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 The guns in CC and your thoughts (so we can make 'em better) 
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Joined: Sat Aug 16, 2008 7:17 pm
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
Snipers GLs and pistols should all be really satisfying to use


Thu Oct 04, 2012 11:36 pm
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Joined: Fri Oct 05, 2012 5:20 am
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
I think just got the game, so correct me if I'm wrong, but the grenades seem terribly under powered to me. They do very little damage, and very little blast radius.


Fri Oct 05, 2012 5:24 am
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
Please, don't troll. This topic is for posting your thoughts, not trolling on someone else's.


Fri Oct 05, 2012 8:48 pm
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
ATOS Productions wrote:
Please, don't troll. This topic is for posting your thoughts, not trolling on someone else's.

You're absolutely right. I wish the community would learn from your guidelines.
Please continue helping our community with your ON TOPIC posts.
Learn a buzzword other than troll. It's extremely annoying to see people like you use words like that.

ON TOPIC TIEM.
I don't remember the gun name, Bullpup maybe? I'll edit this post later to confirm..
I was unloading it on some zombies and couldn't help but to notice the bullets flew through their body and out their leg without damaging them.
I really hope it doesn't get fixed.

A Techion grenade launcher would be nice. Would work like an impulse grenade.

The Dihlacal cannon should have more rounds, or be more efficient for killing people. IE More damage/Faster reload


Fri Oct 05, 2012 9:38 pm
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Data Realms Elite
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
Also, Techion needs a good long-range weapon.


Fri Oct 05, 2012 10:14 pm
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
Miggles wrote:
Also, Techion needs a good long-range weapon.


Yeah, the nanorifle is decent and pretty damn deadly but the Techion lack a real "long range punch" in their arsenal.

Then again maybe they shouldn't, leave some variety and don't make all the factions technical resprites (i.e. having all the factions with similar guns that just have different names and colors) I honestly kind of like the fact that the Techion and even the browncoats take a different direction then every other CC faction.


Fri Oct 05, 2012 10:21 pm
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
Bombzero wrote:
Miggles wrote:
Also, Techion needs a good long-range weapon.


Yeah, the nanorifle is decent and pretty damn deadly but the Techion lack a real "long range punch" in their arsenal.

Then again maybe they shouldn't, leave some variety and don't make all the factions technical resprites (i.e. having all the factions with similar guns that just have different names and colors) I honestly kind of like the fact that the Techion and even the browncoats take a different direction then every other CC faction.


I'm okay with them not having a great long range weapon but they seriously need something that can do a little AoE.


Fri Oct 05, 2012 10:28 pm
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
I know this is off-topic, but I'd like to see some form of knifes. Maybe with a trigger and release method. So you hold down to charge an attack and then let go to strike.

Maybe a way to add alternate attack animations.


Sat Oct 06, 2012 12:21 am
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
Some mods do melee weapons, I never use them though because they aren't very effective in CC.


Sat Oct 06, 2012 3:14 am
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
In the Imperium of Man compilation, they are definitely quite effective.


Sat Oct 06, 2012 11:14 am
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
I like the RPG-7

Good things: 1. shoots beyond firer's line of sight, 2. does a lot of damage, and usually takes out an enemy in 1 to 2 hits.

Bad: Nothing bad.

Other notes: I feel it is balanced just right with a realistic loading time, but not so long that it's fire-once-then-get-shot.


Sun Oct 07, 2012 9:04 pm
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
Weapon: white bot Giga Pulser

pros: does good with a silver man in tunnels and the most kick ass magazine ejection ever!

cons: spin up is too long for the amount of firepower you are getting, it just seems more practical to buy a pulse rifle.

Weapon white bot diethicwhatever cannon

Pros: can rip through multiple enemy's and light terrain.

cons: will occasionally only barely hurt enemy's and some times it wont even go through the softest of terrain.


Wed Oct 10, 2012 5:25 pm
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
Nucleo Swarm

Good things:
+ well balanced pricing

Bad things: Not much, reload time could be slightly longer.


Wed Oct 10, 2012 6:47 pm
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
This isn't strictly on topic, but it's relevant: give the Techions a landmine-firing grenade launcher for an indirect weapon. Would add more diversity :)


Fri Oct 26, 2012 12:22 am
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
I just noticed that the coa sniper shoots six bullets at once just to be able to do the damage it's supposed to do without murdering the terrain. That's p. crazy

PS can we have a rail gun sniper

PPS does any faction (the coalition) need duplicate weapons? Like for real, two pistols? Nobody needs two pistols. Just make one thoroughly satisfying pistol.


Sun Oct 28, 2012 1:29 am
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