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Author Topic: [WEP] TazerBoy [2/27/2010]  (Read 79252 times)

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Gabbo

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Re: [WEP] TazerBoy [2/27/2010]
« Reply #30 on: November 22, 2011, 09:10:41 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, 10:41:15 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, 12:39:33 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, 11:28:35 am »

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, 05:30:32 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, 05:50:02 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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Re: [WEP] TazerBoy [2/27/2010]
« Reply #36 on: February 19, 2012, 10:44:13 pm »

Or you could hack them and turn them into your mines.
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Re: [WEP] TazerBoy [2/27/2010]
« Reply #37 on: February 20, 2012, 01:04:51 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: February 21, 2012, 09:54:08 am »

Yea it should be used for something.  That isn't a bad idea.
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Re: [WEP] TazerBoy [2/27/2010]
« Reply #39 on: February 22, 2012, 03:05:54 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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Re: [WEP] TazerBoy [2/27/2010]
« Reply #40 on: March 08, 2012, 05:26:35 am »

I just hope it gets used for something, because its probably one of my best models with the most love put into it.

I was asked to redesign it by Spider, a lead dev, over a year ago, so i don't get why it still isn't in the game in SOME form whatsoever.
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Re: [WEP] TazerBoy [2/27/2010]
« Reply #41 on: March 08, 2012, 11:50:31 am »

I just hope it gets used for something, because its probably one of my best models with the most love put into it.

I was asked to redesign it by Spider, a lead dev, over a year ago, so i don't get why it still isn't in the game in SOME form whatsoever.

maybe its for another release?
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Jonathon [SSL]

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Re: [WEP] TazerBoy [2/27/2010]
« Reply #42 on: March 09, 2012, 11:03:20 pm »

I rigged/animated it like a year ago. I think it's great. Not sure why it isn't ingame in some way shape or form yet either.


For those of you with the SDK set up I think it'll at least be shipped with the game files as a standalone model so you can check it out there.
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Re: [WEP] TazerBoy [2/27/2010]
« Reply #43 on: March 09, 2012, 11:07:10 pm »

For those of you with the SDK set up I think it'll at least be shipped with the game files as a standalone model so you can check it out there.

The watch is there, However the Tazerboy isn't for some reason, Unless I didn't look hard enough.

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Re: [WEP] TazerBoy [2/27/2010]
« Reply #44 on: March 09, 2012, 11:10:37 pm »

The watch is there, However the Tazerboy isn't for some reason, Unless I didn't look hard enough.

You don't have the developer build/4.2.
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