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Postby synthetic » Sun Apr 22, 07 1:46 pm

i dont know who made that health bar mod but it was great, you could see where your teammates are even if they are going behind walls, not sure what was the range of that thing
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Postby Josh_Stargunner » Sun Apr 22, 07 5:47 pm

instead of modifying the damage of the rifle, it is an idea to go into mutators.ini and change the hitdamagescale or something like that. as for vehicles, usea basic one from a multimover, a bit like an elevator and as allan said, your laughing XD! perhaps you could expect one in Paris RPG?
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Postby Allan » Sun Apr 22, 07 6:56 pm

Clix­ wrote:Do you really think there would just be a house with weapons everywhere, indestructable walls, unlimited weapons and ammo, and someone who you cant see who constantly restocks all LAMs
You forget, most weapons don't vanish when picked up. Another sacrifice of playability vs reality... :(
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Postby Professor Layton » Sun Apr 22, 07 7:01 pm

Yeah. Using more reality is nice in some situations, but if you want to keep a playable MP, you surely can't have weapons as strong as in reality, as there wouldnt be much fun and the game would be only about being the first one to hit.
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Postby Allan » Sun Apr 22, 07 7:49 pm

Clix­ wrote:Yeah. Using more reality is nice in some situations, but if you want to keep a playable MP, you surely can't have weapons as strong as in reality, as there wouldnt be much fun and the game would be only about being the first one to hit.
*cough* CS. */cough*
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