PDA

View Full Version : What Weapons or items you would wanna see again or introduced?



GalacticSpartan
7th August 2008, 04:22 AM
What kinds of weapons or items would anyone wanna see back or introduced in the future WipEouts? I would love to see new weapons in the series, like rear fired rockets, or mortars that drop large bombs in front of the grid, or even sandwiches that you drop on you rear and the pilot behind you gets off their ship and gets it?

swift killer
7th August 2008, 10:41 AM
This type of thread has been done to death mate.

*wispers: Seismic Field!*

KIGO1987
7th August 2008, 12:50 PM
Always good to bring up old topics, keeps them in cycle:D

I was thinking, you guys remember the single hit kills all plasmas from the earlier Wipeout titles they would be awsome in the next full installation Wipeout on the PS3 after Wipeout HD. It would make eliminations races even more fun.

Just wondering who's the chicks voice in the background of Wipeout HD? Voice sounds kinda repeatative, cannon, cannon, cannon.... cannon, cannon, cannon, cannon, christ woman STFU i heard you already. lol.

Darkdrium777
8th August 2008, 01:41 AM
Would be worse if she said it for every bullet.

ca.ca.ca.ca.ca.ca.ca.ca.ca.ca.ca.ca.ca.ca.ca.ca.ca .ca.ca.ca.ca.ca.ca.ca.ca.ca.ca.ca.ca.cannon

Ya, there are 30 'ca.'
Although I think they made her speak less for the cannon weapon than in Pulse, I have not noticed it that much.

As for one weapon I would like to be available in the next iteration, check this video (http://www.youtube.com/watch?v=dd4_Mb6vNZA&fmt=18) out at the 2:40 mark. Yeah, it's the bouncer thing from RollCage. Ram into opponents and watch them crash in walls, possibly eliminating them in the process :D Has the available tractor beam. :g

Okay maybe that's a bit to extreme. :dizzy

GalacticSpartan
8th August 2008, 04:14 AM
Yes I agree >< that sound is annoying as hell. I had it flash on Eliminator through out the game. I would`nt have cannon in the next game cause it`s annoying and warning you get OVER and OVER again! :dizzy.

rdmx
8th August 2008, 07:20 AM
If anything, for the cannon, just have the on-screen icon, no announcer call.

eLhabib
8th August 2008, 07:34 AM
well, the icon tells you what you pick up, not what is being fired at you. But imho, a simple 'incoming' would suffice. It's much more challenging if you don't know what's coming at you anyway, right?

rdmx
8th August 2008, 09:45 AM
I was referring to Pulse and its flashing red symbol upon incoming attack.

swift killer
8th August 2008, 10:20 AM
As for one weapon I would like to be available in the next iteration, check this video (http://www.youtube.com/watch?v=dd4_Mb6vNZA&fmt=18) out at the 2:40 mark. Yeah, it's the bouncer thing from RollCage. Ram into opponents and watch them crash in walls, possibly eliminating them in the process :D Has the available tractor beam. :g

Okay maybe that's a bit to extreme. :dizzy

Yes, also i dont mean to be a nit-picker, but that tune in the background sounds like a cheap and cheesy rip-off of Bad Company UK - The Nine.

Does'nt anyone else want the seismic feild back? lol

RJ O'Connell
9th August 2008, 06:59 PM
In my experience I found that when I use the seismic field it does nothing. Of course, it would help if it was the first weapon I pick up while the field is still bunched together...

I'd like to see super weapons return, if they make sense and fit with the team's personality.

Darkdrium777
10th August 2008, 06:25 AM
Yes, also i dont mean to be a nit-picker, but that tune in the background sounds like a cheap and cheesy rip-off of Bad Company UK - The NineWell it most certainly isn't. I agree that D&B can sometimes sound nearly the same but we must not over-generalize. The two artists in that video have been on the scene longer than Bad Company (#1) and The Nine is similar in so few ways to the two music tracks that it's safe to say one did not rip off the other (#2)

Anyways, this wasn't about music, but about weapons.
If the Bouncer can't make it, I guess at least a few of Rollcage's weapons made it into WipEout already.

Proton Cannon/Cannon = Cannon without the lock on double power-up. (Duh)
Repulsor = Radius Bomb. (On a much larger scale)

And the missile reminds me of the driller rockets (My video (http://www.youtube.com/watch?v=dd4_Mb6vNZA&fmt=18), near the very end I fire a set backwards. But the sound is even much more cooler in RollCage 1 [More base]) in the way that it spins. However it doesn't sound nearly as cool IMO.

I'm thinking about something that could replace the Shuriken (Seeing how bad it is of a weapon in eliminator in Pulse). Either they make it lock on to the first few ships in front of you (i.e. it doesn't miss or fire off in random directions, but deals much less damage than Missile, and decreases with the number of ships hit much like the Mutalisk weapon in Star Craft (http://www.youtube.com/watch?v=im7c3vOEFzg&fmt=18));or they do something entirely new (Call it Katana) that makes your ship lurch forward and home in and cut through the opposition (Again, only for a short distance and does exponentially less damage), much like the Special Weapon of Obake (http://www.youtube.com/watch?v=pVAocG00-dc&fmt=18) (The hover-bike vehicle) in Vigilante 8: 2nd Offense. That could also be used as a turbo, but much less effective as it could end up ramming you into walls if the opposition it homes into isn't straight ahead of you.

mdhay
10th August 2008, 08:50 AM
Doesn't anyone else want the seismic feild back? lol

Yes??

Lance
11th August 2008, 10:18 PM
Hyperthrust. It's a supreme tactical tool. Indycar racing has even adopted it; the cars are allowed a fixed number of seconds of extra-high turbocharger boost.

RJ O'Connell
11th August 2008, 10:38 PM
That was actually a ChampCar feature, and 1t won't be seen again since the IRL decided to stick with their exist1ng specification cars.

Of course, unless the p1t lane is reintroduced and absorbing 1s dropped, Hyperthrust won't happen again.

Lance
11th August 2008, 10:46 PM
One could always absorb from a specialised hyperthrust pad. Only once per race. :D

RJ O'Connell
11th August 2008, 10:47 PM
Ironically it would be placed on the walls and could only be activated by scraping them. ;)

swift killer
12th August 2008, 11:08 AM
What about scrapping the barrell roll as a boost manouvre and using it as an offensive mid-air ramming manouvre?

@darkdrium: you might be right on that one, but if you pay attention to the drumloops and bassline you might see what im getting at. those guy may have been on the scene longer than bad company, but they have no where near as much credibility as bad company.

stin
17th August 2008, 07:06 AM
I was referring to Pulse and its flashing red symbol upon incoming attack.

Yes, like a subtitle!:rolleyes: but seriously, I`m rarely used sounds on my psp so I know what they are aiming at me or them.

stevie:donut

andy
28th August 2008, 01:03 AM
im hoping for a laser cannon =) not like the proton cannon, more of a thin 2 second beam, high power, high damage, but tricky to aim.

i like the cannon, although I would prefer 10 more powerful shots instead of 20 or 30 little ones - and id want them to crash into the ships, not just a little dink. little explosive ones. maybe even a flak gun

how about a smoke bomb too?

KIGO1987
28th August 2008, 02:33 AM
Something like the Fenrir special weapon on Ace Combat. Nice. I would be getting a **** load of eliminations with that weapon:g Maybe that could be thrown into the game just before release.

INFAXSU
28th August 2008, 06:07 AM
Something totally fresh, like A Pilot Swap: Obtainable only when in last position, and requires a target lock-on similar to the leach beam lock-on, but with shorter range to make it fair and not cheap. It would be in the same category as auto pilot, turbo, and shield. How about an item pick-up called Farm Animals, which would make varius animals sounds such as an elephant or a monkey. lol - It would be useful that it would distract A rival making him laugh, then you'd gain crucial seconds over him.

P52Smith
28th August 2008, 01:57 PM
I would like to see two types of rockets:
1. All three fire as is currently normal with the current style of symbol. Regenerates 29% energy.
2. One rocket fires each time square is pressed. Symbol is three hexagons in a vertical line and one disappears with each rocket fired. Regenerates 10% energy per rocket left.

Stasis field:
Your ship drops this on the track and any ship who drives through it is frozen for 2 seconds, no weapon fire/absorbing, nothing. After 1 lap you pick this up by driving over it (done automatically (still happens if you take a different route through a split)). Regenerates 35% energy when absorbed. The field covers about ū of the track width at the standard grid width.

The problem with Farm Animals, INFAXSU, is that there would be no effect on the AI or a player without sound on unless their ship was somehow directly effected, ie. a disruption bolt.

swift killer
28th August 2008, 06:17 PM
How about the effects of weapons varying from ship to ship...

For example; one ship may fire may fire all three rockets at the same time while another will fire them consecutively, or one ship may fire the cannon normally, one may fire it quicker with abit less damage, one may fire it slower with more damage, while another could even fire it in 5 seperate shotgun-like bursts.

...and do it so that it varies with each weapon so that no ship has a clear weapons advantage...

For example; one ship might have a stronger missile than another ship, but that other ship may have stronger rockets.

.... also make the visual effects differ depending on which team.

Darkdrium777
28th August 2008, 06:19 PM
As far as I remember the disruption bolt of Pure didn't affet the AI at all (Other than a bouncy ship, which didn't slow them down that much, if at all), that's why it was canned in Pulse.

omega329
28th August 2008, 06:38 PM
Something like the Fenrir special weapon on Ace Combat. Nice. I would be getting a **** load of eliminations with that weapon:g Maybe that could be thrown into the game just before release.

Ever heard of overkill?
5km blast radius I think...
Besides, you can wipe out and sucessfully complete mission two with a single shot from that thing...

INFAXSU
28th August 2008, 08:51 PM
Invisibility/Camoflage: but only to enemy ships.

mdhay
28th August 2008, 10:20 PM
How about the effects of weapons varying from ship to ship...

For example; one ship may fire may fire all three rockets at the same time while another will fire them consecutively, or one ship may fire the cannon normally, one may fire it quicker with abit less damage, one may fire it slower with more damage, while another could even fire it in 5 seperate shotgun-like bursts.

...and do it so that it varies with each weapon so that no ship has a clear weapons advantage...

For example; one ship might have a stronger missile than another ship, but that other ship may have stronger rockets.

.... also make the visual effects differ depending on which team.



That doesn't seem very WipEout to me..

Chill
29th August 2008, 12:13 AM
Force wall from Wipeout 3!!! But in the form of a portal and called a portal, oh helll yeah (I've been saying this one forever...)

eLhabib
29th August 2008, 07:46 AM
How about the effects of weapons varying from ship to ship...

For example; one ship may fire may fire all three rockets at the same time while another will fire them consecutively, or one ship may fire the cannon normally, one may fire it quicker with abit less damage, one may fire it slower with more damage, while another could even fire it in 5 seperate shotgun-like bursts.

...and do it so that it varies with each weapon so that no ship has a clear weapons advantage...

For example; one ship might have a stronger missile than another ship, but that other ship may have stronger rockets.

.... also make the visual effects differ depending on which team.

Actually, I like that idea very much!

trentdf
29th August 2008, 08:20 AM
i also think thats apreety good idea, as long as it's not overdone. It would really add to the personalit of the team, im guessing harimau would have **** weapons and teams labelled a "bullies" would have slightly more powerful element. If weapons became a stat, it would also help differentiate the teams a bit more, which i think is needed with the current 12 ships.

swift killer
29th August 2008, 10:36 AM
See thats what I think we should avoid with the difference in weapons, one team being singled out of being '****', that's why I recon it should be a case of 'this ship has a stronger [whatever weapon], but that other ship has a stronger [whatever other weapon], make it well rounded so no ship is clearly better or ****.

P52Smith
29th August 2008, 11:02 AM
I seem to remember fusion had a weapon strength stat which varied from team to team in how good it could be upgraded to, as well as where it started.

As for invisibility, fusion made your ship look like a glass image to you, invisible to others.
The PSP game 'Fired Up' has a cloak weapon which makes your vehicle look like glass to everyone, and immune to lock-on, however, it can still be shot at 'blind' by a skilled or close player.
The Fired Up laser is pretty good too. A long red beam with rings pulsing down it, instant kill to standard vehicles.

I also think there could be a weapon which deactivates an enemy's shield, and then does 45% damage, or if they don't have a shield it does 65% damage: Shield Rocket. It has the ability to lock onto a heat source AFTER firing and will follow the exact route of the heat source until it hits the ship (weapons do not provide enough heat for it to track (except plasmas)). This weapon would be incredibly rare of course, appearing about once every 7-10 races to any ship, you may not even know it appeared.

Lance
29th August 2008, 03:41 PM
In addition to a more complex weapons mode, I would also want to see both a 'no weapons' pure racing mode and an 'all standard' weapons mode, with menu choice between the three available from a pop-up menu between races without having to go back to the main menu.

SuperNova
8th October 2008, 06:05 AM
Something like the Fenrir special weapon on Ace Combat. Nice. I would be getting a **** load of eliminations with that weapon:g Maybe that could be thrown into the game just before release.

HAHA, that'd be AWESOME

Announcer: LWBM
Player:Whats that? :?

Then you here "Contender Eliminated" 7 Times XD

Does anybody remember the minigun you could unlock for Piranna in 2097/XL. I loved that thing

Having repulsor is good too :lol

I think the Laser that was in Fired Up whould be a bit Overkill


Note: LWBM=Long Wave Ballistic Missile...I think

mdhay
8th October 2008, 03:46 PM
It actually is LSWM:)

Long-rangeShockWaveMissile.

P52Smith
9th October 2008, 06:05 PM
I think the Laser that was in Fired Up whould be a bit Overkill

I don't mean with that level of damage, but that sort of effect.
Maybe 40% damage per second of beam contact. (If beam hits twice in <1 sec, count as one hit, if >1 sec between hits, count as two hits, if beam in contact for 2 sec, 40% damage on impact, 40% more damage after 1 sec and a final 40% damage after 2 sec). The beam could last 3 seconds only (player would be dead after 2 (120% damage)

Kscorps
31st December 2008, 10:15 PM
How about something that reverses your controls, flips your buttons so the R2 will activate the left airbrake, and vice versa, flips your screen upside down, flips the face buttons, and changes the screen colors for 10 seconds. Imagine how angry people online will be!

rdmx
1st January 2009, 12:42 AM
That sounds like the disruption bolt in Pure only alot more evil :cold

eLhabib
1st January 2009, 01:18 PM
Actually, I am really glad the disruption bolt from Pure is gone. That weapon was an absolute gamebreaker, unless you were lucky enough to be on a long straight as it hit.

Darkdrium777
3rd January 2009, 12:51 AM
Yeah, the DisBolt was bad. The AI always had it before that V turn on Citta :cold

rdmx
3rd January 2009, 01:12 AM
There's always a certain amount of luck in Wipeout games but I agree, the disruption bolt was taking it too far. :blarg

RJ O'Connell
3rd January 2009, 04:48 PM
I don't know - getting the Autopilot disruption bolt was awesome.

Getting the RevCon disruption bolt on the other hand...:-

master bruce
3rd January 2009, 05:26 PM
Autopilot: keep same but improve AI if possible to avoid landmines and bombs

Shield: modify to make shield user invisible as well

Turbo: keep same

Rockets:keep same

Missle: keep same

Cannon: keep same

Plasma: keep same

Quake: allow for option to fire backwards

Leech Beam: keep same

Mine: keep same

Bomb: keep same

eLhabib
3rd January 2009, 06:18 PM
Shield: modify to make shield user invisible as well

Uhm, why?



Quake: allow for option to fire backwards

No way! Mines and Bombs are already too powerful as it is now! Add a reverse quake and someone with 2 sec. lead is impossible to catch!

I think if anything, the way weapon pads work itself should be revised. It's almost impossible right now to catch someone of equal skill if he is slightly in front, because he will be taking all the weapons, leaving none for the chasing pilot. Being in 2nd position in a race is actually the worst spot you can be in, getting fired at from front and back, and having no weapons (and therefor energy replenishment) at all!

Oh and make bombs stay again, like it was in Pure!

master bruce
3rd January 2009, 09:11 PM
well, making shield users temporarily invisible adds an extra element of strategy imo and would also fit in with wipeout technology improvements.

you're right about the reverse quake though...it would only make the best players even more dominant.

Task
4th January 2009, 12:38 AM
I think if anything, the way weapon pads work itself should be revised. It's almost impossible right now to catch someone of equal skill if he is slightly in front, because he will be taking all the weapons, leaving none for the chasing pilot.If the leader is taking the weapon pads, that usually means they're on the slower line. So the follower can take the faster line with the boost pads and go for the pass. It's usually a choice between weapon pad and boost pad, right?
As long as the weapon pads stay on the slower line, it seems pretty balanced to me.

TheFrostE
4th January 2009, 04:50 AM
jay has quite the point there. i actually demonstrated that in a few races today, was in second and person in first grabbing all weapons, so i switched my line for boost pads and made a nice pass in about a 1.5 laps. it does balance, but still, quake shouldn't be "fired backwards" but should be how it was in pulse. if your far enough ahead to stop and pull a u turn to quake behind you then you can. just not an option to fire behind while still moving forward.

eLhabib
4th January 2009, 09:53 AM
Do you really feel you're that much slower going for boost pads? I don't. If they were placed so that you always had to choose between boost or weapon pad, yes, but most of them aren't placed that way. :(

Kscorps
6th January 2009, 12:06 AM
@ TheFrostE: I do that in wipeout 3 a lot! The quake in WO3 was awesome.

Getting back on topic, there should be a revised cannon, so it doesn't suck like in Pulse. Make the fire less rapid, bring down the shot count to 10 or 15, and make the shots more powerful.

BARTgai
8th January 2009, 04:30 AM
I think a single cannon in the middle would be better than one on each side, and yes, make it more powerful. Right now i feel as though i might as well be throwing rocks at the other ships.

I also kinda liked the disruption bolt, although I hated how in Pure if you fired at when your ship was at the wrong angle, it would bounce and fly 500 miles over the track. Fix that and I think it would be good.

That's just my personal opinion. :)

feisar rocket
13th January 2009, 08:30 PM
i think there should be a weapon called grav hammer (from halo 3) wen people comes by and if u use it the contenders around u will be stuk on the trak going sub venom

Nadia Elenova
14th January 2009, 10:02 AM
I've missing a object/weapon in some races:
A turbo boost combined with an offensive shield (which harms enemies when hit), turning the whole ship into a missile for a while.
The boost should be short and the energy shield does not avoid weapon damage.

rdmx
14th January 2009, 11:56 AM
That was pretty much the penetrator from Wipeout Fusion, Piranha's secret weapon which locked on to a target and propelled its nose into the backside of another craft.

Nadia Elenova
14th January 2009, 12:19 PM
Really? I didn't know, I didn't play Fusion too much, (If only my PS3 were PS2 compatible...) Thanks for the info. ;)

andy
14th January 2009, 01:21 PM
how about a missile that either lodges into a wall or another ship, and then creates a strongish magnetic field that pulls ships and certain weapons towards it.

Could be used strategically, maybe you could fire it at a hairpin wall where you would have be going slower to get around it, so the ships get pulled into it - or at least thrown off of their racing line - until it disengages.

Or you could fire it at another ship, and then it will be attracted to other ships or pull mines, bomb and rockets towards itself.

Dunno if this bit is a good idea, but maybe it could slow a ship hit with it right down if you hit them while they're on a maglock section, a bit like the gravstinger from fusion.

Maybe it could have a tiny explosive charge in it too for when the magnet wears off.

eLhabib
14th January 2009, 04:27 PM
^ I like that!

lunar
14th January 2009, 04:58 PM
Yes, one or two new weapons wouldn`t be a bad idea so long as they didn`t ruin the balance that SL has been working on since Pure. In HD I think they are very close to perfecting the balance of the existing set of weapons. You do get races with a lot of instances of one weapon because that is the nature of random weapons, but generally a lot of problems have been eased such as the overpowered bombs, which make start-line acceleration too important, quake-fests and the dreaded revcon. :cold I would hate any gamebreakers like that. Bombs and mines are much easier to avoid in HD (lag permitting) which also helps stop them being too powerful. There are mad races with lots of weapons from time to time, but equally I`ve had plenty of online races where the weapons haven`t made much difference overall and it`s been all about the speed of the pilots.

Other great changes since Pure/Pulse are removing reverse-firing and stopping multiple collection of weapons from the same pad. Both of these help prevent online spoilers (the kind of people who like to fly the track in reverse or park and shoot) from having their way.

I wouldn`t mind seeing some sort of disruptor back with just some mild and predictable effect like a 5 second loss of airbrakes. Maybe there could be disruption mines too. Not sure if there is any point to that though, and all weapons should have predictable effect or they give a feeling of unfairness.

I think one small possible tweak to HD would be to very slightly reduce the time that weapon pads are inactivated after a weapon is collected. Sometimes it`s impossible to get weapons, and I don`t think the speed pads give enough boost to balance out the disadvantage of never getting any ammo.

Finally I would love to see Pure`s rockets back. Since Pure the rocket has steadily lost its status as the most satisfying weapon to cause destruction with. Everything about rockets was perfect in Pure: the lightshow, the spread of the three rockets, and most of all the massive and awesomely enjoyable sound they made when hitting another ship :pirate

Kscorps
15th January 2009, 02:43 AM
Also, there is a flaw with the cannon in Pulse, you can shoot 29 bullets and save the last one and absorb the rest. It kinda ruins the balance.

rdmx
15th January 2009, 06:44 AM
You only get 1 percent shield max back if you absorb like that on both Pulse and HD.

blackwiggle
15th January 2009, 07:54 AM
I'd love a smoke dispenser "Squid Bomb" that would spread a vision blocking plume for 1 second from behind your craft,we already partially have that when passing through an exploded bomb cloud.
The distance you travel at phantom speed over 1 sec would make a nice sized obstacle.
You could be ruthless with that on Ubermall and other twisty tracks,and dropping it just before a weapons pad so your likelihood of picking up a bomb or mines and dropping them straight away so the craft following runs into them.

lunar
15th January 2009, 08:27 AM
Nice, I think that has potential :)

I always fancied the idea of a missile you steer yourself, the advantage being it has longer range than a standard missile if you have the skills to steer it, but it should be very difficult to use. You fire it, your ship goes into Auto Pilot, and you are flying the missile from its point of view, with a view of the track like a targeting system display on an aircraft or spaceship in the movies, it has a green/grey colour and is covered in grids and scientific looking numbers. The missile travels at about Zone 100 speed and it`s up to you to ride it as long as you can and to hit the target. It handles like a broken Triakis. Any wall or ship impact and it blows up. After this there`s a two second countdown and your ship returns to manual control. However it may have been shot while you were "away", which the onboard computer voice would warn you about.

P52Smith
20th January 2009, 06:44 PM
I reckon a defensive drone could be activated which automatically circles your ship and attempts to shoot down incoming weapons or bombs/mines in your path. It remains active until it has made three shots when it drops to the track and self destructs, inflicting a little damage on any other nearby ships. This cannot stop plasmas and quakes, cannot fire on enemy ships and has a low chance of hitting a cannon bullet, although it will try. Drone

Another thought is to drop a turret which floats to the nearest wall and attaches itself there. It will then shoot at any passing ships for 1 minute before self destructing. It uses a canon style bullet, but a little weaker and a faster fire rate. If it is directly hit with weapons fire or a quake passes, it is also destroyed. Remote Sentry.

And finally, Bulldozer, this attracts the nearest ship and attaches it to your nose. You can then fly around the track and the other ship will take all the damage, you can't use any other weapons whilst attached. This lasts up to 25 seconds before automatic release but a manual release can be initiated by pressing the 'absorb' button. If the ship loses all its energy and is destroyed whilst you are attached, you receive a signifcant amount of damage from the blast, once the elimination sequence has started, you cannot separate at all.



With the missile that you fly yourself, will it time out or can you (theoretically) fly it round for the rest of the race? And maybe Zone 50 speed as this is >1000kph already.

stinkleroy
21st January 2009, 06:11 AM
How about a weapon that disables the opponents original soundtrack and replaces it for a time with Celine Dion. Thats enough to put anyone off their race ha ha! :p

lunar
21st January 2009, 07:45 AM
LOL :lol

SL, make it so!!!

eLhabib
21st January 2009, 09:03 AM
HAHA what a great idea! :lol

blackwiggle
22nd January 2009, 07:56 PM
You would be pulling off BR's on mag strips just so your shield energy went down enough to stop the music.:lol

KIGO1987
24th January 2009, 02:38 PM
Haha Celion Dion. Canada greatest contribution to the western world. What about a George Walker Bush weapon, featuring incoming shoes. Duck! thats what the voice over chick says when its is approaching you.

eLhabib
24th January 2009, 03:03 PM
Wait a minute: Bush's middle name is actually Walker?! Didn't know that! :lol I hope Chuck Norris finds him and claims his name back - with a roundhouse kick to the face! There can only be one Texas Ranger ;)

KGB
24th January 2009, 06:35 PM
The only reason the ex-president has "walker" as his middle name is because Chuck felt it was necessary, otherwise as you say eLhabib he would of received a roundhouse kick to the face!
You may see Barack "Walker" Obama soon, when Chuck calls him. :cold

AG-wolf
27th January 2009, 04:06 AM
MIRV from Twisted Metal 4. four or five mortar shells lobbing up and down onto the person in front of you... the barrage would rarely actually make contact, but the surrounding explosions immediately next to the ship would throw them off course; and if one of the shells DID contact, it would cause wicked damage.

I dunno, just the first idea that came to mind.

drenath
27th January 2009, 04:51 PM
Bring back the electrobolt, make it do a lot more damage without causing the craft to slow down.

swift killer
27th January 2009, 09:07 PM
^ "TRUMPET's!"

I actually find that the leech beam has the same affect that the electro bolt did, and sapped your energy at the same time

heres an idea....

BRING ON THE TRUMPET'S! (sorry im kindof obsessed with that at the moment :paperbag)

Lance
27th January 2009, 09:23 PM
Or bring on the strumpets. :) [look it up. :D ]

[wouldn't work on me, of course. perfect weapon against most opponents. muahahahahahaaaaaaaaaaaaaaaaaa]

feisar rocket
28th January 2009, 12:49 PM
i think a wepon call plasma cannon you only get 10 shots
nex wepon...energy reroute.if you crash in to an other contender the energy you lose turns in to a boost and every 5% of energy is one boost but stays for 3O sec.
nex wepon...anti lock this is a wepon that locks on to your opomet (like leech beam)it dos not take energy it makes the other craf not connect to the mag strip.
nex wepon grav hammer.grav hammer is a wepon that can make contenders flip,hover on rear or front and turn contenders into rocket

P52Smith
31st January 2009, 05:54 PM
Repeller. All weapons are deflected away from your ship (except quake, plasma, leech beam and any other energy based weapons).
Has limited effect on cannon due to speed.
Also repels other ships.
Moderate energy returned when absorbed.

andy
31st January 2009, 06:19 PM
@P52Smith: there was the reflector in wip3out which sent rockets and missiles back towards the sender which sounds pretty much the same as what youre saying there. It doesnt repel other ships though, although we had the repulsor in pulse.

swift killer
31st January 2009, 06:22 PM
I think the repeller should only be used in eliminators

Darkdrium777
31st January 2009, 11:38 PM
Force wall?

I always laugh when I get it >:D

P52Smith
1st February 2009, 08:37 AM
andy: I'm not talking about sending the weapons back at the firer but changing their path away from your ship.

Unlike the repulsor it won't damage the other ships, just stop them coming near.

I have never played WO3 before to know of the weapon you mention, andy.

Lance
4th February 2009, 07:58 PM
Star Power, from Vigilante8, 2nd Offense.







Yeah, I was joking. :g

Darkdrium777
4th February 2009, 08:20 PM
Mega Collider.


"TROUBLE!"


I played my classics :g Dallas13 is my fav character.

andy
4th February 2009, 08:24 PM
P52Smith: Okie dokie, thats fair enough.

How about a napalm mine? Napalm gets released behind your ship and lies on the floor burning, causing damage to pilots who fly over/through it. I'm thinking of a very thin line about 10-15 metres long, thin enough so that it only takes up about a quarter of the track in order to allow other players to doge it and adopt a safer racing line. Shouldn't cause slow down either, just damage.

Xavier
5th February 2009, 11:41 AM
Here's an idea: a "portable" boost pad. When you acquire it, you get to throw it a short distance in front of you (like the gravity bomb in Fusion), and can then drive over it to get a boost, just as with any other boost pad, but the pad stays there for any drivers behind you to use (and for future laps?). A great thing to pick up if you're in 2nd place, or slightly behind the leaders, but if you're in first, everyone else will get it too!

rdmx
5th February 2009, 11:55 AM
Why wouldn't you just use the turbo instead :S

Xavier
5th February 2009, 01:04 PM
The regular turbo is boring and un-strategic! :)

I like the idea of an item that helps you, but could end up helping your rivals more. I'm playing Fusion at the moment, and too many of the items don't require any thinking on my part; you just use them or throw them away. At least in Pure and Pulse you can balance the value of the weapon with the increased energy it will give you if you absorb it.

Or how about a weapon that temporarily disables all the weapon and turbo pads on the course for a brief period? A rival is about to hit multiple boost pads and you can't get over to that racing line, so you use this to keep him from getting too far ahead. Or maybe the course forks into two, with one side being short but with no pads, and the other fork being longer but filled with pads that would effectively make it shorter. You take the short path and then use this weapon to prevent other people from gaining speed on you.

Lance
5th February 2009, 07:35 PM
OT:


I played my classics :g Dallas13 is my fav character.

I like his upgraded car, too. My fave version of the game was the one for Dreamcast, which some guy from Luxoflux said was the console they developed the game for, then ported to PS and N64.
end OT

Xavier
9th February 2009, 02:04 PM
OK, one more: big honking high-quality turbo-luminescent headlights so we can see where we're going on some of those dark courses!

Chill
17th February 2009, 06:48 AM
Force wall

sny
21st February 2009, 07:59 PM
Okay, two ideas (one serious, and one to show how tired I am):

Airbrake Jammer: lock-on capable, disables airbrakes of the affected target for 3 seconds.

P.S.E.W.: causes a painstakingly slow elderly woman (hence the name) to trot across the track. Anyone venturing too close to her (or - heavens forbid - HIT her) has to watch a 20-second documentary on how young people should respect their elders.

P52Smith
26th February 2009, 03:49 PM
PPPP Pretty pointless power pack.
You get given full energy for 5 seconds then are reduced to 50% of your original level.
Any weapon attacks will damage you and you can die whilst it is active (plasma, rockets, missile should do it) and you can't use any other weapons whilst it is active (or barrel roll)

darkfaerytales
5th March 2009, 02:48 PM
i have think up on a weapon a lot, let me know what do you think

an electronic weapon, of devious kind
this is how works :
obvoiusly you have to pass on weapon pad,pick up it randomly then active it ;
once you have active it, it will drop " into " the next weapon pad ( in symbolic way obviously, i mean that when activated it'll go to alter the functioning of the next pad...)

then, now it is hide into the w.pad , an opponent pass upon that pad, instead of picking up the usual normal randon weapon it pick up " that " , then in his HUD comes displayed " that ill-pick up "icon and he will be forced to use or discard it for be allowed to pick other weapons up again, or keep it, do not undergo its effects but cannot be abble to pick other stuff up for the rest of the race

if he will make the choice of " activate " it , its effects will been like a sort of disturbing/ electronic failure , with a small percetage of shield loss

i hope i have explain myself well, if you haven't uderstand something feel free to ask me for everything

in plain words its a sort of venom/stealth weapon , like pick up a rotten
apple:+:D

Velocitar64
9th March 2009, 10:00 PM
Wall of death.

Or a warper ;)

feisar rocket
19th March 2009, 02:46 PM
Okay, two ideas (one serious, and one to show how tired I am):

Airbrake Jammer: lock-on capable, disables airbrakes of the affected target for 3 seconds.

P.S.E.W.: causes a painstakingly slow elderly woman (hence the name) to trot across the track. Anyone venturing too close to her (or - heavens forbid - HIT her) has to watch a 20-second documentary on how young people should respect their elders.

air brake jammer is only in pure(the blue bolt.wat its name?)

Lion
19th March 2009, 09:42 PM
the disruptor,
that's one of it's (at least) 3 effects
I would quite like if that was it's only effect

Velocitar64
20th March 2009, 01:25 AM
I'd like a tornado that goes down the path making everyone hit the wall, and steal their weapons but not do a lot of damage. That would be great.

zargz
21st March 2009, 01:05 PM
the disruptor,
that's one of it's (at least) 3 effects
I would quite like if that was it's only effectAgreed - the reverse steering was a quite a pain :bomb

DividedXZero
10th June 2009, 07:25 PM
Well i read all the post to make sure i didnt duplicate any metioned weapons.

Reflector shield, definite comeback. Aside from rockets/missiles/and cannon, have it reverse the leach beam so if you are targeted whilst your reflector shield is on you drain their energy. Still suseptible to quakes/plasma/mines/and bombs.

Flame shield: varied Fusion "Super weapon". the original weapon covered your ship in a green liquid/fog. any ship you touched got "contaminated" and they contaminated others. For this weapon it will be fire and you can catch other ships on fire. Mainly drains shield energy (quickly) and causes mild slow down. Speed pads will reduce the amount of time your ship is affected. Turbo or a barrel roll can "shake" it off immidiately.

Remote mine: attach it to any ship by firing it, can also be dropped behind you as well to be picked up by any racer behind you. Once attached it has a delayed explosion (low->med dmg) but it's primary purpose is to disrupt your racing line. Explosion causes your ship to be tossed either left or right (like and exaggeratted unexpeted side shift). High probability of off course when in mid air or open track (like sol 2). I think this would be a very strategic weapon.

LOUDandPROUD
10th June 2009, 08:17 PM
Love those ideas, DividedXZero! :+

DividedXZero
10th June 2009, 08:28 PM
Love those ideas, DividedXZero! :+

Thanks! :)
(Hope to see you on the track again soon)

GalacticSpartan
12th July 2009, 08:51 PM
Or how bout a weapon that`s like the needler in halo 3? When they fire too much, they`ll explode and move to the wall.

willsgb13
19th July 2009, 03:25 PM
there have been some excellent, balanced ideas in this thread; i don't have many myself, although i liked the idea of a shield that absorbs weapons and converts them to energy, not sure why, it wouldn't have much point as people wouldn't tend to fire on you if you had a shield on so they'd be less likely if you had one which would negate their efforts, i just liked the initial thought of it. in actuality, it's a terrible idea, forget it. other ideas mooted on this thread have been good though, thought through and balanced and interesting, kudos; i would suggest to any develops who read these forums to peruse the ideas here and perhaps consider implementing some of them.

as for my own preferences, i would love to see the quark and energy wall from 3 return - but the quark should perhaps not double as a shield as it makes the ordinary shield a bit redundant. then again, the missile should make the rockets redundant, but the rockets are simply even more satisfying to successfully fire. i think perhaps a number of weapons from fusion, which i hear is very weapon and destruction heavy, could return, to add to all the weapons already available, but only for the eliminator mode.


jay has quite the point there. i actually demonstrated that in a few races today, was in second and person in first grabbing all weapons, so i switched my line for boost pads and made a nice pass in about a 1.5 laps. it does balance, but still, quake shouldn't be "fired backwards" but should be how it was in pulse. if your far enough ahead to stop and pull a u turn to quake behind you then you can. just not an option to fire behind while still moving forward.

after years of playing 2097, 3, pure and pulse, it has never once occured to me to u turn and quake. just tried it on pure on burgertown - awesome!


I'd like to see super weapons return, if they make sense and fit with the team's personality.

this is an idea from fusion right? i also heard that 64 has something similar, and that 3 made all those weapons universally available, before fusion went berserk with the idea. but having a slightly personalised weapon exclusive to each craft could be interesting and give more individuality and personality to each team, as long as there is no team with an obvious advantage from this - triakis and qirex would be the obvious possibilities for an advantageous position - and they were relatively balanced overall.


Hyperthrust. It's a supreme tactical tool. Indycar racing has even adopted it; the cars are allowed a fixed number of seconds of extra-high turbocharger boost.

we need barrel rolls, hyperthrust, turbo boosts, track boost pads and wall-grind-boosting. yeah!

well, no. but that would be fantastic; total speed overdrive.

perhaps you could have the option to enable hyperthrust, barrel-rolling and wall-grind-boosting simultaneously, on top of boost pads and turbo pickups which will appear anyway. mind you, i don't think turbos appeared in 3, at the behest of the hyperthrust.

or... perhaps some tracks could have wall-grind-boosting, while some don't, just as some have mag-strips and some don't? or perhaps we should just cut that out and decide between barrel-rolls and hyperthrust, hehe.

barrel rolls = essentially turbo boosts useable whenever elevated above the track that use a little energy up and require a little skill to pull off without losing racing line or control. hyperthrust requires no skill, but rather strategic decision-making, and risk-taking - say you're on the home straight but a couple of guys are tailing you, do you boost ahead and risk being missiled with depleted energy and being blown up yards from the finish line? it would certainly make races faster then the current system of barrel-rolling, though.


I also kinda liked the disruption bolt, although I hated how in Pure if you fired at when your ship was at the wrong angle, it would bounce and fly 500 miles over the track. Fix that and I think it would be good.

That's just my personal opinion. :)

nah, come on! if you are able in the heat of an intense race to line up and hit another ship with the weapon, it's more satisfying, if you hit it at the wrong time and it flies off into the sky, fair enough, for me it's more satisfying then a missile which simply locks on and does all the work for you, less skill required to do someone in that way


Finally I would love to see Pure`s rockets back. Since Pure the rocket has steadily lost its status as the most satisfying weapon to cause destruction with. Everything about rockets was perfect in Pure: the lightshow, the spread of the three rockets, and most of all the massive and awesomely enjoyable sound they made when hitting another ship :pirate

i'm playing pure right now and just won a race on the home straight by way of rockets to the leader and overtaking - word. best rockets in the series.

Darkdrium777
20th July 2009, 06:23 AM
I've said it once, I've said it again: Force Wall. Only this time people with a shield can "rip through" it and the wall remains intact (reason: the high density energy shield vectors the repulsive force of the wall away from the ship, but it reforms right after passing through, kind of like putting your finger in soapy water and then through a soap bubble), or fire a weapon to destroy it (Not just quake or plasma, any weapon, though it will require more than one cannon bullet (Say ten of fifteen)) The wall is also destroyed after a few collisions.

Cloak: can't fire (For whatever reason, you can invent something like "the cloaking field has to be stable and firing a weapon would destabilize it and make the field collapse on itself"), but invisible to lock ons and anything locked on loses it. It's of course a timed power up like the shield.

willsgb13
20th July 2009, 11:55 PM
yes, it's the force wall, not sure why i called it the energy wall :|

no reverse firing of weapons. it's been said in this thread but i will reiterate it to add to the ranks of those who oppose it. if you can u-turn and fire weapons, more power to you. to be able to do so without having to u-turn = unfair advantage, especially with the balanced approach they're aiming for

Aeroracer
9th August 2009, 12:43 AM
I want to see side mounted gun for drive by shooting.:nod and real ship dammage

willsgb13
9th August 2009, 10:54 PM
what, like bits falling off and affecting the performance of the vehicles? good idea. i like the gatling gun in 2097 and pulse

A-Tomic_Power
31st October 2010, 09:47 AM
How about speed leech beam that gradually slows down your target to lower speed classes while speeding you up. Would be great for giving a chance to pass someone bit faster than you.

F.E.I.S.A.R
31st October 2010, 04:47 PM
Repulsor in Eliminator events.

SaturnReturn
31st October 2010, 05:00 PM
@A-Tomic_Power: Despite what some people may say, I'm sure that the leech beam in WipEout HD did, at one point, slightly draw in the pilot in front. It's one of the main reasons I always wondered if it was leech or reach beam, because it had both an energy leeching effect, and an effect of reaching out and pulling back. These days it does almost almost nothing at all, and is pretty worthless, but IMO it used to be a pretty cool weapon.

yeldar2097
31st October 2010, 06:53 PM
Yeah first it was how it is now. Then the update (1.30 or 1.20 I think?) and it switched to being pretty decent. It doesn't leech that much energy whichever way you look at it, but with the old slow-down-rubber-band effect it wasn't quite as useless as it first was, and is now. Not sure when it switched back to being crap but imo if they were to implement some kind of leech beam in the future they should go for the elastic goodness.

Dark_Phantom_89
31st October 2010, 07:14 PM
I'll have a check, but I think that you may actually get more energy by absorbing the leech beam rather than using it. :lol

I'd like to see the Shockwave from the first WipEout make a comeback. Constantly shaking your opponents ship and making it difficult to turn.

Speaking of difficult to turn, there was a weapon in the first WipEout which was only available in 2 player mode. It would reverse the opponents controls, making left go right and right go left. Now that would be funny...

mdhay
31st October 2010, 07:46 PM
They tried that in Pure with the Disruptor Bolt. It would have seemed to have failed. :P

SaturnReturn
31st October 2010, 08:02 PM
It's horrible in Pure. Sometimes it completely turns the ship around. Other times it feels more like an auto-pilot.

@DP89 - I think the amount of energy you get is the same whether you absorb the leech beam or use it. If you use it then it obviously takes some off your opponent, so the overall energy differential between you and the other ship is higher by using it. But at the same time it might just give you nothing if they have a shield or outrun it, so it's pretty pointless. May as well absorb straight away and potentially get a better weapon sooner.

Nutcase:259
31st October 2010, 08:03 PM
some sort of backwards mounted shrapnel firing thing. to fire lika big cloud of nails to slow you down and disrupt your vision. like insects do (minus the nails ;) ):+

or some sort of weapon that when you lock on to an opponent. will stop them using speed pads and weapons for a short time :cowboy


:bat

Darkdrium777
31st October 2010, 11:40 PM
imo if they were to implement some kind of leech beam in the future they should go for the elastic goodness.The effect was ridiculous. You weren't slowed down, you were stopped dead in your tracks with the leech beam. That's why they took it off. It's supposed to be an energy transfer weapon, not a HAHA YOU STOP NAO weapon.
But is should do more damage than what it does now.

SaturnReturn
1st November 2010, 12:00 AM
Not at first. It was fairly subtle at one point. Then there was another update where pretty much all the weapons got f'd up, and that's when the leech beam became overpowered. I think it coincided with the mines problem. Remember that? It was when mines were staying on the screen twice as long as they were supposed to. They also seemed to become bigger than previously. Rockets also became uber-powered. After some denial that anything had changed at all with any of the weapons, there was an admission that mines were messed up and were fixed, at which point the leech beam was also changed and went back to being useless, but with even less of an energy drain that the very first version, if memory serves. So I guess the leech beam we have now is Leech Beam Mk.4.

That's all roughly how I remember it without going back to reference anything and check. But yeah, there definitely was one absolutely ridiculous leech beam version.

F.E.I.S.A.R
1st November 2010, 01:56 AM
And Diff between Energy Drain from wip3out and the Leech Beam from PulsE and HD? One seems to drain more than the other.

Flint Fandango
6th December 2010, 08:34 PM
I really miss the "Reflector" in WipEout Pulse & HD! It was very useful and caused interesting situations.
A fine "payback-weapon", but itīs gone. :(

DjM1zw1z
6th December 2010, 08:41 PM
I would hate to see 'Quake' In another game its so unfair and its to powerful.
I would like to see a weapon with somesort of risk, what can hurt a victim or yourself

IndoorSnowStorm
6th December 2010, 08:48 PM
I really miss the "Reflector" in WipEout Pulse & HD!
I believe it was called "Repulsor", if my memory serves me correctly. But yeah, that was my favorite weapon. I thought it was better than quake, and it doesn't matter what modes it is in, as long as it is in the game.

Flint Fandango
7th December 2010, 07:18 AM
@IndoorSnowStorm:
Good point, I wasnīt sure about that either. I did a little research today, and it has been found, that itīs actually the "Reflector".
This so called weapon only appeared in Wip3out (not sure about that). It is rather a shield, to be correct.
It is able to reflect attacks and throw it back at the opponent.
It's been a while since I've played Wip3out the last time, but my information based on this useful website:

http://www.gamefaqs.com/ps/199315-wipeout-3/faqs/5127

No official site, but now Iīm pretty sure about the fact that it is called "Reflector".

But very good that you mentioned it, maybe it was called "Repulsor" in another part of the WO-Series!
Thanks mate!

Shabaneu
17th January 2011, 01:29 AM
Remember the Supernova from Ratchet: Deadlocked?

That

Lasers from the sky just seems cool. Illogical and OP, but cool.

CPROSICK
17th January 2011, 07:47 AM
yeah, I liked the force wall as much as I DISLIKED the force wall :)

maybe a rocket w/ camera attached that you could drive on Autopilot? Always thought that would rip...

Sometimes when I shoot a plasma into a wall I wish I could fly into it and teleport to another part of the track! ...so maybe a teleport style weapon in Eliminator mode...

Guess it depends on the modes of play too...

I like to hit the RevCam whilst in Autopilotm, then disengaging when it disengages...DO IT!

A laserbeam that shoots straight (duh) out the nose like a railgun would be rad.