Yay! Feedback!
As you might have guessed, there is still a lot to do. Its not quite pretty, but I guess it showcases most of what we have planned.
And yeah, a lot of weapons lack third person models and/or textures.
Braethias wrote:
MR-DR88 Machine pistol;
I liked this when dual wielded, the punch is nice, but I would have really liked a special fire, maybe a laser dot. I like dots. The weapon doesn't seem to be made by Skrith, but does nice damage overall, but having just one is like having only one default AR. You're kinda boned against a "bigger" gun. I do not recall at this time the firing modes, but I found no issue there. In 1v32 joust, I was unable to kill a wave with two of these.
This weapon isn't a skrith designed weapon. Essentially, its like a bullpup configured hand gun, if that makes sense.
Having only one of them is a bit hard to use, but having two is in fact freaking awesome. Dunno what could be done to help its case.
This one will end up being reanimated in Blender to fix its UV problems.
As for special fire, I dunno if a dot feels right for this thing. Got any other ideas that might fit a bit better with this one?
Braethias wrote:
LS-14 Carbine: The weapon seems to have no textures to it, or if it does, looks very bizzare to me. Maybe it was shadow effects, I'm not sure. It looks... Matte? I don't know if that's the right word. On a side note, I would really have liked the 'charge bar' to show the heat of the weapon, I found that firing rather quickly (A feat that I can pull off rather well. Master clicker ftw!) would slow my rate of fire, but I wouldn't know what my current heat was at. A visual would be nice, or perhaps finding a way to find out would be sweet. (Maybe in the scope view, akin to what the SRS battle rifle has for stability or something).
Yeah, it has no real texture. It will get completely reanimated in Blender eventually. What we have planned for it is to have a small display on the side, and pressing Special will turn the gun so you can see it. This display will probably show the heat or something. Heat readout in scope view would be a nice touch too.
Braethias wrote:
AK-490: The ammo pickups are not listed correctly. If I remember correctly, the ammo for this gun when you pick it up says '20 rounds of SRS900 battle rifle ammo) when you actually pick up 30 or 40 per clip. There are also Vertices visible all over the gun, though they give it a nifty futuristic look that I kinda liked, it fit the theme of the weapon very well. The weapon info/lore is also bad.
Yeah, this one uses the same rounds as the SRS900, so that explainsa the low ammo carrying. Ammo pickups for it probably weren't fixed up yet, and its not textured. Will be reanimated in Blender as well.
Braethias wrote:
CYLO Mark II: This gun acts like it has no stock. The recoil/chaos you achieve from firing seems a bit much to me, but that may be the nature of the weapon. Also, the ammo type being different didn't seem to make much of a difference. Also, the melee attack animation has no cool down. I can melee attack as fast as I can click the button, unlike the other traditional melee weapons which have follow through time. (Time before you can attack again after swinging).
This gun seemed a bit... lacking. If this was the upgrade to the first version, I'd like my other gun back. (I named it Nancy.) pair "I can't hit you" with the ammo that seemed a bit weak and didn't light you on fire, I was killed many, many times with this gun. The only way I wound up getting kills was to run up and melee with the bayonet because I could click faster than the guy could shoot me. On occasion all it would take was one jab to the head to down them. I was not able to kill a wave in conflict with this gun.
This one was Sgt. Kelly's take on my baby the CYLO. You have to talk to him on that.

Braethias wrote:
CYLO UAW: Along with acting like it has no stock like it's counterpart, I also suffered from terrible inaccuracy with this gun, even stationary with the first round. (Which was no where near the reticule.) Also, the inability to interupt a reloading animation by firing a secondary (Or primary round) was a little frustrating at times. This also effected the melee animation, which also had the 'spam click for melee doom' syndrome.
Despite the inaccuracy of this weapon, I was able to achieve a rather stupid amount of kills. The damage of this gun is absurd, I was able to kill many people with just two bullets to the torso. The secondary fire is beautiful, and having a melee option is just win. If I didn't have an LS-14 this was my gun of choice. Aside from having a relatively weak shotgun blast (for a 12 gauge at least) I had no issues with using this beastly weapon. Except for the low ammo count that I could carry, but a slow RoF meant I didn't burn my ammo like a plainsfire. Plus I could just stab the guy. I was able to kill a wave in Joust conflict with this weapon.
Ah, my pride and joy! Glad you like it! I feel having three ways to kill someone always leaves you with an option.

The shotgun blast is actually not 12 guage, its been reduced to like 16 or 18 guage. Can you imagine having an AR with insanely powerful rounds with a fully powered SEMI-AUTO 12 guage shotgun underneath? Pretty sweet, huh? Evidently, someone thought it was unbalanced...
Braethias wrote:
Teh secret weapon that goes vroom vroom!: Aside from having ammo, I couldn't find any issues with this weapon aside from the 3rd person model and weapon info/lore.
This one really isn't coded at all. It just uses the majority of the NEX PlasEdge code for now. Will be getting a similar coding as the Monster Chainsaw a few posts back.
Basically, it was a quick design that I could get into the game in a relatively short time. Granted, I did put a bit of thought into the design, its my interpretation of a chainsaw sword. In order to be usable one handed, it'd have to be light with minimal vibrations, so gas isn't the way to go...
Braethias wrote:
VSK Rifle
This one is an interesting one. Its a Tranq rifle, with a tiny clip and automatic capabilities. Ideally we want it to have damage over time, but whether or not that happens remains to be seen. Sgt. Kelly is the one who knows more about this one, its his creation. And yeah, it'll get a model some time.
Braethias wrote:
SKAS: When using manual mode on this weapon, your hand appears to me cocking something that isn't there. The hand grabs a bit to the left and goes through the animations. 3rd person model also was incorrect. Reloading also seems a bit strange, since the drum just... falls and a new one slides right up. If it's a loop, the clip passes through your arm.
Having one of these pretty much guarantees you a massive killstreak, either from the fully auto good loving, or it's TRI barrel shot. Which, honestly, I found to be a bit lacking, since I had to be in melee range for it to kill people, the blast doesn't seem like it fires three shells. I also though it was a bit odd that the barrel rotates, but has shells in them already. From a logical standpoint, I though it would make more sense if the shells loaded like the original UT rocket launcher does to make this weapon slightly more fair for the poor victims. I mean opponents.
This one is Sgt. Kelly's creation. It is in fact a super weapon, it was intended for that role since creation. The model is actually pretty much the Dues Ex shotgun, only with three barrels.
As for animations, they're getting a touch up. There is a charging handle on the side, but it is hard to see it. I might make the pullout anim tilt the gun sideways so you can see it, dunno.
As for barrel rotating, well, when you really look at it, not much of anything on it makes sense.
I just figured rotating barrels are pretty much always awesome.

I do agree with the alt fire though.
Braethias wrote:
R98 rifle: The sound of the shots also echo as if you're outside in the air, and don't seem to react to your location. (In a small hallway, you'd expect muffling or echos, but there's nether.)
If you want a challenge, this is the rifle for you. Pair bolt action with nothing but iron sights and you've got one hell of a fight on your hands. Add in 5 round clip, and you're pretty much hosed. This gun was a challenge for me to use, didn't seem all that worthwhile to even pick up. I really liked the variations on the skins though, I spent a good 3 minutes trying to look at my rifle's colors and variations while being shot at on the run. Definitely a good handicap, this would make a good humbling gun. A lack of dot really hurt me here, I was hardly able to get any kills with this weapon, iron sights or no. A reason to use it would be pretty nice. I was unable to kill a wave of joust with this weapon.
To quote Sgt. Kelly:
Sgt. Kelly wrote:
It's a five round, fast firing rifle excellent for taking out those pesky far away boars. Its raw power is enough to potentially drop a full health tournament combatant in one shot to the chest. You're probably asking yourself right now, why would I ever use the Deermaster when I have THIS?!
The simple answer is this:
- 5 round clip.
- Low accuracy.
- High chaos.
- High recoil.
- Cost.
Braethias wrote:
MARS-2: This gun also uses the M50 casing. Ammo pickups include M900 grenades for a grenade launcher that doesn't exist on it. The weapon info/lore is bad. Casing includes 1st and 3rd person.
I don't know a whole lot about this one, but it will get a new model.
Braethias wrote:
Fisticuffs: I used the berserk fist config mutator and WoRM's spawn mutator to turn each health, shield, and armor pickup (Not adrenaline) into Udamage. I set the chance to 1.00 for each spawn type as well, but was unable to tell the difference with or without the effect. There's also an ammo count when you're ... equipped(?) with this.
Good ol' Doom. Aw shit yeah, nothing like a good skull punch to the back of the head to set things right. Or maybe you want to right hook? That's cool too. The only thing that could have made this any more ###### awesome was a pair of spiked knuckles on the left hand. Way to tribute sir, I applaud this creation.
Hee hee, good ol' Doom. Glad someone picked up the reference!

As for berserk... yeah... Its giving us problems. But. If you activate the Adrenaline Berserk, you might get a nice surprise.

Balance-wise, its not really intended to be a good weapon, but it is always there. You are best off hitting them in the face though, and I don't remember if its currently working or not, but a punch to the face is supposed to blur and mess up the vision of the guy you punched.
Its only redeeming features are its insane boost to mobility when out, and when you go berserk.
As for spiked knuckles, probably not. But I do have a pair of fists with brass knuckles animated up and ready for use in game.

Braethias wrote:
NEX Plas-edge: The only thing I could find with this weapon was the 3rd person model. Is seemed to use the ESK katana model.
This weapon confused me greatly, and honestly I wound up just switching to another weapon. A very short range and temperamental ammo meant that I was either reloading or dead when I didn't want to be. Such a huge set of drawbacks on a melee weapon should be offset by some crazy awesome explodingness, which just wasn't there for this weapon. If it was about 6 feet longer, this would be a fantastic weapon. But... just not as is. The lore was a bit interesting too, I enjoyed reading it, just not trying to use it to kill things with. I was not able to kill a wave of joust with this weapon.
This one, is complicated. The charge bar represents heat, and that heat builds up whenever you swing (but its supposed to only build as you hit), the heat build up represents the containing force field destabilizing.
Higher heat = more damage, but if the charge bar fills completely, the plasma stream, er, vents. Catastrophically. In your face. It also melts the power core so you must replace it. One of the buttons turns it off so it can cool down quickly, and when you block with it, you will reduce the damage from anything coming in at you, but it heats it up more.
its a tricky weapon, but quite powerful if you can fully understand it.
Braethias wrote:
Secret weapon that is blue! Or green?: The only issue I could find with this weapon was the 3rd person model. That and there are visable vertices, but again, it's a future-y type of weapon, it added to it, and I liked the effect overall.
I liked this weapon. Sharp as a razor and just as fun, this weapon would have been sweet if you could do more with it. A 3rd weapon of this type just seems a bit overkill. The alt. fire, a thrust, would have been sweet if it had some range on it, since the thing's made of nanites, giving it a ranged capability (albiet limited) would be pretty nice. A thrust and bam, dead bad guy over there. A bit of a role reversal, since most weapons of this type are secondary effects. The whole weapon from a first person view was gorgeous.
This is the Dragon's Tooth Sword from Dues Ex. I don't know much about it, but it is awesome looking. As for ranged attacks, I don't think so... but the stab is
very powerful!
As you may have noticed, many of the weapon's don't have a background/info, and many are lacking death messages. For the most part, this is because we simply don't have any for them.

If you can think up some for us, it would be greatly appreciated!
Thanks for the reviews! Though I noticed a lack of break open shotguns...
