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(public) *IDEA* Weapon Store!

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Created 11 years ago
by geh233
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NOTE: this was originally in the donators forums but i decided to move it to general disscusion.

WEAPON STORE!

Long description:
This feature would be much like the ugx mod character creator. you would open it from the menu and you would load up into a small area where you could purchase weapons, equipments, and proficiencies. The weapons that you buy would be strictly pistols, melees and smgs (which will be nerfed to fit a starter weapon) that you can NOT buy from the wall or the mystery box. you can also buy a secondary slot which can only be a melee that you hold. These items can be unlocked by completing challenges and ranking up but also cost ingame points. for example: if you wanted to start with a pistol (that is not in the box or wall) that is fairly better than the m9, you would start 250 points. if you wanted to start with an smg, and a secondary slot with an axe, than you would start with -500 points.

Here is a list of items that I believe should be added to the store:
REMEMBER All items are unlocked not only by points but by unlocking challenges and ranks and NONE of the weapons can be pack a punched.

Pistols:

 WEAPON     POINT COST    DAMAGE                         
-Makarov      150                 Slightly higher than m9   
-P99             250                 Fairly higher than m9
-Tac .45        350                Moderately higher than m9
-B93r            450                Moderately higher than m9 (3-round burst)
-.357            550                1 shot kill to round 7

SMGs:

-Scorpion     750                 Moderately higher than m9 (rapid fire)
-FMG-9         850                 Significantly higher than m9 (rapid fire)

Wonder weapons:

-.115 Laser Revolver 1000  1 shot kill to round 15
-Gersh Gun 4000 1500 makes zombie shot at and all zombies in a 3 foot radius disapear with a gersch devicelike effect

Secondary Slot  200

Melees:

-Bat              200               1 hit kill to round 2
-Sog knife     300               1 hit kill to round 3
-Axe              400               1 hit kill to round 5
-Bowie          500               1 hit kill to round 7
-Electric
Circle saw    600                1 hit kill to round 3 (Rapid fire)

Proficiencies(You can only choose one):

-Kick (MW3)  200               Less Recoil
-Impact (MW3) 150            Bullets penetrate through heavier materials
-Melee (MW3) 200             Melee faster while holding your gun AND while holding a primary melee

Equipment (does not regenerate only choose one):

-Throwing knives (x6) 250 always one hit kill.
-Mortars (x2)  350              kills all within radius
-Molotov Cocktails (x3) 450  uses same effect for upgraded winters howl where the run in circles on fire until they die
-Peice of meat (x2) 400      You throw it and the zombies run to it. once they get there, they return to attacking players
-ESP Goggles 700              Allows you to see zombies through walls by putting a square over them. also indicates health, the amount of zombies left, and the damage of the weapon you are using.



Thats my idea. please consider!
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These WaW limits will only allow the already existing guns in the UGX Mod, and a few more.
As far as I saw v1.1 have 34 guns non paped and that gives 102 guns in total. Plus the weapon files for drinkin and that gives 114. Plus Gersch Device, QED, semtex, Hell's retriever and redeemer and a normal grenade that gives 120 weapon files. That leaves you with 8 weapon files left to use. Could be most efficently used for 2 more guns + their paped and elemented version and 2 nonpapable guns.
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I think this would be too easy. Just start of with the best things and you wouldn't even need points.
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Here is a list of items that I believe should be added to the store:
REMEMBER All items are unlocked not only by points but by unlocking challenges and ranks and NONE of the weapons can be pack a punched.

Pistols:

 WEAPON     POINT COST    DAMAGE                         
-Makarov      150                 Slightly higher than m9   
-P99             250                 Fairly higher than m9
-Tac .45        350                Moderately higher than m9
-B93r            450                Moderately higher than m9 (3-round burst)
-.357            550                1 shot kill to round 7

SMGs:

-Scorpion     750                 Moderately higher than m9 (rapid fire)
-FMG-9         850                 Significantly higher than m9 (rapid fire)

Wonder weapons:

-.115 Laser Revolver 1000  1 shot kill to round 15
-Gersh Gun 4000 1500 makes zombie shot at and all zombies in a 3 foot radius disapear with a gersch devicelike effect

Secondary Slot  200

Melees:

-Bat              200               1 hit kill to round 2
-Sog knife     300               1 hit kill to round 3
-Axe              400               1 hit kill to round 5
-Bowie          500               1 hit kill to round 7
-Electric
Circle saw    600                1 hit kill to round 3 (Rapid fire)

Proficiencies(You can only choose one):

-Kick (MW3)  200               Less Recoil
-Impact (MW3) 150            Bullets penetrate through heavier materials
-Melee (MW3) 200             Melee faster while holding your gun AND while holding a primary melee

Equipment (does not regenerate only choose one):

-Throwing knives (x6) 250 always one hit kill.
-Mortars (x2)  350              kills all within radius
-Molotov Cocktails (x3) 450  uses same effect for upgraded winters howl where the run in circles on fire until they die
-Peice of meat (x2) 400      You throw it and the zombies run to it. once they get there, they return to attacking players
-ESP Goggles 700              Allows you to see zombies through walls by putting a square over them. also indicates health, the amount of zombies left, and the damage of the weapon you are using.



Thats my idea. please consider!

Going off of what Ray said, only 8 of those things could be implemented.
ESP Goggles are impossible I'm sure.
Piece of meat would replace monkeys, but everyone loves those silly monkeys too much to get rid of them.
Gersch Gun is WAY too OP. That's like double the OPness of Thundergun and as a starting weapon would be ridiculous.
I don't think anybody voluntarily got cocktails. They're kind of like EMPs in WAW:Pointless and not worth the points.
A bat would be sweet, but I love the axe too much personally.
The B23R would be O.K. I don't know why you'd want any of those pistols besides the B23R and .357, but to each his own. Mortars would just be traps or huge grenades basically.
If the proficiencies didn't get drank like perks, I'm sure that would be alright.
Circle saw I don't understand. Literally a circular saw? That would be sweet.
The laser pistol is too O.P. for a starter.
Skorpion and FMG-9 would be OK if nerfed a little, but, honestly, if dual wielding gets successfully implemented in 1.1, would you rather have two normal badass FMG-9s or two nerfed FMG-9s?
Overall, it's still a good idea, but not the greatest selection of weapons as starters. Plus, there's always wall weapons.
B23R, .357, Skorpion, Five Seven would be good, Tac .45 is good, maybe KAP-40s, axe, and bat would probably be the eight best to go with considering nerfs and such.

 
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