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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.

    50.0%
  2. Hell No (Explain why in comments)

    0 vote(s)
    0.0%
  3. Some are good (Tell me which ones need improving!)

    50.0%
Multiple votes are allowed.
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  1. ZapCrusher

    ZapCrusher Well-Known Member

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    Thanks :grinning:
     
  2. starbo1034

    starbo1034 Well-Known Member

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    A few things.
    1. I also suggested stickeys
    2. i also recommended poison gas (but i called em chemical grenades and the poison and nausia lasted only 5 sec)
    3. I ****ING LIKE THESE IDEAS!!
    :woot:
     
  3. ZapCrusher

    ZapCrusher Well-Known Member

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    Thank you so much :grinning: The reason i put poison gas to last longer is because people would just back up and wait it out. now, if they do that, the attacker has time to use it to his advantage.
     
  4. greendog1864

    greendog1864 Member

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    Double tap with the Dissasembler and Python... **** just got real
     
  5. Knaber

    Knaber Well-Known Member

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    This effect is overwriten by the slowness you get when aiming. so you wuld be able to get it away by aim and then de-aim. :/
    overall great ideas!
     
  6. starbo1034

    starbo1034 Well-Known Member

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    The disa needs a LOT more ammo. You only have 32 shots
     
  7. xNinja_

    xNinja_ Active Member

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    These are really great! Good work.
     
  8. F1r3tar

    F1r3tar Highly Established Member

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    So many ideas, not sure how I'm gonna judge them all. :confused:
     
  9. ZapCrusher

    ZapCrusher Well-Known Member

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    So you posted something saying nothing :C
     
  10. F1r3tar

    F1r3tar Highly Established Member

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    Well I do like some of these ideas like hip-fire. In my opinion, I think some of these should be one of those interchangeable ks rewards. There are way too many perks here, so why not make some of these ks rewards? Only keep the major ones as perk ideas.

    Also, the tactical poison gas would be too op. A timer of 10 seconds is longer than a flashbang, plus this does more damage than a molotov along with a near blinding effect of nausea.
     
    #30 F1r3tar, Feb 19, 2014
    Last edited: Feb 19, 2014
  11. Pegleg98

    Pegleg98 Well-Known Member

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    Hollow points is as OP as ****. +7% damage EVERY kill? By the time you get a nuke all of your skully bullets will just one shot people.

    Screen Shot 2014-02-19 at 9.26.22 PM.png

    x is number of kills, y is damage where 1 is how much damage the gun normally does.

    :V
     
  12. Signatured

    Signatured War 2.0 Developer

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    Well now he bumped it to 7%... Think of it this way. I get on a 21 kill streak. 21 times 7 is 147%. Think about people that get on 40 kill streaks. That's 280%. You could OSK with almost any decent weapon. With 2%, as your kill streak increases, you will notice a difference. 21 kill streak will only be 42% more damage. Much less OP. I say change it back down to 2%. It's more balanced.
     
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