Question would be… weather or not the nade launched in ET:QW will be re-directable or if it will explode on impact.
What Weapons do each Class have?
down for me right now. LOL I swear that site is down more often than its up.[/quote]
I noticed that over the past few weeks as well.
Looks like there no itself Flamer but the closest weapon in that fashion is the electric cannon we’ve seen in that single screen shot that was on 1up and was explained in the dev diaries. Though only the Strogg get it? I still say acid launcher ftw!
now getting back to the weapons, is the machine pistol, silenced and non silenced, a primary, or secondary, or both? Who gets to use this weapon, and can it be used at the start, or is it accquired through leveling up? Also who gets akimbo machine pistols?
Same thing with the lightning pistol. Agressors are the only ones that can use it. But I want to know is it an upgrade from the blaster?
i really hope the grenade launcher acts exactly like the one on q2, only with a little bit more range, the nade launcher in q4 is bull, and the one in wolf et is not quake style at all.
gettin that out of the way, humans will use weapons with bullets mostly while the strogg will carry stuff like blasters and hyperblasters, the sniper rifle is going to be a railgun most likely.
Why should it be Quake style? Imo it can be anything, as long as it plays good.
Since the last press event all that info has come to light.
http://www.totalquakewars.com/page.php?do=weapons
Lists all the weapons in the game and if you use wolf:et as reference you can tell who gets what.
How come the engineer has grown a goatey beard.
He looks like something out of the village people.
This is war not x-factor.
thought you couldnt grow facial hair in most armies nowadays, xcept for spain, the french legion and israel
I guess you have to be grizzled to be an engineer. This must be why I’m so good with the rifle nade.
Well that guy spends too much time in front of the mirror imo.
I think its a combination of the goaty and the orange specs that looks
seventies.
I think the best way for weapons balance is this.
For every GDF class that uses that one primary weapon, the same number of strogg classes use the related weapon. Silencers don’t count.
Same thing with secondary, but is not related to the primary weapons.
So for example, will probably not be in game
In GDF
3 classes can use standard assault rifle
1 class can use grenade AR
1 class can use scoped AR
3 classes can use shotgun
1 class can use rocket
1 class can use gpmg
1 class can use silenced machine pistol as primary
1 class can use sniper
3 classes can use pistol, but 1 class uses silenced (since silencers don’t count, (3+1=4)
1 class can use machine pistol as secondary.
Now strogg must follow the same rules]
3 classes can use standard lacerator
1 class can use grenade lacerator
1 class can use accurised lacerator
3 classes can use shotgun
1 class can use bosonic orb
1 class can use hyperblaster
1 class can use lightning pistol as primary
1 class can use railgun
4 classes can use blaster
1 class can use lightning pistol for secondary.
There. That should balance the weapons. So one team can’t say that, "that’s not fair that 2 classes can have a machine pistol, but only 1 class gets lightning pistol etc etc. I also saw in a recent pic that an opressor was holding a lightning pistol? Is this to balance the fact that covert ops can hold machine pistols but infiltrators have no such silenced weapon, and that lightning pistols cannot be silenced?
The first thing I’m waiting for is the official weapons loadout, I hope it follows the rules I put above.
I also hope that the field ops is assault rifle and pistol only. If he gets a machine pistol, then a strogg class must that does not have a lightning pistol must have a lightning pistol.
you normally can’t reach in direct line with the bouncing grenade.
You have to think as a pool billiard player.
[QUOTE=Senethro;162093]Engineers always have facial hair.
Fact.[/QUOTE]
and moustaches, even small ones.
thats are engineers union requirements.
and covert ops CAN have combat beards[+2 to melee, -1 to stealth].