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Mah Ideas 1

Discussion in 'Ideas' started by ZapCrusher, Feb 15, 2014.

?

Are any of these ideas good?

  1. Yesh plz.

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  2. Hell No (Explain why in comments)

    0 vote(s)
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  3. Some are good (Tell me which ones need improving!)

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  1. ZapCrusher

    ZapCrusher Well-Known Member

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    Hey guys, Zap here, and I decided to do my first Ideas post, so here we go!


    Perks:

    Strong Arm: Strong Arm will allow you to throw items farther away, such as a nade's travel distance, this would also add a bit of time to how long they need to activate, because items such as a molotov would activate in the air when using the perk.

    Resistance: This would Make you NEAR immune to fall damage. You would still be able to die from a big enough fall.

    Double Tap: Increases Firerate by 35%. This would be good for snipers.

    Steady Aim: Increases hip fire accuracy by 33%.

    Fireworks: Increases damage people take from explosions by 37% Such as law and ray gun AOE.

    Switcher: Allows for switching class in game, can only be used once each game.

    Bandoiler: Allows for double lethals and tacticals. If there are no lethals and tacticals chosen, you will get 35% more ammo.

    Protection: Longer spawn protection, up to 6 seconds extra.

    Revenge: If you kill someone who killed you, you get 100% more xp.

    Hollow Points: Each kill you get, your bullets do more damage, each kill: 7% more damage.

    Second Chance: After losing all hearts, you are given a pistol, ( you keep your ks) you are given back 1/2 a heart and you can survive for 10 seconds. Great for finishing off a killstreak before you die.


    Tacticals and Lethals:

    Tactical Concussion Grenade: Slows down enemys near the grenade. Good for taking down a group. The slowness would last for 8 seconds and it would be slowness 2.

    Lethal Sticky Grenade: A grenade that when touched by someone, it clings on to them, it cannot be taken off, and It has a small AOE damage killing players around him. The grenade does not explode until someone touches it, after someone on the other team touches it, they will die in 5 seconds due to the explosion. This grenade can stick to walls, making it like a throwable c4 in some ways :stuck_out_tongue:

    Lethal Bouncing Betty: Another version of the grenade, but it can bounce off of walls! It will slow down in the air slower, so it can go farther, it is instakill and has a 2 block range.

    Tactical Decoy: When thrown, the decoy will generate two fake players, which will disappear when shot, they also look like the player who thrown them down, you get 2 of these each life.

    Tactical Poison Gas: Causes the poison and nausea affect for 10 seconds.

    And thats all of the ideas on my mind for now. Please comment what you think needs to be changed, and why.

    -The Cyclone
     
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    #1 ZapCrusher, Feb 15, 2014
    Last edited: Feb 15, 2014
  2. Flub888

    Flub888 Well-Known Member

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    Good ideas, Zap! Keep up the good work!!!
    Edit: Ninja'd
     
  3. Darkchaosknight

    Darkchaosknight Well-Known Member

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    I only have 2 problems.

    1. Protection is a no... For one it is OP in ffa and gungame. Also it makes it literally impossible for moderators to find hackers.

    2. Hollow Points is for one the same as stopping power and 2% is no damage at all...
     
  4. ZapCrusher

    ZapCrusher Well-Known Member

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    Thanks Dark, :grinning: Hollow Points: Damage over time, I guess ill put the damage up a bit, but its 2% per kill, so ill make it like 5%
    Dammit Dood, do you like stalk the forums or something ._.
    Also, How does it make it impossible to find hackers? Because most hackers i see are wall hackers :V
     
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  5. onepunchmeme

    onepunchmeme Well-Known Member

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    This applies to Strong Arm:
    Lethals and tacticals that are thrown, such as grenades and flashbangs, actuvate their fuse only when they touch the ground. That means it is impossible for it to detonate in midair. I confirmed this by experimenting. Therefore, you don't need to lengthen the fuse time.
     
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  6. ZapCrusher

    ZapCrusher Well-Known Member

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    This doesn't work for molotovs i think, but thank you for noticing Griffy. :grinning:
     
  7. Dathamier

    Dathamier Well-Known Member

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    excellent ideas. Double tap would be hilarious to use with the mini gun or the leman, Just think of all the carnage
     
  8. ZapCrusher

    ZapCrusher Well-Known Member

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    That's the point. And think of a dissa with that kind of... FAK NO (Runs)
    Hollow points for a sniper .-.
     
  9. Celx41

    Celx41 Well-Known Member

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    Strong Arm-Good for chunking grenades at survivors in infected or doing hail Marie's with your sticky grenade idea( Jolly's new challenge? XD )
    Resistance-Maybe change it to no fall damage. It's not like you jump out of buildings a lot while playing, so this still wouldn't be OP, plus that makes it more appealing.
    Double Tap-Great Idea, actually. Just worried about some glitches with the upcoming SMG's (Very fast RPM)
    Steady aim-Great idea once again. This would help to make weapons like the lemantation and skullcrusher even more versatile in combat.
    Fireworks-Good idea, maybe it should add a larger range of effect.
    Switched-Being implemented in the new update.(I think, feel free to correct me)
    Bandolier-Ehhh, so so.
    Protection-As stated above, major OPness in any FFA gamemode.
    Revenge-Decent idea.
    Hollow Points-Major OPness in any gamemode, but a great idea, so I'm all for it.
    Second Chance-This perk is in CoD, but I can't remember the name!!!! (good Idea)
    Concussion Grenade-Good Idea (suggested by me as well :smile: ) But it still would be a great implementation.
    Sticky Grenade-Good idea once again, definitely would have this in one of meh classes.
    Bouncing Betty-Eh, I know they have these in CoD, but really, who uses these? Good Idea, thoe, for those who like it.
    Decoy-You get two decoys and they both generate two bots? Maybe they only generate one bot.
    Poison Gas-Basically the same as concussion grenade, needs a buff.

    Hope you take this into account!
     
    #9 Celx41, Feb 15, 2014
    Last edited: Feb 15, 2014
  10. Jollyrancher22

    Jollyrancher22 Well-Known Member

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    I love these ideas :smile:! Good work Zap.
     
  11. BrawlerAce

    BrawlerAce Well-Known Member

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    Let's judge these ideas...
    Strong Arm seems quite balanced. Good job on that one.
    Resistance seems a little useless.
    Double Tap is too OP for guns like the Skullcrusher and the minigun. Should only work for snipers.
    Steady Aim has been suggested before, and was denied, I believe.
    Fireworks was suggested recently in a thread. It's under a different name, but has the same general idea.
    Switcher is completely useless. You can switch your class in the update as many times as you want, although the change takes effect when you respawn. Perhaps a way to edit your classes ingame for 1 round only?
    Bandolier seems pretty good. Not much I can say about it that's criticism.
    Protection would only be useful for certain maps, and you don't know when you'll need it.
    Hollow Points is similar to Stopping Power, as said above. It might also be a little too OP, especially for people on killstreaks.
    Revenge seems decent. But there is already a thread on giving xp for more things.
    Second Chance seems decent, but if you're doing a challenge, it's kind of hard to finish your killstreak with weaker guns. If you use this, get the nuke, then die after your 10 seconds is up, that would cause unintentional nuke glitching.
    The sticky grenade seems a little OP compared to grenades, as it sticks to your opponent and makes them unable to get it off. It's like getting a crossbow bolt stuck in you when you're at a 20 ks.
    Bouncing Betty seems too similar to the grenade. The grenade should bounce, but because of Minecraft limitations, it cannot do this well.
    Those are my opinions. The other tacticals/lethals seem fine, although the gas is pretty powerful compared to the concussion grenade.
     
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  12. teawithchoco

    teawithchoco Well-Known Member

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    Tactical decoy seems a bit difficult to code :V double tap op with iso, lethal tactical grenade seems difficult to code
     
  13. Anonymous_Apple

    Anonymous_Apple Active Member

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    The Strong Arm and Resistance are good ideas but no-one is gonna use them The fall damage doesn't do much. if i had Strong Arm I wouldn't use it, same with other people not hating but I think that not many people will pay for it because the perks are tiny things
     
  14. ZapCrusher

    ZapCrusher Well-Known Member

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    Thanks for the comments guys! Wot brawl says resistance is useless :V (I would go on a small map like shipment and wreck with a model :V)
     
  15. BrawlerAce

    BrawlerAce Well-Known Member

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    Resistance only helps deflect fall damage, which is useless in my opinion. Really, fall damage isn't anything major, except for in toy story. But that's just one map out of over 30.
     
  16. chikenanater011

    chikenanater011 Well-Known Member

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    with double tap there would be a faster rate of fire, meaning running out of ammo faster, also if double tap was selected you would not be able to scavenger.
     
  17. BrawlerAce

    BrawlerAce Well-Known Member

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    Still though. Imagine it with the Lamentation. Maybe if you're that guy who doesn't care about killstreaks... ._.
     
  18. chikenanater011

    chikenanater011 Well-Known Member

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    *runs out of ammo in 2 seconds*
     
  19. Flaming_Alpaca

    Flaming_Alpaca Well-Known Member

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    I was going to post double tap and steady aim today but you beat me. Nice ideas zap.
     
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  20. ObamaTheReptile

    ObamaTheReptile Well-Known Member

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    Me like. These are great ideas, aren't OP, and aren't too weak, and overall great ideas! Keep it up!
     
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