new weapon: MEDIC-WEP/WOP
Posted: Sat Jul 07, 2007 8:47 pm
ok, paintball wanted me to write this old idea here again, and maybe we,
or better some, have luck to get a "new" weapon with next patch.
the idea was to create a new medic-gun, or maybe keeping the possibility to use medic on most guns AND creating/buying a new special-medic-gun, or maybe it can changed into a "medic-wop".
some "medics" like goth, scion, myself and some other medics who have invested in medic-exps, to get exps from healing, but using it rarely, have noticed, using a medic-made-gun can have some negative propertys.
example 1:
you play in maps like skyscrapin where you can be pushed down over edge and die on ground.
why? because its only a healing gun and has no sturdy-effects to keep you on ground. (except you have retentioned wop with 3 single-sturdys loaded, this will keep sturdy-effect while using other weapons, but its not easy in a map like sky getting 3 singles when everone needs sturdys...*note* if you have
3 sturdys in a wop it sometimes doesnt work after ghosting/resurect/dieing, so you need to switch to the sturdy-loaded wop and then back to your medic-gun.)
example 2:
you are last player, doesnt matter what reasons you have to not create a good wop nearby (which is possible), but maybe you tossed some to late-joiners and you have no good wop anymore, w/e, if many highlevlers are
in map, and you are last one but lower level, it could be not all monsters have your level now and be to highlevel to be killed with a medic-gun.
why? because a medic-gun has no vorpal-effect.
these two are most sh!t reasons maybe why many dont like to play with it
and use it only to get some other/better numbered weapons by "deleting" crap-weapons from the inventory...
for those who dont know: use medic-weapon-maker on a wep u dont like, example, flak of nonsens +1,
it will change into a medic-gun. now use medicweaponmaker on another gun, example, shockrifle of noobness +2, your medic-flak will now be deleted from inventory (because you can only keep one medic-made-gun, i do not talk about
"guns of the medic") and your shock is medic now. so you can pick up flak again and try to get a better one, maybe a flak of pullforward+8 or a rage+9
or a rejuve+10, also you can get a damaged flak of power -3....luck or not luck...
ok, back to the medic-wep. long time ago i discussed that with joey and some others (again and again) and now it looks like they have time to take a look at this. i had 2 suggestions:
1.
implement ironsturdy or 2-single-sturdy and vorpal in any medic-made wep.
i think this sounds "easy to be created" but it looks like it isnt after all
what they told me.
2.
creating a new weapon, or better, a "medic-wop" (well i and some others would prefer something like a medic-mini because of its fast fire-rate and with that its a fast-healing weapon),
but like i said in another post it should be a "wop" which can be used like a normal medicwep, but with a limited amount of slots, lets say 7-10, so you can put only a limited ammount of only following pus in it like for example:
primary pu-loading:
1 retention (as long the chance for weaponloss is lowered for me with it!)
1 healing: to increase health-speed
1 inf: to increase weaponfire- and health-speed
1-3 sturdys/1 ironsturdy
1 vorpal
do not get me wrong. medic-wep/wop should stay a bit like a defensive weapon, not an attack-kill-all-monsters-weapon, but with vorpal a little chance to survive as a last player, and with its "inf-ammo" feature it should stay as
a weapon which can be used in first waves to kill monsters, like its possible
in moment.
so vorpal should be the only "aggressive"-pu allowed on this wep.
if you can count, if only 1 sturdy or a iron is loaded, there are 2-5 slots left. (2 when only 7 slots, 5 when 10 slots)
these 2-5 slots should be only possible to load with:
secondary pu-loading:
protection5
reflections
rock/deemer/insta-shields
retaliation5
shieldgen/healthgen
vamp
all these are defensive things which CAN keep a medic staying longer allive and let do his job.
energys i think is a good question if it should be able to put them in.
on one side you can say you need that for adren-health-combo.
on other side you can use it with lrods or double/tripple-damages, which is
not really defensive... so they should be not possible to use too.
well if someone want superjump or fly on it....
any other good suggestions?
except "we dont need that" from syngame...
ats
or better some, have luck to get a "new" weapon with next patch.
the idea was to create a new medic-gun, or maybe keeping the possibility to use medic on most guns AND creating/buying a new special-medic-gun, or maybe it can changed into a "medic-wop".
some "medics" like goth, scion, myself and some other medics who have invested in medic-exps, to get exps from healing, but using it rarely, have noticed, using a medic-made-gun can have some negative propertys.
example 1:
you play in maps like skyscrapin where you can be pushed down over edge and die on ground.
why? because its only a healing gun and has no sturdy-effects to keep you on ground. (except you have retentioned wop with 3 single-sturdys loaded, this will keep sturdy-effect while using other weapons, but its not easy in a map like sky getting 3 singles when everone needs sturdys...*note* if you have
3 sturdys in a wop it sometimes doesnt work after ghosting/resurect/dieing, so you need to switch to the sturdy-loaded wop and then back to your medic-gun.)
example 2:
you are last player, doesnt matter what reasons you have to not create a good wop nearby (which is possible), but maybe you tossed some to late-joiners and you have no good wop anymore, w/e, if many highlevlers are
in map, and you are last one but lower level, it could be not all monsters have your level now and be to highlevel to be killed with a medic-gun.
why? because a medic-gun has no vorpal-effect.
these two are most sh!t reasons maybe why many dont like to play with it
and use it only to get some other/better numbered weapons by "deleting" crap-weapons from the inventory...
for those who dont know: use medic-weapon-maker on a wep u dont like, example, flak of nonsens +1,
it will change into a medic-gun. now use medicweaponmaker on another gun, example, shockrifle of noobness +2, your medic-flak will now be deleted from inventory (because you can only keep one medic-made-gun, i do not talk about
"guns of the medic") and your shock is medic now. so you can pick up flak again and try to get a better one, maybe a flak of pullforward+8 or a rage+9
or a rejuve+10, also you can get a damaged flak of power -3....luck or not luck...
ok, back to the medic-wep. long time ago i discussed that with joey and some others (again and again) and now it looks like they have time to take a look at this. i had 2 suggestions:
1.
implement ironsturdy or 2-single-sturdy and vorpal in any medic-made wep.
i think this sounds "easy to be created" but it looks like it isnt after all
what they told me.
2.
creating a new weapon, or better, a "medic-wop" (well i and some others would prefer something like a medic-mini because of its fast fire-rate and with that its a fast-healing weapon),
but like i said in another post it should be a "wop" which can be used like a normal medicwep, but with a limited amount of slots, lets say 7-10, so you can put only a limited ammount of only following pus in it like for example:
primary pu-loading:
1 retention (as long the chance for weaponloss is lowered for me with it!)
1 healing: to increase health-speed
1 inf: to increase weaponfire- and health-speed
1-3 sturdys/1 ironsturdy
1 vorpal
do not get me wrong. medic-wep/wop should stay a bit like a defensive weapon, not an attack-kill-all-monsters-weapon, but with vorpal a little chance to survive as a last player, and with its "inf-ammo" feature it should stay as
a weapon which can be used in first waves to kill monsters, like its possible
in moment.
so vorpal should be the only "aggressive"-pu allowed on this wep.
if you can count, if only 1 sturdy or a iron is loaded, there are 2-5 slots left. (2 when only 7 slots, 5 when 10 slots)
these 2-5 slots should be only possible to load with:
secondary pu-loading:
protection5
reflections
rock/deemer/insta-shields
retaliation5
shieldgen/healthgen
vamp
all these are defensive things which CAN keep a medic staying longer allive and let do his job.
energys i think is a good question if it should be able to put them in.
on one side you can say you need that for adren-health-combo.
on other side you can use it with lrods or double/tripple-damages, which is
not really defensive... so they should be not possible to use too.
well if someone want superjump or fly on it....
any other good suggestions?
except "we dont need that" from syngame...
ats