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Sniper Ideas
Okay, been a long time since I've done these, may be a tad rusty:
Scopes: a 2 level scope would allow you to see two levels to every side of you, so a 2x2 focus for shooting. How my sniper system works: Alot like the ice cannon focus, but instead of using your mouse, you use the arrow keys and your focus is bound to the crosshair, until you fire it. Once you fire it and the delay is finished, your focus snaps back to the position you had it before you fired. All sniper rifles are 2 slotted by default except for a few which are one slotted. msr Damage: 100 Delay: .75 Projectile Speed: 35tps Effects: msr is a one shot kill, sniper rifle intended for stationary units and vechiles. msr does 3x more damage to vechiles, but has a shocking delay between shots and only has a level 2 scope. Comes set with 30 ammo and a 10 size clip. No offset, innacurate unless scoped. Slows down walking speed by 35% when equipped. sgi17 Damage: 25 Delay: .35 Projectile Speed: 35tps Effects: A rapid fire sniper rifle which does minor damage over a long, long range, but has quite a large offset. Has a level 4 scope. Slows walking speed by 10% when equipped, can be used for close combat. 30 ammo, with 90 clip. sgscout Damage: 60 Delay: .45 Projectile Speed: 30tps Effects: A light sniper rifle used for picking off already weakened enemies. Has a slightly slower projectile speed but a whopping level 5 scope. 1 slotted, slows down walking speed by 5% when equipped. 10 ammo, with a 90 clip. cr4m1 Damage: 50 Delay: .25 Projectile Speed: 45tps Cost: 5000 Effects: A heavy breed of sniper rifle with little delay between shots and a 2 shot kill. However, it has a level 1.5 scope and an extremely high cost. The high projectile speed makes it deadly at medium range. 15 ammo with 5 per clip. m6a2 Damage: 5 Delay: .05 Projectile Speed: 55tps Effects: The fastest but weakest sniper rifle around which catapults tiny bullets with a huge offset at the target. Has no refocus time, comes with 90 ammo with 30 clips. Does 25 set damage to vechiles. First shot after reload is always perfect. |
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there will never be any 100 dmg shot or a 65 dmg shot... stop trying to over power guns, expecially when you don't have gfx to go with them x_x |
lol I could see 30-40 MAYBE 50 since its a sniper but thats pushing it and it better have hella reload time
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personally I dont think 65-100 dmg is acceptable unless reload time is 10 min =)
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so many ideas. Read 1 line of the sniper idea. I'll read the rest later.
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Note: msr has a .75 delay. That's nearly a full second for someone to sneak up behind you while you're scoped and knife you to death. Not to mention you're totally frozen, and that msr bullets travel at a rather slow speed. Also, msr would be stuck on slow classes, like heavy infantry. What's a sniper rifle good for if it doesnt kill things?
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HEY! i like Raeipho's idea of 65-100 damge, because it would be like a head shot 1 Hit K.O.
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Play CS:S, and you'll know what msr relates to.
AWP, anyone? |
if ther was some sort of random "luck" shot genorator such as dmg 40-60 then I suppose it could be high but 60 would be like 10% chance
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He's right, some weapons generate double damage on a random chance, almost simulating a headshot motion. kv9 has done it a few times and the melee weapons are notorious for being 1 or 2 hit kills even though information says 48-50 dmg.
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Yeah, Raeiphon, these ideas are good. But without resorting to 1st person mode, I think the only way to make this work is by setting a player's screen size.
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Anything that deals 100 DMG isn't fair... .75 second reload time isn't that much time... You could get knived yes, but, they would only be able to hit space (MAYBE) once, as no one can run up to you and hit space 5-7 times, all within .75 seconds... Thats impossible.
But if the ideas are altered, yes they would be nice. Providing we ever get a sniper... |
If we do get Sniper make like Sniper towers for people to hide in, but make the sniper do like 10 damage a bullet with a .2 reload time but super far range
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You don't realize how much of a freezetime .75 is. A normal gun on Era has about a .15 freeze and the handgun has about a .35-.45. Not to mention you freeze when being hit on Zone.
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Raeiphon Huwajux Myself And possibly Riley. But that's about it, sorry if i missed you :[ And then there's the freezetime for getting hit (which you mentioned), but that's like the same time as an Era gun's firing time. :asleep: |
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Guns, Typhoon? Once you get the commands right, they aren't that hard to script.
But you have to make sure that you're getting everything for "shoot" right. NPC Code:shoot x,y,playerz, That'll make it shoot how you want. Note that I'm still not very good when it comes to this, ask Raeiphon or Hachi >.> |
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Suit yourself. :o
Anyway, I like these ideas. |
One of those is angle, one of those is power. Not sure what the third one is, not sure what order they're in. Perhaps someone would enlighten us. But either way, messing around with shoot commands is very much fun. I find messing around with the vecx and just copying and pasting to make lag and an awesome looking burst of whatever projectile (Usually, since most of the stuff I've done is medieval/magic, its usually ice or fireballs or something, so it looks pretty awesome.)
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And me (knowing full well about guns and their freeze times etc) say that .75 on something that powerful is too fast. My recomendation is to raise it to a second or a second .10, But that's just me thinking. The thing is, you can't have it shooting once per 3/4's of a second and dealing 100 damage, no matter how slow the bullets move, you'll have a barrage of them which you can't evade, especialy with other players/objects in the area. I know snipers are supposed to be hard to evade, but making them shoot a barrage is not the way. |
NPC Code:shoot x,y,z,angle,zangle,power,gani,//img the gani uses I don't fool around much with setshootparams, thouigh it is necessary for making the gun do damage, among other thing. Normally I'll script something like this: NPC Code: Had to get to it before raeiphon raids this thread. Zulu, somewhere in my post I said something like "these are the people who play regularly." I almost never see you on. And then there's also the actionprojectile command, also necessary for making it do damage. Put that in another NPC. |
Just a perspective:
kv9 has .05 delay. POINT ZERO FIVE. msr is nearly a whole second, and your focus is off you the whole time, so someone could easily ambush you and WHAM, -bounty for you. Cor: That's the firing system, not the gun pullout/putaway ganis, nor the ammo reduction, and the authentication system. |
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Setshootparams isn't hard to use really. Also, whenever I script anything that has a shoot command, I always put the response for the setshootparam in another universal weapon; that way, if someone doesn't have that weapon, its not like it won't hit/do damage, which is the flaw in putting it in that weapon. I prefer to just stick a bunch of setshootparam recievers into one NPC.
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I could CE your weapons to be a 1 shot kill, Cor. You need an authentication system to prevent outside float/double editing, and Stefan has done a wonderful job on that.
Sul - Doesnt make any sense. You put ssp before the shoot; so it sends the variables in that shoot, sticking them in another npc wouldn't affect a damn thing. I suppose you could bind a class to it and run them through there, but putting them all in another npc wouldn't work, as they affect the next created shoot. |
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Well, when I stuck my SSP on the next line right after my shoot command it worked just fine for me. Also, the same thing went with sticking all of the shot recievers in a common system NPC; it worked fine.
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