- Joined
- Sep 5, 2019
- Messages
- 762
- Thread Author
- #1
As it turns out I have more then a few suggestions regarding what can be done with the Vortigaunt Faction (such as the collar rework), but rather then try to promote some of my more complex suggestions for this faction. I would take this time just prior to the new year to promote a couple of minor annoyances that have plagued me this year.
1. Broom SWEP to Item
Currently the Broom only appears on Vortigaunts that have the Enslaved "Subclass" and it does not spawn as a Item which means if their class is ever changed it is automatically removed. This is the primary means in which a unit can check (cheat) to see if a Enslaved Vortigaunt is real or not. Instead, I propose that this SWEP-only broom is turned into a item which can be equipped by all Vortigaunts.
2. Melee Weapon Added
All Vortigaunts including Enslaved Vortigaunts (not all of them have filed down claws) should by-default be capable of melee with their claws. However, instead this faction only currently has one viable weapon (Beam) and that increases the difficulty of combat to a near impossibility (with the general strategy for combine factions is to get into CQB range where the Beam is practically useless).
This faction should have a "melee weapon" for the purposes of close-quarters combat to make this sort of combat far more viable for this faction.
(For animations I would just steal the animations that are currently being used with the fist weapon and just copy-paste them over).
1. Broom SWEP to Item
Currently the Broom only appears on Vortigaunts that have the Enslaved "Subclass" and it does not spawn as a Item which means if their class is ever changed it is automatically removed. This is the primary means in which a unit can check (cheat) to see if a Enslaved Vortigaunt is real or not. Instead, I propose that this SWEP-only broom is turned into a item which can be equipped by all Vortigaunts.
2. Melee Weapon Added
All Vortigaunts including Enslaved Vortigaunts (not all of them have filed down claws) should by-default be capable of melee with their claws. However, instead this faction only currently has one viable weapon (Beam) and that increases the difficulty of combat to a near impossibility (with the general strategy for combine factions is to get into CQB range where the Beam is practically useless).
This faction should have a "melee weapon" for the purposes of close-quarters combat to make this sort of combat far more viable for this faction.
(For animations I would just steal the animations that are currently being used with the fist weapon and just copy-paste them over).