GUNROX is a hardcore old-school turn-based PvP game with full loot drop where you can take all of your opponent's equipment after killing him
hardcore old-school turn-based PvP game with full loot drop where 
you can take all of your opponent's equipment after killing him
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Weapon Requests anyone?

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Weapon Requests anyone?
As we now know... new weapons are in the works. But we only know of a few in the melee category and one in the pistol category. That leaves us guessing as to WHAT the other weapons are going to be... that's where you come in. What do you want to see in the containers?
Here's what I want to see coming my way...
Assault Rifles - M16, FAMAS, G36e (this one's scoped so a late unlock), M14 (hybrid between assault rifle and sniper, so long range and late unlock)
SMGs - MAC10, UMP
Pistols - USP, 1911 MEU (early magnum... but could hold 9mm), various other Glock models, M92FS
Feel free to join the chaos!
16 years ago Quote
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my turn! :)
rocket - LAW 08, Panzershreck (im sure thats not the actual name, i kinda forgot 😳) FLAK 88 (though thats more artillery rather then rocket)
SMG - tommy gun
sniper - springfield
just some ideas i kinda remember from "call of duty 2 big red 1" havent played for like a month now 😝
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Reply to *DELETED*
brass knuckles for guaranteed disarm and maybe a 1 cell knockback off the bag
Burst rifles for added AP to do 3 shots at 40% effectiveness each
rubber bullets or something for stunning only, no damage
melee pepper spray for blinding (i was not first to think of this)
Edited 2 minutes later by .
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incendiary ammo for making the victim more visible
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How about Smoke grenades for lowering the hit rate?😎
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How about Smoke grenades for lowering the hit rate?😎

ooh smoke nades could make an area that first some rounds gets bigger, and after some time goes smaller again, and you could shoot thru the area but if your unit is in the smoke his vision range would be about 2 paces. And you shouldnt be able to see the units inside the smoke froum outside either. Just like mist I was hoping for in the map thread.
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i likes to see a particle uplink cannon being shot from outer space 😁.oh yea and maybe sum diff bullets like a tracer round that is a burning bullet or sumthin or maybe a hollow jacket bullet for pistols or sumthin
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Basicly, we dont need another pack of weapons for even higher lv's, but we need alternative weapons from same class that are better in 'something', and worse in 'something' from existing ones, so the balance wont be charmed.
At example: another version of aksu that have shooting cost 5 ap, range 1-7 (aksu have 1-9 as I remember), but higher accuracy and damage. Lets call it FAMAS ☺
With those players wont be forced to use best weapon for their character builds, but every build will have few ways to use it.
IMHO the idea of making different bullets is very interesting, but since normal bullets have no damage on themselves, it will make whole bunch of work for subscribing damage for every ammo type to every weapon type (at example aksu and scout are using same ammo but have different base damage).
But it isnt the most urgent matter for now I think, and gunrox proggramists knows best what to do ☺
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And if balance is what you are looking for, then other weapon types than just grenades should be offering blinding and stunning from far range.
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well if you add more and more blinds and stuns - obviously the grenade version becomes obsolete unless you boost them to 75% + or something (and also making flash/stuns dominate the game unless you boost base resistance as well) - adding gun effects isn't going to balance it - if you add that, then you have to make modifications all around, can't just plop down a brand new gun without dealing with unbalance ripple.
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... can't just plop down a brand new gun without dealing with unbalance ripple.

Uh what? Maybe you havent played 5v5 fights, but in those its all about who blinds who. No reason that it should be limited to one weapon type, because THAT will be unbalanced. Whats the point of having only one option because then everyone will have to pick that?
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Scoped Magnum .44
Type : Pistol
Upgrades :Scope
Special : long range for a pistol ( 5 - 15 ) low damage high fire rate ( 3 ap ) 30 - 50 damage close , 20 - 40 far
Picture : http://home.comcast.net/~ssom003/Guns/SW%20629-2%20Classic%20Hunter%2044MAG.JPG

H&K G3 Assault Rifle
Type : Assault Rifle
Upgrades :Laser Pointer ,Silencer
Special : Low rate of Fire, mid-long range 4 - 11 , bursts so only 3 ammo needed, high ap to shoot ( 6ap ) high damage close 30 -60 far 50 -75
Picture : http://www.keepshooting.com/productimages/firearms/rifles/g3_hk_riflebig.jpg

AF M249 ( a.k.a. SAW )
Type : Heavy Gun
Upgrades :Tripod
Special : Can use tripod ( lower scratch rate by 15% , crit change up by 5% ) 10 ap for use 11ap with tripod, large range 5 - 14 ,medium damage close 30 - 180 far 20 - 150
Picture : http://upload.wikimedia.org/wikipedia/en/0/07/AF_M249.jpg

Golfclub
Type : MELEE
Upgrades :none
Special : It's a golfclub , what more could you want from it ? low range , 1 , 4 ap to use 25-60 damage
Picture : http://www.hidden-valley-antiques.com/photos/golfclub.JPG

Uzi
Type : SMG
Upgrades :Laser Pointer,Silencer
Special : very short range ( 1-6 ) low ap to use ( 3 ap ) medium damage ( 40 - 45 close , 10 - 30 far )
Picture : http://world.guns.ru/smg/uzi-micro2.jpg

Keep in mind they are for skill 100+
And it's probably not fairly well balanced , so you do what you see as fit , it's just a couple of ideas 😁
Edited 5 minutes later by *DELETED*.
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Scoped Magnum .44
Type : Pistol
Upgrades :Scope
Special : long range for a pistol ( 5 - 15 ) low damage high fire rate ( 3 ap ) 30 - 50 damage close , 20 - 40 far
Picture : http://home.comcast.net/~ssom003/Guns/SW%20629-2%20Classic%20Hunter%2044MAG.JPG

H&K G3 Assault Rifle
Type : Assault Rifle
Upgrades :Laser Pointer ,Silencer
Special : Low rate of Fire, mid-long range 4 - 11 , bursts so only 3 ammo needed, high ap to shoot ( 6ap ) high damage close 30 -60 far 50 -75
Picture : http://www.keepshooting.com/productimages/firearms/rifles/g3_hk_riflebig.jpg

AF M249 ( a.k.a. SAW )
Type : Heavy Gun
Upgrades :Tripod
Special : Can use tripod ( lower scratch rate by 15% , crit change up by 5% ) 10 ap for use 11ap with tripod, large range 5 - 14 ,medium damage close 30 - 180 far 20 - 150
Picture : http://upload.wikimedia.org/wikipedia/en/0/07/AF_M249.jpg

Golfclub
Type : MELEE
Upgrades :none
Special : It's a golfclub , what more could you want from it ? low range , 1 , 4 ap to use 25-60 damage
Picture : http://www.hidden-valley-antiques.com/photos/golfclub.JPG

Uzi
Type : SMG
Upgrades :Laser Pointer,Silencer
Special : very short range ( 1-6 ) low ap to use ( 3 ap ) medium damage ( 40 - 45 close , 10 - 30 far )
Picture : http://world.guns.ru/smg/uzi-micro2.jpg

Keep in mind they are for skill 100+
And it's probably not fairly well balanced , so you do what you see as fit , it's just a couple of ideas 😁

First of all... we already have an UZI!!
Scoped magnum sounds like fun... but the damage should be consistent regardless of range, just less accuracy from longer distances. And scopes on all pistols is entirely possible, just not all magnums.
The S.A.W. is already in the game I believe... just doesn't have the tripod upgrade available. Don't like the AP implication... all other upgrades don't have a downside other than blocking other upgrades at times.
A golf club sounds like sporting FUN! Should have a stun effect... perhaps we can move the other stunning weapons backwards and put it where the pipe was?
'Bursty' assault rifles are a great idea... but I wouldn't put that option as a secondary attack option. That would just take too much time to code as opposed to an only option to attack. Besides... that way you will always save ammunition!

Now for one of my newer ideas... why not 're-use' certain weapons with 'built-in upgrades' like all sniper rifles have a sniper scope? The AK-47 does have a later AK-103 model with a built-in undercarriage grip (the MP5 also has something like this) for reducing recoil. I say that upgrade blocks the use of the grenade launcher, but all other upgrades for the AK-47 works with the AK-103. The grip should increase accuracy by 5 - 10% and increase the critical hit rate by the same amount.
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Chain saw
Chainsaw Bayonette
flame thrower
moltov cocktail
ANYTHING FLAMABLE
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i got this idea taht the gunrox team makes a special weapon that they made up by theme selves for gunrox adding a bit of their names to the weapon names so that they would be imortalized in sum way or another😝
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To clownboy: the chainsaw as of now is a known up and coming weapon. The bayonet version we are going no where near from what I know. Flammable weapons are highly unlikely as we'll have to not only code the new weapons, but new fire effects.
To lolguy: YEAH! I can definitly see berserker branding his name onto the lightsaber already. Maybe I can logo my name onto... wait... what goes well with HomeRn?! Dangit...
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Molotov Cocktail - leaves area of effect fire that lasts a couple rounds
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Ideas
Dagger:2 ap to use normal damage 20-30 low weight 3 IMAGE: http://www.equipamientomilitar.com/tienda_militar/images/daga_boker.jpg

Can it be armors? on that case
Knight Armor: High weight (60-80) High damage reduction (30-40) High Stun Reduction (20-30) Low blinding Resistance(5-10) image: http://www.aceros-de-hispania.com/imagen/armadura-medieval-m901/armadura-medievalm901.jpg
Edited 18 hours, 2 minutes later by .
15 years ago Quote
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Cricket bat: because they have one in Shawn of the Dead.
Winchester rifle: which takes pistol rounds so effectively giving you a weaker single shot rifle that does not require larger ammo.
Flare gun: Fire them and they illuminate an area for x amount of turns.
I cant remmember the name of it but there is a gun that allows you to look and fire around corners . . . . .
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The sniper section definitely needs an M40A3.
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Download Play Now GUNROX is a hardcore old-school turn-based PvP game with full loot drop where you can take all of your opponent's equipment after killing him