76

Re: Post Your Weapon Suggestions Here.

Dreamy wrote:

-Picking up hearts (life) could turn green hearts into healthy hearts before adding new ones (starting from the left). That way a single heart would save you from poison death, while at the same time poison could be used too prevent your opponent from healing.

I agree with you, I'm not sure that poison is the way in teewars, but if, I would like to give my 50 cent.

Maybe poison only should remove 5 hearts over a specified time, but only down to one heart so that you cannot die from it, and preventing from picking up new hearts.

77

Re: Post Your Weapon Suggestions Here.

I like the idea of a powerup that gives you infinit ammo for the gun for, say, 15 sec.

Used to be very active waay back

78

Re: Post Your Weapon Suggestions Here.

A other sword, axe, moonstar or speer.
Respantime: 45s.
Damage: 5
Have it: 20 s.
Attack: so with hammer.

Kämpfe mit ehre,
töte im Schatten,
verstecken am Tag.         made by (SKT)

79

Re: Post Your Weapon Suggestions Here.

teetow wrote:

With all due respect, nealz, I don't think you've quite understood the basic design of Teewars.

Teewars is not Worms, and we actively want to stay away from "gag-weapons" such as exploding sheep or banana bombs. Worms aims at being unpredictable, absurd and somewhat luck-based -- Teewars is, ideally, none of those things. Maybe it's the cutesy cartoon-like design that confuses you. The closest description, like we've mentioned earlier, would be "Super Mario Quake" in that it's primarily focused on rapid, multiplayer shooter action with high maneuverability.

That said, the heart-thrower and the baseball bat are interesting notions; I certainly have no opposition against tactically relevant "one-shot" weapons, or adding weaponry that only makes sense in team play. I doubt, however, that the quick pace of Teewars lends itself to Tribes 2 / ETQW / Team Fortress-style "pin down and heal" gameplay. Just die, respawn and get revenge smile

Thanks for all the suggestions so far, keep 'em coming smile

A few posts up on the last page I suggested keeping the game concise, tidy,
and without any luck/random-factors. That's still the oppinion i'm on, reread it. What
I thought of writing "This would fit the Humor and weiredness of the Teewars/Worms-Style."
was, that the optics of the put-up cowboy hat and the change of the outer appearance
of a tee using the item would fit the games humor great.
Actually a very high rate of fire with the pistol already leads to a bit of chaos right
now and you're right saying the inf rounds for it wouldn't suit. Thinking about twice
it is better cancelling that idea.

The use of Shard/Heart-Thrower could maybe really seperate the men from the boys when
it would later come to "more serious competitive (team, e.g.CTF 4v4..gaming)".

80

Re: Post Your Weapon Suggestions Here.

I agree with nealz about the "Cowboy-powerup" (if I get him right). A simple powerup that gives you infinit ammo, or peraps doubled or tripled reloadtime, but in other ways leave the propertys of the gun unchanged (besides the fact that you can't switch away form it of corse), so the damage and vilocity of a bullet is still the same, and so on.

Used to be very active waay back

81 (edited by Pepperoni 2008-01-02 17:47:49)

Re: Post Your Weapon Suggestions Here.

a mace would be pretty fun!
maybe something like this:
(i suck at drawinG&stuff)
http://i168.photobucket.com/albums/u183/mastahacka/Mace.jpg

the part where the rope is should swing.
I think its best to let this weapon have high damage, but slow movement.
Maybe also slow your tee down? because its a heavy weapon?

Never argue with a fool, people might not know the difference.

82

Re: Post Your Weapon Suggestions Here.

i think it is maybe cool if every skin have a special power

83

Re: Post Your Weapon Suggestions Here.

Teeminator wrote:

i think it is maybe cool if every skin have a special power

The purpose of skins is that your look should be somewhat personal. Even if special powers would be balanced enough too maintain the variation, I think it would be bad since people would then choose skin for the power rather than for what look they like.

84 (edited by Kno 2008-01-04 18:24:28)

Re: Post Your Weapon Suggestions Here.

http://img4.imagebanana.com/img/msiazsr/mine.PNG
It explode if an other Tee touch it.

85

Re: Post Your Weapon Suggestions Here.

sniper rifle = 10 dmg
ninja = 9 dmg

I don't thing so.. neutral

ninja

86

Re: Post Your Weapon Suggestions Here.

Battle Rifle

HI!
What about a battle rifle like the on of halo 2 !?!
With 3 shots each time and every hit 1 health?
It would be much better then the normal pistole or ?
and hey matricks this game is AWESOME! thank u teewars team !
(How did u do this xD) CYA [TS]Tee-Bone[GLL]

Ultimate TEE-DANCE   YAY
(>^^)> ^(^^)^ <(^^<)

87 (edited by munyul 2008-01-06 18:00:15)

Re: Post Your Weapon Suggestions Here.

Lightning Gun

This weapon does pure damage, meaning that the lightning goes through a players armor to damage the player. So, if a player has 5 armor points and gets hit by the lightning, then they do not loss any armor at all, but they lose X life points!

To balance out the weapon, it would only have 5 rounds ammo and a short but wide damage range...

This would be more interesting, rather than another basic high damage weapon (ie sniper)!

@pepperoni, nice mace smile  would also be a nice idea as a "super hammer".

88

Re: Post Your Weapon Suggestions Here.

ammo is 10 with every weapon ... -.-

but how about pistols akimbo? u take up a second pistols and have 10 shots akimbo then the pistol returns to the standard with reloading ammo

kann nix kann alles
irc: fedeago_UTzone
teelove

89

Re: Post Your Weapon Suggestions Here.

kan³ix wrote:

ammo is 10 with every weapon ... -.-

Look at the screen, ammo is not fixed, health and armor is fixed, not ammo!

Think outside of the square you live in!

90

Re: Post Your Weapon Suggestions Here.

Double Pistole with 15-20 ammo.
Damage: 1 Hit -1 DMG

91

Re: Post Your Weapon Suggestions Here.

another meele weapon that actualy has a chance of destroyng ppl with ranged weps, like another sword mace ect.

92

Re: Post Your Weapon Suggestions Here.

dodgeme wrote:

another meele weapon that actualy has a chance of destroyng ppl with ranged weps, like another sword mace ect.

I dont know about you, but i regularly sqwat people with ranged weapons. combined with the hook the hammer is a deadly tool smile

93

Re: Post Your Weapon Suggestions Here.

I think it would be nice if every skin had his own weapon for the short distance (like the hammer)... only the look schould be different... the damage could stay the same

94

Re: Post Your Weapon Suggestions Here.

Noah wrote:

I think it would be nice if every skin had his own weapon for the short distance (like the hammer)... only the look schould be different... the damage could stay the same

Thats an interesting idea... Maybe the hammer weapon could be selectable in the settings menu. Each player could select their hammer weapon to be used. The damage would always be the say, just the look would be different.

- Hammer
- Mace
- Numchuck
- Axe
- Nightstick
- other?

95

Re: Post Your Weapon Suggestions Here.

munyul wrote:
Noah wrote:

I think it would be nice if every skin had his own weapon for the short distance (like the hammer)... only the look schould be different... the damage could stay the same

Thats an interesting idea... Maybe the hammer weapon could be selectable in the settings menu. Each player could select their hammer weapon to be used. The damage would always be the say, just the look would be different.

- Hammer
- Mace
- Numchuck
- Axe
- Nightstick
- other?

Or maybe it should be a "hammer" power-up or upgrade, everytime you pick it up your "hammer" becomes a little better in some way? like faster/more damage/longer range or something. Of course these power ups dissappear when ou die.

96 (edited by munyul 2008-01-07 21:53:08)

Re: Post Your Weapon Suggestions Here.

jangs wrote:

Or maybe it should be a "hammer" power-up or upgrade, everytime you pick it up your "hammer" becomes a little better in some way? like faster/more damage/longer range or something. Of course these power ups dissappear when ou die.

That would just promote camping of the item in an attempt to get the max upgrade as quick as possible.

I'd rather see the base weapon being selectable in the settings menu, this way you would have the added fun effect of seeing Tee's running around with various weapons ... would look kewl!

97

Re: Post Your Weapon Suggestions Here.

I really love HEADZOTS idea,double pistol.Probably cause I love pistol smile

This is your first and last meet with my gun...   R3ynolds--->Black Wolf.

98

Re: Post Your Weapon Suggestions Here.

Lightning Gun

To further pimp the idea...

http://www.munyul.com/t/lightninggun.jpg

Theoretical specifications:

Range: 8 tiles (max of 18 tiles*)
Damage: 3 life (max 6 life in 3 hops*)
Rate of fire: Slightly slower than the rocket
Ammo: 5 rounds

* If the lightning hits a Tee it does 3 life points damage, then travels through the Tee and hops (jumps) to a random (nearest) Tee within 3/4 (6 tiles) of the original range and hits the next Tee for 2 life points damage and then jumps a third and final time to the nearest Tee within 1/2 (4 tiles) of the original range and does 1 life damage. If three Tees are hit that is a max of 6 life damage per shot (3 + 2 + 1 = 6) over a maximum range of 18 tiles (8 + 6 + 4 = 18).

Therefore, per pick up a theoretical max damage of 30 life (5 rounds * 6 life) is possible.

Question: Should the lightning be allowed to jump back at the shooter? If no, why not? If the lightning could jump back at the shooter, it would make players low on life think twice before using it!?

99

Re: Post Your Weapon Suggestions Here.

Very nice .

100

Re: Post Your Weapon Suggestions Here.

Blow Pipe

Theoretical specifications:

Range: Same as Shotgun
Damage: 1 to 10 life (over X seconds, 10?)
Rate of fire: Same as Lightning Gun (further pimping wink)
Ammo: 5 poisoned darts

Several points about the Blow Pipe.

1. If the targeted Tee has any armor then the dart has no effect!
2. If the poisoned Tee collects any hearts (even just the one) while poisoned, the poison effect is instantly stopped!
3. If a Tee is already poisoned and gets hit again, the 2nd dart has no effect! Poison is not accumulated.
4. If a Tee is poisoned the players hearts displayed top left should become green and his/her Tee should glow green - any sort of visual effect so that others can see that player is poisoned.
5. When firing this weapon the Tee holds the weapon so that it looks like they are blowing through the pipe wink