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Thread View: alt.games.quake3
8 messages
8 total messages Started by Goliath Tue, 23 Feb 1999 00:00
Q3 weapons
#980
Author: Goliath
Date: Tue, 23 Feb 1999 00:00
15 lines
1423 bytes
Is anyone worried about the way that the weapons in Q3 (from what I've
heard) are going to be spookily similar to the weapons in Q1/Q2/Doom? 
>From what I've heard, there is going to be a rocket launcher, 2 sorts of
shotgun, a railgun, and a plasma gun (like in Doom). It's beginning to
sound like id are basically sticking to what they believe is a perfect
formula for the weapons (which are, of course, very important in a
deathmatch-orientated game), without bothering to innovate in any way.
This sucks, IMO. Half-life (eg) has weapons which are almost completely
different to those in the id games, because they all have features which
makes the weapons subtle, tactical and fun to use (anyone who's thrown
half a dozen snarks at some hapless camper and then sat back to watch
will know what I mean). id should really be aiming at expanding other
areas of the game rather than just the graphics and networking code. 
-- 
Goliath
Re: Q3 weapons
#981
Author: Mike Jones
Date: Wed, 24 Feb 1999 00:00
17 lines
1621 bytes
I think it would be cool to have alternate firing options like in unreal.
Goliath wrote in message ...
>Is anyone worried about the way that the weapons in Q3 (from what I've
>heard) are going to be spookily similar to the weapons in Q1/Q2/Doom?
>>From what I've heard, there is going to be a rocket launcher, 2 sorts of
>shotgun, a railgun, and a plasma gun (like in Doom). It's beginning to
>sound like id are basically sticking to what they believe is a perfect
>formula for the weapons (which are, of course, very important in a
>deathmatch-orientated game), without bothering to innovate in any way.
>This sucks, IMO. Half-life (eg) has weapons which are almost completely
>different to those in the id games, because they all have features which
>makes the weapons subtle, tactical and fun to use (anyone who's thrown
>half a dozen snarks at some hapless camper and then sat back to watch
>will know what I mean). id should really be aiming at expanding other
>areas of the game rather than just the graphics and networking code.
>--
>Goliath
Re: Q3 weapons
#982
Author: dpn...
Date: Fri, 26 Feb 1999 00:00
10 lines
982 bytes
> I think it would be cool to have alternate firing options like in unreal.

Yeah, or like Half-Life.  Neither game invented the concept.  You can
look back to Dark Forces to see at least one game that used that.

Trejkaz

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Re: Q3 weapons
#983
Author: Goliath
Date: Fri, 26 Feb 1999 00:00
10 lines
1043 bytes
In article <7b5bto$d6b$1...@nnrp1.dejanews.com>, dpn...@hotmail.com writes
>
>> I think it would be cool to have alternate firing options like in unreal.
>
>Yeah, or like Half-Life.  Neither game invented the concept.  You can
>look back to Dark Forces to see at least one game that used that.
It don't matter who invented the concept - it's executed really well in
Half-life... (don't talk to me about Unreal)
-- 
Goliath
Re: Q3 weapons
#984
Author: Anders Steinlein
Date: Sat, 27 Feb 1999 00:00
25 lines
1803 bytes
It will be an alternate firing option in Q3 after what I've heard...

Cheers,
Anders Steinlein

Mike Jones wrote:

> I think it would be cool to have alternate firing options like in unreal.

> Goliath wrote in message ...
> >Is anyone worried about the way that the weapons in Q3 (from what I've
> >heard) are going to be spookily similar to the weapons in Q1/Q2/Doom?
> >From what I've heard, there is going to be a rocket launcher, 2 sorts of
> >shotgun, a railgun, and a plasma gun (like in Doom). It's beginning to
> >sound like id are basically sticking to what they believe is a perfect
> >formula for the weapons (which are, of course, very important in a
> >deathmatch-orientated game), without bothering to innovate in any way.
> >This sucks, IMO. Half-life (eg) has weapons which are almost completely
> >different to those in the id games, because they all have features which
> >makes the weapons subtle, tactical and fun to use (anyone who's thrown
> >half a dozen snarks at some hapless camper and then sat back to watch
> >will know what I mean). id should really be aiming at expanding other
> >areas of the game rather than just the graphics and networking code.
> >--
> >Goliath
Re: Q3 weapons
#985
Author: Bish
Date: Mon, 01 Mar 1999 00:00
36 lines
2242 bytes
I heard all the weapons would have alternate gire modes as in half-life.
But i'm pretty glad they're sticking to what works. Most of the weapons
that appeared in half-life were pretty tame compared to those in q2. 
Apart from the machine guns of course which has the best weapon sound
i've ever heard. 
In article <36D82DC3...@online.no>, Anders Steinlein
<din...@online.no> writes
>It will be an alternate firing option in Q3 after what I've heard...
>
>Cheers,
>Anders Steinlein
>
>Mike Jones wrote:
>
>> I think it would be cool to have alternate firing options like in unreal.
>
>> Goliath wrote in message ...
>> >Is anyone worried about the way that the weapons in Q3 (from what I've
>> >heard) are going to be spookily similar to the weapons in Q1/Q2/Doom?
>> >From what I've heard, there is going to be a rocket launcher, 2 sorts of
>> >shotgun, a railgun, and a plasma gun (like in Doom). It's beginning to
>> >sound like id are basically sticking to what they believe is a perfect
>> >formula for the weapons (which are, of course, very important in a
>> >deathmatch-orientated game), without bothering to innovate in any way.
>> >This sucks, IMO. Half-life (eg) has weapons which are almost completely
>> >different to those in the id games, because they all have features which
>> >makes the weapons subtle, tactical and fun to use (anyone who's thrown
>> >half a dozen snarks at some hapless camper and then sat back to watch
>> >will know what I mean). id should really be aiming at expanding other
>> >areas of the game rather than just the graphics and networking code.
>> >--
>> >Goliath
>

-- 
Bish
Re: Q3 weapons
#986
Author: Goliath
Date: Mon, 01 Mar 1999 00:00
19 lines
1677 bytes
In article <D89sUIAn...@jerez.demon.co.uk>, Bish
<Ne...@jerez.demon.co.uk> writes
>I heard all the weapons would have alternate gire modes as in half-life.
>But i'm pretty glad they're sticking to what works. Most of the weapons
>that appeared in half-life were pretty tame compared to those in q2. 
>Apart from the machine guns of course which has the best weapon sound
>i've ever heard. 
I suppose it's a matter of opinion, but as far as I'm concerned the
weapons in HL kick the weapons in Q2's ass out of a 20-storey window.
They are (IMO) tactically, visually, and audibly(?) superior to those in
Q2 (except MAYBE the railgun), and devastate the countryside and/or the
other players with dazzling effectiveness. Sorry, Q2 fans, but compared
to the laser-guided RPG, the Q2 rocket launcher is a stick of celery,
and if you want blue spirals of death, choose the gluon gun, not the
railgun. None of the Q2 weapons shoot through walls, neither :P

(As for Unreal - don't even bother mentioning Unreal)
-- 
Goliath
Re: Q3 weapons
#988
Author: Goliath
Date: Tue, 02 Mar 1999 00:00
15 lines
1230 bytes
In article <7bhb2o$ggm$2...@news8.svr.pol.co.uk>, Dylan <dylan@quakeheads.f
reeserve.co.uk> writes
>Goliath wrote in message <96JJrCAH...@harriben.demon.co.uk>...
>
><snip>
>
>>other players with dazzling effectiveness. Sorry, Q2 fans, but compared
>>to the laser-guided RPG, the Q2 rocket launcher is a stick of celery,
>>
>
>Compared to Doom2's _chainsaw_, Q2's rl is a stick of celery.
Doom2's chainsaw was the best (as in 'coolest') weapon in the game. But
I know what you mean :)
-- 
Goliath
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