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 Post subject: Presenting the WarPack 7 Weapons
PostPosted: Thu Apr 26, 2012 10:07 pm 
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Hello there!

I'd like to present you some new updates for the upcoming WarPack, this time I'm going to show you 5 new weapons that can all be used in the retail game without a special icon, folder, game or anything!

Please note that nothing of the following is finished yet and designs, damage etc. can still be changed in the final version! But this is pretty much how it will be like.


Scar

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The Scar is a standard automatic assault rifle for fast and surprising attacks, due to its low weight it allows the soldiers to run with a faster speed. Because of its simple design the Scar is easy to control and mostly used as weapon to rush areas that are under enemy control.

Details:
Accuracy: Image
Damage: Image
Range: Image
Shot speed: Image
Player speed: Image

__________________________________


Burst Gun

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The Burst Gun is able to shot medium damage projectiles on a low-mid range, it is mostly used in close areas and has some disadvantages in open battles. The Burst Gun is a semi automatic weapon.

Details:
Accuracy: Image
Damage: Image
Range: Image
Shot speed: Image
Player speed: Image

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Tazer

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The Tazer is an automatic weapon and due to its solid damage on any range it is very much used by soldiers to gain back enemy territory. This alround weapon is useful in any kind of battles.

Details:
Accuracy: Image
Damage: Image
Range: Image
Shot speed: Image
Player speed: Image

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Shock Rifle

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The Shock Rifle is a semi automatic weapon which projectiles are doing a high damage on every distance. Due to its speed it is not that useful on close distance though, and mostly used on medium-high distances or to backup teammates.

Details:
Accuracy: Image
Damage: Image
Range: Image
Shot speed: Image
Player speed: Image

__________________________________



Smoke Nade

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The Smoke Nade is a tactical nade and does not do any damage. It is very useful to avoid being detected by enemies. Every soldier can only carry one of this nades and is not able to pick up a new one.

Details:

No details needed.


__________________________________


Feedback would be very appreciated!

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 Post subject: Re: Presenting the WarPack 7 Weapons
PostPosted: Thu Apr 26, 2012 10:13 pm 
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Holy fuck. :D

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 Post subject: Re: Presenting the WarPack 7 Weapons
PostPosted: Thu Apr 26, 2012 10:42 pm 
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TheSold3y wrote:
Holy fuck. :D

Holy fuck indeed. :D

That's rly rly nice Iron!

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 Post subject: Re: Presenting the WarPack 7 Weapons
PostPosted: Thu Apr 26, 2012 11:56 pm 
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Great job Iron and very well introduced :up:

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 Post subject: Re: Presenting the WarPack 7 Weapons
PostPosted: Fri Apr 27, 2012 12:50 am 
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Very nice selection, will also change the playing style a bit more and thats nice :)

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 Post subject: Re: Presenting the WarPack 7 Weapons
PostPosted: Fri Apr 27, 2012 6:54 am 
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Wow, the weapon models look great. Did you make them or rip them from UT? :up:
Have you already made new particle effects to accompany each weapon?

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 Post subject: Re: Presenting the WarPack 7 Weapons
PostPosted: Fri Apr 27, 2012 7:39 am 
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:OMFG:
Wow you're absolutely the best repcom mapper and moder.

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 Post subject: Re: Presenting the WarPack 7 Weapons
PostPosted: Fri Apr 27, 2012 9:45 am 
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The RepCom-History should be new written.

Very nice Iron :up:

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 Post subject: Re: Presenting the WarPack 7 Weapons
PostPosted: Fri Apr 27, 2012 10:32 am 
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Very good work. :wink:

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 Post subject: Re: Presenting the WarPack 7 Weapons
PostPosted: Fri Apr 27, 2012 6:06 pm 
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Quality wep models IRON and gudwerk,.
What about some new extra nade types tho,?
Theres a setting in gameinfo which sets the amount of nades to 3 in mp its 4 in sp !
Ive been able to add in extra nades in tests to the hud but like the switchnade thing it just shows a grey square with amount of nades.
the incendiarynade ? there its in inventory already !
Maybe also use the restraining bolt as a nade which when thrown it either freezes the player for a short time period or incapacitates them. hehe
:wink:


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 Post subject: Re: Presenting the WarPack 7 Weapons
PostPosted: Sat Apr 28, 2012 12:30 pm 
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awesome :o, one question: is it possible to make the small weps akimbo?

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 Post subject: Re: Presenting the WarPack 7 Weapons
PostPosted: Sat Apr 28, 2012 1:00 pm 
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it would be awesome to play with it :cuinlove:
Great Job :up:

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 Post subject: Re: Presenting the WarPack 7 Weapons
PostPosted: Sat Apr 28, 2012 2:05 pm 
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Looks totally awesome O.o

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 Post subject: Re: Presenting the WarPack 7 Weapons
PostPosted: Sat Apr 28, 2012 3:05 pm 
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frazscotland wrote:
Quality wep models IRON and gudwerk,.
What about some new extra nade types tho,?
Theres a setting in gameinfo which sets the amount of nades to 3 in mp its 4 in sp !
Ive been able to add in extra nades in tests to the hud but like the switchnade thing it just shows a grey square with amount of nades.
the incendiarynade ? there its in inventory already !
Maybe also use the restraining bolt as a nade which when thrown it either freezes the player for a short time period or incapacitates them. hehe
:wink:



Yeah a stun grenade which forces the player in walk mode. Should theoretically not be too hard to code.

Really good job Iron! The burst gun looks a bit weird though in first person. Like half a blaster. Looks different in the other screenshots though.

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Last edited by Crimson on Sat Apr 28, 2012 3:06 pm, edited 1 time in total.

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 Post subject: Re: Presenting the WarPack 7 Weapons
PostPosted: Sat Apr 28, 2012 3:06 pm 
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Crimson wrote:
Yeah a stun grenade which forces the player in walk mode. Should theoretically not be too hard to code.


No that's gay on a game that plays like RepCom/Unreal

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