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Author Topic: [WEP] TazerBoy [2/27/2010]  (Read 4669 times)

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Gabbo

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Re: [WEP] TazerBoy [2/27/2010]
« Reply #30 on: November 22, 2011, 10:10:41 PM »

...but also a matter of usefullness.
Point 1: it wasn't in the original Multiplayer
Point 2: if there's no advantage in using it, noone will use it.
If it had a stun effect, it might be useful as a secondary weapon.
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Entropy-Soldier

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Re: [WEP] TazerBoy [2/27/2010]
« Reply #31 on: November 22, 2011, 11:41:15 PM »

didn't VC propose that it should penetrate armor, doing damage to the victim's health based on how much armor they were wearing?

would make it a unique tactical weapon, if nothing else.
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kraid

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Re: [WEP] TazerBoy [2/27/2010]
« Reply #32 on: November 23, 2011, 01:39:33 AM »

Yea, just read VC's thread on that topic again.
He mentioned some interresting features which could make this a unique gadget for lot's of situations. (e.g. it could make proximity mines less annoyn)

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markpeterjameslegg

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Re: [WEP] TazerBoy [2/27/2010]
« Reply #33 on: January 08, 2012, 12:28:35 PM »

Maybe it could have a little radar screen that could detect proximity mines.
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kraid

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Re: [WEP] TazerBoy [2/27/2010]
« Reply #34 on: January 08, 2012, 06:30:32 PM »

...or defuse/reset them whenever a player who is using the Tazer comes along (but it has to be selected as your active weapon or it won't work).

Or it could mark the mines within a certain radius with a glow just like Flags/AuG/Key in certain game modes.
Green for proxies, blue for timed and red for remotes.

While not neccessary for timed or even remotes (hey, your own fault if you use it when there are no proxies), it could make proxies a lot less annoyn.
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markpeterjameslegg

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Re: [WEP] TazerBoy [2/27/2010]
« Reply #35 on: January 08, 2012, 06:50:02 PM »

...or defuse/reset them whenever a player who is using the Tazer comes along (but it has to be selected as your active weapon or it won't work).

So they would be ineffective against the holder of the Tazer, but still be effective against the rest of the players?

This would make the Tazer a much welcomed addition to the world of Goldeneye multiplayer I think, especially if you could hack the proximities and use them as Remote Mines at any time, whenever a player gets near them, the Tazer could beep, one tap of the alternative fire button and BANG! This would make the Tazer a very cool gadget to have in proximity multiplayer, it could also lead to some very cool new game types... Oooh... too many ideas are circling my head, I'm off for a coffee.
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Sam Colt

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Re: [WEP] TazerBoy [2/27/2010]
« Reply #36 on: February 19, 2012, 11:44:13 PM »

Or you could hack them and turn them into your mines.
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Rick Astley

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Re: [WEP] TazerBoy [2/27/2010]
« Reply #37 on: February 20, 2012, 02:04:51 AM »

maybe use the model of the taserboy as a gadget instead of a weapon maybe for the new Hackers and Preventers gamemode?
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Troy

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Re: [WEP] TazerBoy [2/27/2010]
« Reply #38 on: Yesterday at 10:54:08 AM »

Yea it should be used for something.  That isn't a bad idea.
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Rodney 1.666

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Re: [WEP] TazerBoy [2/27/2010]
« Reply #39 on: Today at 04:05:54 AM »

The use for it in terms of Q-gadgetry that's been flying around the most is threat identification, ie mines.
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