View Poll Results: Will there be a Bulletstorm 2?

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  • Absolutely

    65 65.00%
  • Mayby

    26 26.00%
  • NO!!!

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Thread: Bulletstorm 2?

  1. #41
    Skaarj
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    Well, to be honest I think the poll doesn't have the correct wording "Will there be a Bulletstorm 2?" well we don't know only Epic Games are deciding.
    I think is should be "Should there be a Bulletstorm 2?".

    But yes there should be one. Admit it, who didn't love throwing enemy's into spikes with a leash?
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  2. #42
    MSgt. Shooter Person
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    Most definitely they'll be a sequel. Bulletstorm is very entertaining and something new, which is refreshing to see in a very crowded FPS genre. Maybe it won't come out in another year or 2, but I believe eventually it'll come out.

  3. #43
    Skaarj
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    yeah there should be a second iteration, but i think not in the near future.

    there are some rumors (in Official Xbox 360 Magazine) about people can fly is busy with the development of a new gears of war trilogy (prequels).
    Last edited by prdx; 11-28-2011 at 06:45 AM.

  4. #44
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    I doubt they will make part two they said there wasnt much success not much money was made making it pointless to release a second. I would love to have a second
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  5. #45
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    Same, this game was truly awesome and even if the chances are small, the community around this game must show that there is still interest!
    It's better to try something and have a small chance to get a second part or updates of Bulletstorm (e.g. a coop mode - wouldn't that be great? Playing the story with two players would at least add some more replayability) than have no chances to ever see a second Bulletstorm game.
    A huge fan of the entire Unreal franchise and Bulletstorm.
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  6. #46
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    I heard that PCF will now help more with Gears franchise. I doubt that BS2 will ever be created (It is possible but need a lot of confidence and determination)

  7. #47
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    Yeah, there are rumors that they will be the ones to make a prequel trilogy to the Gears trilogy which ended this year.

    But even then, it would be less efforts to make a Bulletstorm 2 than when they started Bulletstorm from scratch. That is, if they would do it NOW.
    As long as the graphics standards don't change a lot, you can recycle static meshes, textures and much more and a reasonable continuation of the story could be made very easily. I'm not sure whether I've mentioned that in this thread before so I'm just quoting a message I've written somewhere else:
    Quote Originally Posted by me
    [...]even though many parts of the first title could be recycled by returning to Stygia

     
     

    after it has been repaired and - dejavu! - they used prisoners which started a rebellion (once again) and destroyed the new protection shield, this time in a different way => old/known and new mutations, similar background story, whole new story to play


    After all, that would fit to the typical human behavior (related to the stuff I wrote in between the spoiler tags). They didn't learn anything from mistakes after Chernobyl either and this year we had the incident at Fukushima which finally made people "wake up".. That would be one way to do it, should keep the production costs lower, shouldn't it? And a reasonable continuation of the story is made (I want to fight Serrano again
     
     
    and win back Ishi
    ).
    A simple "back to Stygia (a few years later)"-concept and reusage of content. To make the story a bit different, here to give an idea of how the presentation and storyline could be like:

    [contains spoilers]
    A short flashback that starts with BS1's ending (when escaping the planet), then showing what happened in the meantime (capsule with you and Trishka was found, got on board of a ship, people recognized you, tried to kill you, combat, killed crew got a new ship, trying to find Serrano and avenge your crew)
    (5years later)
    Another combat, suddenly you're being attacked by some bounty hunters, ship is damaged, you crashland in a cave of a (at that moment) foreign planet, it seems a bit familiar though you leave the cave, hear a gammastorm start realizing it, run to the next cave, kill some mutants, leave that cave, see Elysium and the broken wreck of the Ulysses, cutscene (some kind of flashback showing some moments of Gray and Ishi who were fighting on Stygia, his fight with the AI, fight against Serrano and his last sentence "It's not your fault", start conversation with Trishka), enter Elysium, see a ship of the Federation land, Final Echos exit it from the far, you keep silent while they leave, army of freaks attacks you, etc. etc. later you see Ishi in the background, realize it's him, explosion blocks path, you cannot get to him (dramatic scene), you see some ammo capsules falling from the sky, etc. etc. repeat story of Project Anarchy, fight freaks, mutants, plants, Final Echos, manipulated Ishi, convince Ishi during fight, at the end fly to Serrano into the orbit while he waits in his new battle ship shooting at you, space fighters approaching, space combat, combat on ship, fight with Serrano and his army in one room, but an active fight, maybe even with a defect leash detonation because something happened so you cannot just use it against him and the army, Serrano tries to escape, epic 2 vs 1 fight starts, leash against leash, explosions, fighting in engine room of ship, rotors, heavy forces making movement dangerous, generator with many lightnings paired with a movable environment, must use leash wise to get to Serrano who tries to open a door which is locked, dangerous environment, etc.. Use your imagination.
    [end of spoilers]

    Heck, I would even want to find a team and work on that myself (especially because the visual content used in Bulletstorm is simply awesome ) but the EULA prohibits it, and I'm not really interested in a "Bulletstorm-like UDK game". I want a continuation of Bulletstorm and not something that is just inspired by it but has no direct connection to the game.
    Last edited by Sly.; 11-28-2011 at 10:09 PM.
    A huge fan of the entire Unreal franchise and Bulletstorm.
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  8. #48
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    Actually you can use most of meshes also on next generation machines (lets say Samartian demo level of visuals). They should still have Hi-Poly versions of meshes. Just bake displacement textures plug it into vertex dispacement and turn on tesselation

    But i think that if next BS will came out, then it should use different scenery. Stygia was great, and it's potential hadn't been fully utilized, but they closed this chapter. Trying to continue it with force would be innatural. I would choose prequel to original story (Rel and Doc were killed ridiculously early) but then we wouldn't have leash and most of weapons (well Imo only PMC, Flail, Screamer and Shotgun were worth anything and should be polished, rest is trash). Actually i think that the whole concept of this game needs a lot of redesigning when creating sequel.

    Anyway. The best what PCF could do was relasing free DLCs, adding more gametypes, fixing bugs, balancing and polishing gameplay after relase (See minecraft... This game bored me a couple of times but updates made me come bak to it over and over again. Same could be done with AAA titles. It's more expensive but can convince people who haven't bought game yet, prevent from resseling and improve developers image which is huge indirect investment). But they haven't done anything at all. They still had chance to transform defeat into success but they just insolently wasted that chance (actually most of devs keeps forgeting that relasing of game doesn't need to mean end of polishing it and adding stuff. If you have done something wrong... Just fix it. Even if it mean relplacing some parts of original game. Eidos Montreal could create boss fights for DE:HR from scratch and remove the only big issue of game, but they hadn't. I thought that this game was pretending to be iconic game like first Deus)


    And by the way. Fukushima don't have anything in common with Chernobyl :P

  9. #49
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    You got a good point, I would like to see another wicked scenery too, I just tried to provide an idea how to keep the efforts in development as low as possible which would be possible with a back to Stygia concept. Well, Chernobyl was a nuclear disaster and people didn't seem to learn anything from it, they just couldn't realize how dangerous nuclear power plants are, then, this year, the incident at the Fukushima reactors happened and only now people realized that if they would have learned from their mistakes, all this wouldn't have happened. Same "concept" can be used for the example I provided in my last post for the rebuilding of the planet's holiday resorts with the exact same method. That's what I meant by that.

    I tend to agree on most of what you posted. Free DLCs would push this games popularity up again, the problems are (once again) GFWL/XBL (=> Microsoft) and PSN (Sony). I doubt they would like to "sacrifice money" by giving them away for free nor do I think Epic and PCF would have interest in doing so too as this game didn't make a big income and "wasting" more money would not be very productive if they cannot be 100% sure that this will push sales.

    The Bouncer was a weapon which could have to be polished as you could easily make most, if not all of its skillshots in a few shots but the feeling of the cannonball was just ... okay. It was not super difficult but sometimes the cannonball just refused to do what you wanted it to do (kicking it and pulling it closer was not as easy as expected). There were many more possibilities for skillshots, same goes for the PMC, Flail Gun and Boneduster.

    All this seems like a vicious circle. We can talk about all this, but we won't achieve much by doing that. Sure, if the community wouldn't show any interest, the chances would be 0%. And what would you want? 0% or something like 0.0001%? Better have a minimalistic chance than no chance to achieve anything with these discussions and definitely never see a sequel or prequel to this game.

    Oh, well... Wish I could contribute to this game and help it out of its misery but there is just no way to do that...

    Can I please haz Unreal Editor for Bulletstorm PCF & Epic? *dog eyes*
    Last edited by Sly.; 11-29-2011 at 03:47 PM.
    A huge fan of the entire Unreal franchise and Bulletstorm.
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  10. #50
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    Quote Originally Posted by Sly. View Post
    You got a good point, I would like to see another wicked scenery too, I just tried to provide an idea how to keep the efforts in development as low as possible which would be possible with a back to Stygia concept. Well, Chernobyl was a nuclear disaster and people didn't seem to learn anything from it, they just couldn't realize how dangerous nuclear power plants are, then, this year, the incident at the Fukushima reactors happened and only now people realized that if they would have learned from their mistakes, all this wouldn't have happened. Same "concept" can be used for the example I provided in my last post for the rebuilding of the planet's holiday resorts with the exact same method. That's what I meant by that.
    Chernobyl was nuclear plant built by soviet union and some people who had power over the all energinig staff ordered them to deliver as much energy as it was possible despite opposition of the staff (which as far as i know were night shift who weren't specialists). You probably know that opposing superiors in USSR wasn't ever a good idea. Soviet system just asked for that disaster. Don't know much about fukushima (i don't have constant contact with TV for more than year ), but as far as i know it wasn't human failure but it was caused by natural disaster (btw. Japan isn't perfect place to build nuclear plants. Despite strenghthening it still can fail when it comes to earthquakes and tsunami. By the way... Fukushima wasn't a media bubble? As far as i know the Japanese handled it pretty well.

    It's not like using nuclear energy is wrong. Imo nuclear power plants are like airplanes... Extremally safe but when something went's wrong then whole word will know about it and media will exaggerate it. Most of electricity in France is produced by nuclear reactors (86.9% in 2005 according to wikipedia) and i still haven't heard about any disaster. Additionally they are very efficient and clean (France is the smallest emitter of carbon dioxide among the seven most industrialized countries in the world). Very often phots of huge chimneys of nuclear plants are meant to be showing pollution, which is funny because they are emmiting only water vapor . In France is built first thermonuclear reactor (second most expensive research project after International space station) which will be even more efficient, cleaner and it can never produce any waste in disaster because it's not basing on breaking heavy atoms but on fussion two isotopes of hydrogen: Deuterium and Tritum. Abandoning this technology is the worst thing we can learn :P

    Quote Originally Posted by Sly. View Post
    I tend to agree on most of what you posted. Free DLCs would push this games popularity up again, the problems are (once again) GFWL/XBL (=> Microsoft) and PSN (Sony). I doubt they would like to "sacrifice money" by giving them away for free nor do I think Epic and PCF would have interest in doing so too as this game didn't make a big income and "wasting" more money would not be very productive if they cannot be 100% sure that this will push sales.
    CD Project Red - Another game developer studio form Poland who relased Witcher2 for PC and is adding a lot of stuff to the game for free stated that they would like to relase all additional content for Xbox for free (Xbox version is in development) but they simply can't because of Microsoft (but they are still trying though). I think that epic is strong enough to break through this rule.

    Quote Originally Posted by Sly. View Post
    The Bouncer was a weapon which could have to be polished as you could easily make most, if not all of its skillshots in a few shots but the feeling of the cannonball was just ... okay. It was not super difficult but sometimes the cannonball just refused to do what you wanted it to do (kicking it and pulling it closer was not as easy as expected). There were many more possibilities for skillshots, same goes for the PMC, Flail Gun and Boneduster.
    I didn't liked bouncer. It wasn't responsive enough to me. I abandoned it when i realized that i can kill two rooms of enemies with it and earn less points than by stacking 4 or more skillshots on one enemy using boneduster. Boneduster have great primary shot but useless second. (By the way... Boneduster is a weapon which was invented by me independenlty from PCF before first showing of it. There was "new weapon ideas" topic where people were inventing plasma/laser/electricitybolt like stuff and i just posted thati would like to see powerfull multi barreled shotgun which can send enemies on obstacles. The only difference beetween my idea and boneduster are number of barrels and voice of weapon. Boneduster have quiet "puff" but i wanted somethin rather loud.) I would like to change charged shot for shotgun to something like current primary crossed with current charged. Larger area than primary but smaller than charged, burning enemies and throwing enemies. Current charged is useless for getting points. Just wasting enemies . Modified one would allow to stack skillshots.

    Quote Originally Posted by Sly. View Post
    All this seems like a vicious circle. We can talk about all this, but we won't achieve much by doing that. Sure, if the community wouldn't show any interest, the chances would be 0%. And what would you want? 0% or something like 0.0001%? Better have a minimalistic chance than no chance to achieve anything with these discussions and definitely never see a sequel or prequel to this game.
    That's why i'm trolling devs so much - to be noticed ( i managed to do this month ago :P ) and then sent them brutal feedback about game and a bunch of ideas. This game have to big potential to be wasted.

    Quote Originally Posted by Sly. View Post
    Oh, well... Wish I could contribute to this game and help it out of its misery but there is just no way to do that...

    Can I please haz Unreal Editor for Bulletstorm PCF & Epic? *dog eyes*
    [/quote]

    Same do i... I even found some ways to try contacting with them (as i said i managed to be noticed by Adrian), know (but not personally) one guy who is working in PCF and probably have one PCF engine programmer on faculty where i'm studying :P

    Cheers

  11. #51
    Marrow Fiend
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    Maybe someday - just maybe - things will change and we will have a UEd and free mod support for this game. I would so like to be able to use its assets and make a "dynamic" Anarchy map, some kind of linear map you have to walk through (from A to B) with some arena-shaped placed (like regular Anarchy maps) where waves of freaks start to attack you and after that, you move on, capsules get dropped, walk further, etc.. That was what I actually expected from Anarchy, it has much more potential than this "Invasion/Horde gametype concept" in a UT like arena.
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  12. #52
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    Coop-Echoes-Anachy combo... Yeah i thought about it too... Actually not hard idea to get... It's strange that PCF guys haven't created it.

  13. #53
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    Indeed.

    Of course it would be even better if there were more than just one path which would lead to the "goal", would add more replayability.

    EDIT: I feel like we two are the only ones who keep posting on a regular basis in these subforums. :/
    A huge fan of the entire Unreal franchise and Bulletstorm.
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  14. #54
    MSgt. Shooter Person
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    Yes, but they got to add Grayson Hunt as a Gears 3 Character!

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  15. #55
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    I hope you don't mean chosing routes like in Gears where you get "A or B" choose. It will work in single/coop campaign but not in separate missions which would be time/point based. It could drive to choosing more optimal for score path. If you meant adding aspect of "approaching to problems from different directions" rather than choosing one from two 15 minutes long separated paths then it's ok

    Actually i's like to have in BS something like coop levels from Rage (Actually Rage should be analized by PCF on core gameplay area, because it's the biggest problem of bulletstorm and probably the biggest advantage of Rage (haven't bought that game yet, but i want to do, because simple shooting to enemies in this game looks fun - weapons actually seems usefull and beting enemies will require a little bit of skill.

    PS. Yeah i noticed that too. But what is the most funny thing... I haven't played Bulletstorm for more than half year ( i played it for 3 weeks i guess ), but as i'm interested in game development and game designing aspect i sticked to the bulletstorm as the game which i can analize and find mistakes and possible ways to solve them. Kinda way of studying gameplay design

  16. #56
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    lol, yeah that's one way to deal with that!
    If you meant adding aspect of "approaching to problems from different directions" rather than choosing one from two 15 minutes long separated paths then it's ok
    Exactly this! It shall be cooperative after all!

    I have the Anarchy Edition of Rage but didn't install it yet (no time to play yet), but that boomerang seems a nice weapon!
    I'm curious whether there are more creative weapons like that in the game. Maybe after I've played Rage I'll be to provide more ideas.
    A huge fan of the entire Unreal franchise and Bulletstorm.
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  17. #57
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    Lightbulb If soo (BS2) make it change a lot!

    I have not played BS, but have seen play, and the person finished it in one day!!!
    yes! it has some great sense of humor, great grafics...
    No! it has too much of the same game play and it becomes monotonase and its short game play...
    have said that I expect that if there is a next "Bulletstorm" it will have more gameplay and make it more in an open world and add some random eventes, PLEASE!!!
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  18. #58
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    It was fun to play. need a better multi-player but im in.....

  19. #59
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    I played the first.. Thought it was alright. Would prefer them to concentrate on supporting gears 3 and then a new gears after that!!

  20. #60
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    @Slowman

    Well... I passed Bullestorm on hard in single day (but i wasn't played constanlty. Rather 3 3 hour parts ). I was hyped to this game :P.

    @Sly

    Yeah wingstick is pretty interesting, but not the only nice weapon. Shotgun with basic ammo looks nice (well shotguns are always goos idea, because they force player to fight in close distance and be faster. Simple unoriginal weapon which adds a lot to the gameplay) with explosive rounds it becomes small grenader launcher which also is cool. Crossbow can use electric ammo which kills everybody touching the water or exblosive ammo which basically works like torque bow from gears . I respect id for their talent to create great core gameplay. Their games often are boring by itself, but nobody really feels it because mechanics are made so well.

  21. #61
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    I passed Bulletstorm several times already, each playthrough on one day in a timeframe of about 5.5-7.5h, depending on how hyped I was. I played each playthrough on one day not because it is extremely short but because it just didn't let me go. I was so much into the game that I didn't want to take a break, not even for eating. It didn't get boring yet.

    Slowman, you should give it a try, you cannot really judge a game by looking at it, if I have doubts if a game is good I usually ask a friend who owns the said game if I can try it out on his PC. If it can convince me, I buy it. If there is a free demo of it, I download the demo.
    And most YouTube playthrough videos (except for the super awesome Echo highscore runs by some "pro's") are played ... erm, how to name this? Well, they neglect the skill and play it more like COD or Battlefield ("cover! cover! cover! Ignore possiblities, just try to kill the enemy somehow, sliding is eviiiiil, do not use" - something among those lines - btw, I hyperbolized this, that's not really the attitude but that's how it looks like to me in some cases) which is not the intention of the game. After all, the motto is "Kill with Skill". It shall be something brand new, something different and that's why the marketing was made with Duty Calls (imo a perfect parody of said games).

    I must say, the mechanics of the Rage shotgun remind me a bit of Unreal's and UT's Flak Cannon. The electric ammo of the crossbow reminds me a bit of that one weapon in Painkiller (forgot the name) which was shooting shuriken, could create a nice lightning beam and shoot an electric trap.

    Hm.. I wonder why there was no such weapon in Bulletstorm, I mean, a weapon which can shoot a lightning beam and place traps. Attaching a trap to an enemy, similar to the Flailgun's grenades which are connected with a chain, or maybe even a weapon that lets you take control of one enemy so that it follows your crosshair. I mean, quite an interesting idea, isn't it? Using the weapon to navigate an enemy with a trap into a huge crowd and let the party begin! Or what about a freezer rifle? Freezing single limbs of an enemy and kicking them off/pulverizing them or freezing them to the ground and sliding into them, causing their legs to break off, or pulling a frozen enemy with the leash to use it as a weapon to crush or stab another enemy (with its broken parts for example). A bunch of possiblities.
    Last edited by Sly.; 12-02-2011 at 07:56 AM.
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  22. #62
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    controling enemies - only scenario based weapon. If weapon needs more than 1.5 second to kill then it's definetaly too long. I like weapons which simply kill by damage... method of delivering that damage don't need to be simple though

    About freezing enemies... It can sound cool but it actually don't give you way of more efficient way of killing, rather it make it taking longer time (actually this is problem of many weapons in BS). I prefer just owning enemies in way that the only thing that they can think is WTF just happened rather than toying with them for ten seconds to farm points :P. Quake and UT games have good arsenal. Every weapon is there to fit your needs in patricular situation. in quake 3 for example gauntlet is for fast killing in close combat, machinegun for restriking opponents with little healt from bigger distance, shotgun for very short distance, grenade... ok it's not very usefull for me... sometimes when chased you can shoot them behind yourself. Rocket launcher to deliver a lot of splash damage, lighting to inflict constant damage on medium distances, railgun to just kill with one or two shots, good for huge distances or when route of enemy is predictable (jumppads ^^ )... I havent found good use for plasma yet, so i will skip that part. BFG - ok... idea of putting this game in was stupid . Most of weapons have situations associated with them, the reason of their creation. In BS you can just rush and kill everybody massively with lets say thumper, or kill them in not efficient way. There is nothing preventng you from doing this. This game let you suck without consequences ;P. But actually don't let you own everything because there are situations where none of weapons are designed for solving them (or they are, but you don't equip them because those situations doesn't happen often and weapon doesn't have any other good use. bouncer is rather useless for me, sniper rifle (maybe i should try using it without scope, so it could serve me as a railgun... I should play BS once more because i remember emotions connected with weapons and skills rather than thinking about usage i could didn't notice. I probably said already some stupid statements .

    btw. Maybe i should try mod BS by changing some ini's... there are some parameters connected with core gameplay like slowdown of enemies.

  23. #63
    Marrow Fiend
    Join Date
    Mar 2010
    Location
    Germany
    Posts
    4,659

    Default

    This explains why the inis were locked.

    Ok, that's a good point as time is an important factor (at least in Echo) and since it can get boring if you have to bring everything in place/create perfect conditions without any real action.
    Anyways, you should give the Headhunter (was this its name?) a second chance. You can do crazy stuff with it, although I found there were -again- much more possiblities.
    Just take the skillshot "Icarus" (shoot enemy after catapulting him into midair with a leash detonation). You can combine this with a few other skillshots, e.g. "Bluff". Or take the skillshot "Nutcracker", quite amusing, very satisfying if you manage to shoot the enemy from a bigger distance (without using the scope of course).

    Now about the "wasted" chances: The secondary is indeed funny, just steer an enemy towards a group and detonate it! Steer an enemy into a swarm of electric flies and let him die by them so that you get the skillshot and shortly after detonate it for the skillshot you get for destroying all of them. Detonate the bullet before hitting someone, kill several freaks in midair with one bullet, but: What about the "no scope-loaded shot" skillshots which would be possible? It could have been made so if you hit someone with a loaded shot, the bullet would stay inside the body for 3, 4 seconds before it detonates, this way you could combine it with "Slam Dunk" or create new skillshots.
    A huge fan of the entire Unreal franchise and Bulletstorm.
    UT2004 tips thread; UT3 tips thread; remastered UC weapon textures (UCBP for UT2004, still WIP), CTF-FacingWorlds99 (UT2004; final in the making); AS-Overlord (UT2004, Beta4); DM-Crane (UT2004, Beta1 - currently unavailable); CTF-BattleOnSlysBlockForts (UT2004, RC1, made on request); DM-Morbias (UT2004, new link tba);

    S l y .

  24. #64
    Iron Guard
    Join Date
    Nov 2007
    Location
    Poland
    Posts
    528

    Default

    Well... i don't like headhunter because of this steering... it's taking too much time for me .This waepon shouldn't have it imo (and then it could be added in any multiplayer gametype) Icarius with no scope shot should be interesting, but wasting thumper... There should be grenade launcher which shoot in more flat trajectory (longer range) and can catapult enemy into air. Anyway i feel that i should give this weapon second chance and use it in some other way than suggested by game.

    And about charged no scope sniper shot. Yeah i noticed that it don't explode too. It should be fixed in some kind of patch, but nobody want to create one.

    Actually it would be better idea if some weapons had secondary rather normal way of shooting instead of aiming. Some weapons simply don't need it.

    I should modify inis a bit more (now mainly changes are turned off mouse smoothing and modified FOV) to affect gameplay and try ignoring skillshot score. Just do what is cool in my opinion, not in opinion of the game.


 
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