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| Aliens: Colonial Marines Discussion Discuss any and all aspects of the Aliens: Colonial Marines game. |
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I know what you mean by anything can be primary and secondary but for the games sake secondary weponds in most games are weaker or only good in some situations
the primary however is good for more situations PRIMARY- pulse rifles, SmartGuns Secondary: Flame throwers, Shotguns, RPGs Now i know what you mean by the CO-op changing the rules stuff but I mean for the ammo count as a basic or standard setup it could be that, and besides (unless you have cheates or a certian game type) you can't have someone change the rules and have 1000 clips for the pulse rifle, because then it wouldn't be fun.
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I know thats what I'm saying you cant pick up 2 pulse rifles because they are both in the primary wepon slot, and you cant carry 2 shot guns because they are both in the secondary slot.
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Exactly except though I think it would be fair if you were able to find two DIFFERENT Pulse Rifles or other weapons that you could carry both.
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diffrent yes the same no
like if you were to pick up a standard 1 and 1 with an extended clip fine but for smartguns no not possible make the game 2 unbalanced
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Yah if I have a M41A1 Pulse Rifle and a Beneli M4 Shot Gun and I find a M41A2 Pulse Rifle I can exchange the Beneli M4 Shot Gun for the M41A2 Pulse Rifle. And yes of course No carrying around two Smart Guns. No two Heavy/Smart Gun weapons. No identical weapons. Also I added in Class Bonuses. I will try to add some more to if mainly to balance it out and give more to the Xenomorphs.
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| 1337, aliens, colonial, duper, marines, omg, post, super |
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