GOW Gang War

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PacerX
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GOW Gang War

Gang War is the name of our latest mutator. It builds on some of the themes introduced in
GOW Energize, adding new twists to the game designed to reward teamwork and sacrifice.

Here is what's new:

  1. You can do much more damage with the Impact Hammer's primary fire. You will inflict between 80 and 280 points of damage depending on how charged it is. In warfare, if you can get close enough to someone to hit them with the impact hammer, you deserve a kill.
  2. The Impact Hammer will launch you much higher in the air when you discharge its primary fire against the ground ("impact jumping"). Also, it will not inflict damage on you when you take off. However, that does not mean damage won't occur when you land... yes, I mean it will launch you much, much, much higher.
  3. The Impact Hammer's secondary fire (the EMP pulse) will disable most enemy vehicles with an EMP pulse (much like the Nightshade's EMP mine). The enemy will be ejected from the vehicle and it will be unusable for a few seconds... after that it is fair game. This is a great way to counteract those tank "experts".
  4. The Impact Hammer's secondary fire will boost a friendly vehicle's damage for 5 seconds. It is like giving the vehicle a quick double-damage pickup. Think about it this way: it is a new way to make something that is greater than the sum of its parts.
  5. Heroism has its rewards. When you kill yourself by falling on an opponents orb, you will be respawned with 30 seconds of invulnerability.
  6. Normal health jugs can now boost your health up to 150 points (previously they'd cap out at 100 even though you started with 150). You still get the same number of point for a health jug... this fix just let you grab health when you're between 100 and 150. Also, you can now build your health up to 300 points by collecting health vials and big health kegs.
  7. When your health dips below 150, you are automatically given 10 points of health every 5 seconds.
  8. Players who sit idle for more than two minutes will be automatically kicked off the server.

Look for Gang War soon on the Gods Of Warfare servers.

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GOW_Nootsac
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It seems like every week you

It seems like every week you think of more and more genious ideas to make the game that much more interesting to play. Much appreciated Pacer, GREAT WORK!!!!!......again. Ill see u later at practice.Do u think u will have the health increased into a new mod by then? pleeeeeease

WarHoRe
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Thank you thank you....

I know you had me in mind when you created this mod. Because as everyone knows the HoRe is all about the hero part. Running the orb destroying the enemys orb as you all know I have a overall "Blaze of glory" UT3 style. So thanks Pacer oh btw will it be named after me.......J/k good work Pacer.

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ZodiacX (not verified)
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=D

Awesome. I was smiling after every one on the list

PacerX
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GOW Gang War X

At Noot's request I've created another version which starts you off with 240 health and sets weapon speed at 75% above stock.  It is called GOW Gang War X.  You guys can try this version out on the UNK Rifle maps but I think these changes make normal weapons feel very weak.  If you want to cater everything for the UNK Rifle you can save yourself a ton of extra downloading and disk space by creating a weapon replacement mod for the UNK Rifle rather than cooking it into a second version of every map.

As for me, I'll stick to the variety you get with a mix of effective weapons.  Speaking of which, I feel like the flak cannon is really weak compared to how it was in previous versions of UT.  Maybe Epic thought it was too powerful before.  For me, now it's worse than the link gun and the shock rifle.  Maybe I just don't know how to use it properly.  Thoughts?

Teckniec
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I think the flak is pretty strong

I think its strong in DM and against vehicles but if your opponent is more then 5 feet away from you then its time to cahnge weapons.l I think its pretty balnced but thats just me. I played the PC demo and is it me or does the shock rifle shoot way better then on the ps3 version?

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Teckniec
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I like them all

I think #2 is gonna be the most fun becuase I been impact jumping like crazy latley. Sounds like a good time ;)

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PacerX
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invulnerability for heros too much?

after playing with this a little last night i think it may be too dominant to give 30 seconds of invulnerability to the player that dives on the opponent's orb.  ultimately it will take the "run-and-gun" out of our games because you'll want to always guard your foremost node with your orb and wait for the opponent to make an orb run at you... as soon as he drops his orb, dive on it then run your orb to the next node.  if both teams employ that strategy, you have a very defensive match.

who thinks giving the reincarnate something like a shield belt or 30 seconds of double damage would be better?

Teckniec
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U damage or invisability

U damage or invisability

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Woolvie
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I vote for...

shield belt.  This gives you a chance to make your next "life" more meaningful, as all heroes should.

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GOW_Nootsac
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shield belt

GOW_PacerX wrote:

who thinks giving the reincarnate something like a shield belt or 30 seconds of double damage would be better?

I think the shield belt would make alot more sense. Also I wanted to talk to you about taking the quad jump out of the gangwar package. Dont get me wrong I love the quad jump but every so often it would be nice to switch it up

PacerX
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yea, i was thinking the same thing

some people really hate quad jump... not so fun dueling with a pogo stick. plus, with the new boosted impact hammer jump you can still get up really high... you just have to give up your range weapon for a few seconds. do you think it would be cool to leave it so you can still jump a bit higher than normal but just dial it back to double jump?

we can tweak all this stuff and come up with the right balance... i just need feedback.

also, rather than choosing between shield belt and double damage for reincarnated heros, maybe just give 'em both?

GOW_Nootsac
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yeah maybe a little higher

yeah maybe a little higher jump would be cool. other than that do u think we would be able to tweak the height and speed u get after you release yourself off of the uberboard?

 

Double damage could work but only for a short period of time, say 15 seconds or so

GOW_DaKilla
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yeah

increasing the jump height maybe a good compromise for the quad jump. i'm not so sure about being rewarded for destroying an enemy orb though... Your reward is making the enemy wait for their orb to respawn and run it back to the node which gives you time to advance. sounds fair?

PacerX
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superhero

i just had a thought... rather than dialing back the orb-diver's reward, maybe i should ramp it up but only give it after you've blown 10 orbs. you'd become a "superhero" for 60 seconds where you have invulnerability, double-damage, super-duper berserk, all weapons, and infinite ammo. this would almost never happen but it would certainly turn the tide in a stalemate. the only strategic play would be to have a designated orb-diver on your team and that has risks... leaving an orb around until the orb-diver arrives gives the other team a chance to recover it. i'd also want to increase the orb-dive damage so it always kills you so there's a price to pay for orb-diving. superhero wouldn't be something you'd change your game for... just something you'd hope for.