07-12-2009, 01:36 PM | #1 |
Rise of the Triad's Weapon Balance and Hierarchy
So, as an avid fan of oldschool deathmatch, I've been playing a lot of Quake Live and Doom recently and, having not played ROTT multiplayer in a really long time (the last time I actually played it without attempting to use DosBox's IPX emulation feature was probably almost ten years ago using serial cable), I've been wondering about the weapon balance and food chain in ROTT; which weapons are the most advantageous? Which can be used at what time?
I remember someone saying that the weapons are "overpowered" and therefore ruin the ROTT multiplayer experience. If they're all "overpowered," then isn't the game fair? If not all of them are overpowered, then which ones are? I think that each weapon has its pros and cons and is reserved for its own kind of situation like in Quake III. I've always said, "You gotta use and do what you can and act how you can, whenever and wherever." In other words, don't rely on game and map designers to spoon-feed you your favorite guns, ammo, and levels. Use your head and the tools spread around you on any map. Appreciate and appraise variety and thought. Pondering such matters, I scribbled down a list of my personal view of the Hierarchy of Weapons, excluding power-ups (God Mode and Dog Mode). What are your thoughts? What experiences have you had with the weapons and how do you look at them? Top class
These weapons cause the most immediate damage and are the fastest to kill the enemy with.Standard class
These are the fairly reliable, up and coming arms that can do their job, yet not as explosively as the guns sitting up in the Top Class smoking room can.Basic class
These are the bare basics, the guns you should be carrying at all times (well, most times, since you probably won't always lug the rudimentary Bazooka around and obviously will have to hunt down the bullet weapons).
Last edited by Neuro; 07-12-2009 at 03:53 PM.
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03-17-2010, 12:05 PM | #2 |
Re: Rise of the Triad's Weapon Balance and Hierarchy
Hey, this is a very well written post. I would agree on almost every aspect of your class definitions except for the bazooka. Even though it has no tracking properties, it still does way more burst damage than the MP40 would. So I would place it in the standard class.
But like I said in my previous post in another thread, there needs to be a recent multiplayer game that takes into account ROTT's mplayer style. Fair & simple and let the best fragger win!
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