Would you like the weapons that were cut from HL2?

Would you like the weapons cut from HL2

  • Yes. It would be awsome.

    Votes: 36 56.3%
  • No, it was cut for a reason damn it!

    Votes: 6 9.4%
  • I woudn't want ALL of the cut weapons in there but it would be cool to have some...

    Votes: 22 34.4%

  • Total voters
    64

Danimal

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You know like the AK1 and the headcrab weapon. Would you like them back in some form of mod or if VAVLe had an update that was optional to have the weapons that were cut?

For me, I think it would be fun to experience the hop wite, gaurd gun and sniper rifle. But some weapons in there were un-neccasary (i.e Ice pick and headcrab)

The cremator head is a bit intersting too :D
 
I'd want them back in for Mod purposes. Would be funky to wield some of them in a user created mod. Keep them well away from Half-Life 2 itself though...
 
I'd be happy if I got my OICW back. Well, that and getting some sort of Xen based weapon like the hivehand or shockroach. Or how about snarks?
 
facehugger, the headcrabs weapons were meant to be like snarks. I don't know how they will die like snarks unless they were gonna be 4 headcrabs =/
 
Tsk tsk, played with the beta eh?

What is this headcrab gun you are talking about? I think you mean that one weapon that didn't have a model. The molotov.

And what in the world would the hopwire do? It wasn't a weapon, it was an experimental thingy...

How is the ice-pick unnecessary?
 
Combine Hybrid said:
what weapons where cut out from HL2?
alot...like the flare gun, gauss gun, molotov, ak47, heavy machine gun, iceaxe, combine guard gun, immolator, facehugger, hopwire, OICW, etc etc etc.

It's unfortunate because many of these weapons were really cool
 
vegeta897 said:
Tsk tsk, played with the beta eh?

What is this headcrab gun you are talking about? I think you mean that one weapon that didn't have a model. The molotov.

And what in the world would the hopwire do? It wasn't a weapon, it was an experimental thingy...

How is the ice-pick unnecessary?

I didn't play the 'beta'. There was a thread about the weapons that went to a link. The language was of one that I could not read but it had alot of weapons. The moltov wasn't what I meant of the 'headcrab gun' I saw a model of Gordon holding a headcrab and it had a description in the foreign language.

What hopwire does? I don't have a clue but it looks interesting, it's name suggests some form of tripwire or grenade trap-like mechanism.

The ice pick is unecessary unless it had some form of extra gore. It was just an ordinary melee weapon. I would like the stun baton though, 'dunno why.


[EDIT] The link Jimmy Jam put up was the site I was talking about
 
Danimal said:
I would like the stun baton though, 'dunno why.
Last I heard, the Stun Baton was supposed to find its way into HL2DM, probably as a team specific (Combine) Melee weapon.

A lot of the weapons in the list are really, really unneccessary. I could see how the majority of them were dropped because they broke with the setting: Unless a weapon screams "Half-Life" to the player, it looks out of place in a Sci-Fi Alien Invasion setting. The AK47 is a perfect example. It feels too "real-world" and CS to be a decent HL2 weapon. Plus, a number of the weapons did make it in, they were just handheld props for enemies (and most of them would be pretty pointless in your hands anyway). Oh, and a lot of the "weapons" listed there were just names in the files by the looks of it, hence no pictures.

Crowbar: Iconic; In.
Ice-Pick: Two Melee weapons would have been overkill. "Ice Levels" dropped early in development; Out.
Stun Baton: No need for two player-held Melee Weaps, but important as a Combine Prop; In (Prop)
Fire Extinguisher: You come across so few fires, most of which can be extinguished by other means that it is pointless. Perhaps linked to the Tanker mission?; Out

Binoculars:Pointless because of suit zoom; Out
Manhack: Appears at least once as a throwable prop for Metrocops. You can pick them up with the gravgun anyway, so surplus to requirements; In (Prop)
Thumper: Concept Incomplete, probably not up to scratch; Out

Pistol The only low power pistol made; In
Flaregun Never intended for player: why would you want to alert combine forces to your presence?!; In (Prop)

SMG1 (MP7): Despite being a modern day weapon, looks futuristic and suits the oppressive combine setting perfectly; In
SMG2 (MP5K): Echos of Half-Life 1, but why would we want an arsenal completely composed of HL1 replicas? 2 ARs would be unneccessary, unless they were significantly different; Out
Alyx Gun: Prop (well duh). Doesn't look like it ever had a FP model, so it can't have ever been intended for Player use; In (Prop)

Shotgun:The Only One; In

AR1 AK47: Doesn't fit the setting at all. Perhaps an early sign that Valve were working on CS:Source; Out
AR2 OICW: It does fit the setting, but it's a fuggly gun IMO; Out
Heavy Machine Gun: Eww... ugly. But seriously, there are too many Machine Guns already, why waste more inventory space with something so un-Half-Life; Out
Sniper Rifle: Lowest common denominator Sniper weapon versus Half-Life-specific "Pin your enemies to the walls" Crossbow?; Out, though possibly used by Combine Snipers
I-Rifle: The firing modes look like they changed a bit, but the weapon was in and just as cool; In

Gauss: A Prop on the Buggy. The Buggy section was long enough to give you a good go with it, so why waste inventory space lugging it around?; In (Prop)
Manipulator: Can't remember seeing this one ;) ; In
Combine Guard Gun: Only word I can pick out on this one is "Strider", so I guess it's the gun on the Strider's underside that fires the singularity.; In? (secondary fire of plasma rifle?)

Rocket Launcher: Wouldn't have been HL without it; In
Moltov: Doesn't particuarly fit the setting, though it does conjure images of Citizens rioting towards the end of the game... Otherwise, a bit of an inventory waster; Out
Grenade: A No thrills Grenade; In
Slam, Sticky Launcher & Hopwire Concepts incomplete / not good enough; All out

Cremator Head: Perhaps it was a prop for a scripted sequence at one time... lost with the Cremator itself (still in Black Mesa East though!); Out
Headcrab: An interesting concept, but why would you want to release a headhumper when they only latch onto vulnerable humans?; Out (Perhaps this is a prop that Kliener was supposed to pick up?)
Bug Bait; In
Immolator I can see the words "Alien Slave" and "Half-Life" but I've no idea what it is. I suppose it may be a lighting weapon?; Out
 
The immolator is probably the cremator gun, and the combine guard gun probably is from the combine guard (a beefy combine taken out of the game.).
 
what the...
The molotov would have kicked ass, especially in ravenholm. Imagine standing above and throwing them down on groups of zombies, would have fitted the setting perfectly.
Nah, not enough weapons in 2 IMO.
 
OICW would be nice because it looks amazing IRL. Flare gun would be fun if the Combine had it and could fire them to make more Combine appear.
 
Kristafon said:
what the...
The molotov would have kicked ass, especially in ravenholm. Imagine standing above and throwing them down on groups of zombies, would have fitted the setting perfectly.
Nah, not enough weapons in 2 IMO.

agreed. :sniper:
 
I played the leak, and I tried out alot of the weapons in that list. Many of them had incomplete models (which doesn't say much, because most of the maps from the leak didn't have textures and weren't close to being finished)

kupoartist said:
A lot of the weapons in the list are really, really unneccessary.

Unneccessary? Maybe, but they would make the game more interesting and make combat more varied.

I could see how the majority of them were dropped because they broke with the setting: Unless a weapon screams "Half-Life" to the player, it looks out of place in a Sci-Fi Alien Invasion setting. The AK47 is a perfect example. It feels too "real-world" and CS to be a decent HL2 weapon.
I agree with you there

Plus, a number of the weapons did make it in, they were just handheld props for enemies (and most of them would be pretty pointless in your hands anyway). Oh, and a lot of the "weapons" listed there were just names in the files by the looks of it, hence no pictures.
They weren't just names. They were actual weapons you could use it was just that the models were incomplete.
Ice-Pick: Two Melee weapons would have been overkill. "Ice Levels" dropped early in development; Out.
Stun Baton: No need for two player-held Melee Weaps, but important as a Combine Prop; In (Prop)
Fire Extinguisher: You come across so few fires, most of which can be extinguished by other means that it is pointless. Perhaps linked to the Tanker mission?; Out
Variety is the spice of life. There was more than 1 melee weapon in opposing force, so why not HL2? As for the fire extinguisher, maybe you could have used it to stun enemies like the fast zombies.

Manhack: Appears at least once as a throwable prop for Metrocops. You can pick them up with the gravgun anyway, so surplus to requirements; In (Prop)
Thumper: Concept Incomplete, probably not up to scratch; Out

It would have been cool if you could have picked up the manhacks and reprogrammed them like the mines(the thumpers are just the mines in some of the later levels)

Pistol The only low power pistol made; In
Flaregun Never intended for player: why would you want to alert combine forces to your presence?!; In (Prop)
Would have been entertaining to be able to use the flaregun to set enemies on fire. Maybe valve could have made it so the player could set objects on fire and then throw them at enemies.
AR1 AK47: Doesn't fit the setting at all. Perhaps an early sign that Valve were working on CS:Source; Out
AR2 OICW: It does fit the setting, but it's a fuggly gun IMO; Out
OICW would have been useful as a longer range assault rifle

I-Rifle: The firing modes look like they changed a bit, but the weapon was in and just as cool; In
Yeah, but no incendiary projectile
Gauss: A Prop on the Buggy. The Buggy section was long enough to give you a good go with it, so why waste inventory space lugging it around?; In (Prop)
Are you kidding me? What inventory space? It's not like there was a limit. The gauss was one of the coolest weapons in HL1, and it would have been incredibly useful on foot because it can deflect off surfaces and penetrate walls. If valve ever made a mistake, it was not including the Gauss gun in the inventory.

Combine Guard Gun: Only word I can pick out on this one is "Strider", so I guess it's the gun on the Strider's underside that fires the singularity.; In? (secondary fire of plasma rifle?)
The combine guard gun fired an explosive blast but the graphic for it's projectile was incomplete so I couldn't tell what it was. All I know is it made a high pitch sound and then fired something and everything around the player dies. Maybe it was some kind of sonic weapon

Moltov: Doesn't particuarly fit the setting, though it does conjure images of Citizens rioting towards the end of the game... Otherwise, a bit of an inventory waster; Out
I disagree, the molotov would have been perfect in some of the C17 maps.

Slam, Sticky Launcher & Hopwire Concepts incomplete / not good enough; All out

Cremator Head: Perhaps it was a prop for a scripted sequence at one time... lost with the Cremator itself (still in Black Mesa East though!); Out
Headcrab: An interesting concept, but why would you want to release a headhumper when they only latch onto vulnerable humans?; Out (Perhaps this is a prop that Kliener was supposed to pick up?)

Immolator I can see the words "Alien Slave" and "Half-Life" but I've no idea what it is. I suppose it may be a lighting weapon?; Out

The sticky launcher WAS complete. Well, the concept was, not the model. just play the JBmod you can get it. As for the hopwire, it was a ball you threw and then it jumped into the air and shot wires in every direction. I'm not sure what it was used for, maybe to block the entrances of doors? The cremators were robots that ran really fast and shot laser beams out of their eyes. I'm guessing you held the cremator head and it fired the lasers.

The Immolator shot a green continuous beam of energy that gradually increased in power. Headcrabs: Can they penetrate through combine masks? Maybe, maybe not, would have been fun to toss them around though, like the snarks in HL1.
 
I translated it but not completely

Melee Weapons


Fomka, which is been the secret symbolism Half- bodice, so will remain the very first weapon, which will encounter Gordon Freeman in the game.

Fomkoy it is convenient to break boxes and to beat glass. But not more. Practically any struggle with the enemy will prove to be for you the latter, if in the hands you have fomka. Weapon Half- bodice 2 beta:CrowbarWeapon Half- bodice 2 beta:CrowbarWeapon Half- bodice 2 beta:IceAxe

Ice-axe. Alternative to fomke. Difference - smaller weight, the respectively high rate of inflicting impacts. Weapon Half- bodice 2 beta:IceAxeWeapon Half- bodice 2 beta:IceAxeWeapon Half- bodice 2 beta:Stunstick

Bludgeon. Alternative to fomke and to ice-axe. There are no vital differences. Weapon Half- bodice 2 beta:StunstickWeapon Half- bodice 2 beta:StunstickWeapon Half- bodice 2 beta:Fire Extinguisher

Fire extinguisher. However it is strange - it adapts for the extinguishing of the centers of fire, i.e. fire. With the presence of fire extinguisher you will be able to painlessly pass that section of map, which earlier was covered with fire. Weapon Half- bodice 2 beta:Fire ExitinguisherWeapon Half- bodice 2 beta:Binoculars

Binoculars. Has five-fold approximation. The presence of binoculars once more confirms the presence of the large free spaces in the game. Indeed in the dark, narrow corridors binoculars to nothing , truth? Weapon Half- bodice 2 beta:BinocularsWeapon Half- bodice 2 beta:BinocularsHalf- bodice 2 beta weapon:Manhack

ManHack. Judging by the results of action (revolving round blade), it can be assumed that this weapon - blade, which can be will be selected after the destruction of the flying drona- guard Man Hack. Half- bodice 2 beta weapon:Thumper

Thumper. Very strange "weapon" is the fire crane- hydrant installed to the floor. After how and which its role in the complete version - it is unknown. Weapon Half- bodice 2 beta:Pistol


Handguns



By exterior view greatly resembles pistol USP Match firm Heckler&.Koch. 18 cartridges in the cartridge clip and 150 - maximum (cartridges they are identical with SMG).

For the first time you select it from that killed metrocop. Weapon Half- bodice 2 beta:PistolWeapon Half- bodice 2 beta:PistolWeapon Half- bodice 2 beta:Flaregun

Signal flare pistol. Also it can be selected in metrocop. Model - is not finished.

To see signal flare pistol in action is possible in E3 roller "Barricade" - it shoots metrocop on the tower. Weapon Half- bodice 2 beta:FlaregunWeapon Half- bodice 2 beta:FlaregunWeapon Half- bodice 2 beta:SMG1


Sub-Machine Guns



Heckler & Koch Mp-7 PDW. It is intended for the armament of soldiers, to which on the state they are not assumed valuable automaton (assault rifle).

In E3 rollers had approximation (zoom). In beta - it shoots by podstvol'nymi grenades. Most likely in the complete version it will be precisely in the manner that it is shown in the rollers. 30 cartridges in the cartridge clip. Weapon Half- bodice 2 beta:SMG1Weapon Half- bodice 2 beta:SMG1Weapon Half- bodice 2 beta:SMG2

Machine pistol Heckler & Koch MP-5k. It remains after death combine soldiers. However, during the raising by Gordon by magic means it is converted in SMG1 (HK Mp-7 PDW). It can be included by cantilever command; however, it does not have model.

It is probable that not it will be present in the final version of game, being it is substituted on SMG1. It has two regimes of the shooting: on several cartridges and by turn. Weapon Half- bodice 2 beta:SMG2Weapon Half- bodice 2 beta:Alyx gun

The machine pistol, which armed Alyx Vance. Takeing into account that the fact that the probability to see your naparnitsu of corpse - is very small, it is the same and probability to obtain into the hands this weapon.

Nevertheless, in "beta" it there is. Weapon Half- bodice 2 beta:Shotgun


Shotguns



Smooth-bore is gun Spas-12. 6 cartridges in the cartridge clip. 30 - maximum.

Is differed in no way from standard shotgana of of original Half- half-Life. Two regimes of the shooting: standard (on the cartridge) and alternative (on two cartridges). Weapon Half- bodice 2 beta:ShotgunWeapon Half- bodice 2 beta:ShotgunWeapon Half- bodice 2 beta:AR1


Rifles



Kalashnikov automatic rifle. In "beta" works extremely glyuchno. Absolutely no evidence of the fact that AK will be present in the complete version of game. Weapon Half- bodice 2 beta:AR1Weapon Half- bodice 2 beta:AR1Weapon Half- bodice 2 beta:AR2

Kombinirovannaya assault rifle Heckler-Koch Xm-29 OICW. In "beta" as alternative fire serves approximation (zoom), whereas in the rollers in OICW alternative fire was shot from the podstvol'nogo grenade discharger. We are inclined to the version, shown in the rollers. Weapon Half- bodice 2 beta:AR2Weapon Half- bodice 2 beta:AR2Weapon Half- bodice 2 beta:Heavy Machine Gun

Heavy Machine Gun. To attain the fitness for work of this weapon in "beta" for us so did not succeed.

Only, that it is possible to say on the being present model - as its prototype serves the machine gun of series GR9, German firm Heckler & Koch. Half- bodice 2 beta weapon:Heavy Machine GunWeapon Half- bodice 2 beta:Sniper Rifle

Sniper rifle. Model in "beta" is not completed, just as the process of approximation (zoom).

It has two-step optics. It were created on the basis of real vinovki LAR Grizzly 50 BMG ("Grizzly" the 50th caliber). Weapon Half- bodice 2 beta:Sniper RifleWeapon Half- bodice 2 beta:Sniper RifleWeapon Half- bodice 2 beta:IRifle

Weapon, which outwardly is suitable for the description of the jet grenade discharger, which shoots by rockets with the thermal warhead.

Specifically, from it in video with E3 it was winged - was set fire combine soldier. Weapon Half- bodice 2 beta:IRifleWeapon Half- bodice 2 beta:Gaussgun


Energy Weapons



Old good of gauss- Ghana, familiar to us even on laboratories Black Mesa. Energy weapon, which shoots in standard regime 1 by energy unit, in the alternative - shooting the storage discharge.

In the game will be two specific - stationary (it is established, for example, on baggi) and manual, which will be able to transfer player. Weapon Half- bodice 2 beta:GaussgunWeapon Half- bodice 2 beta:GaussgunWeapon Half- bodice 2 beta:Manipulator

New "chip" from Valve. Manipulator the very same Zero-Gravity Gun - the weapon, capable of locally abolishing the laws of gravity. With its aid it will be possible to move objects not exceeding the specific weight by any distances.

The classical application - to take object is potyazheleye and to fling in the enemy. Alternative fire shoots by energy ray. Weapon Half- bodice 2 beta:ManipulatorWeapon Half- bodice 2 beta:Guard Gun

Combine Guard Gun. Weapon, utilized by your enemy Combine Guard. According to the unconfirmed information precisely from it it will be possible to kill Strider.

Moshchneysheye weapon, which shoots by strong energy discharge. In "beta" in this weapon only of 4 charges. Skin in model practically is absent. Weapon Half- bodice 2 beta:Guard GunWeapon Half- bodice 2 beta:Rocket Launcher


Explosives



Reactive grenade discharger. Classics of genre with the addition from Valve - by guided missiles. No changes except cosmetic ( in comparison with the the original Half- bodice).

It adapts against the tanks and other armored machines. Most likely, it will be one of the basic weapons against Alien Gunship. Weapon Half- bodice 2 beta:Rocket LauncherWeapon Half- bodice 2 beta:Rocket LauncherWeapon Half- bodice 2 beta:Molotov

Molotov's cocktail - this is the incendiary bomb, which causes the ignition of object, being divided against its rigid surfaces. It is the glass bottle, which is filled to two thirds with gasoline and to one third by oil.

They must be a good weapon with the cleaning of the closed accomodations. Weapon Half- bodice 2 beta:MolotovWeapon Half- bodice 2 beta:MolotovWeapon Half- bodice 2 beta:Grenade

Grenade of the explosive damaging effect. Large accumulations of enemies or hostile technology - its "dear" places of wear and tear.

Maximally accessible quantity - 5 pieces. Weapon Half- bodice 2 beta:GrenadeWeapon Half- bodice 2 beta:GrenadeWeapon Half- bodice 2 beta:Slam

Slam. There are no models and hud ikonok weapon.

Judging by the results of action - this is the analog of the radio-controlled explosive Satchel (Detpack) from the the original Half- bodice. Weapon Half- bodice 2 beta:Sticky Launcher

Sticky Launcher. There are no models and hud ikonok weapon. Judging by the results of action - weapon that shooting "by the bombs -lipuckmi", which stick to the surface. Alternative fire explodes them. It is possible to shoot several pieces, after exploding them simultaneously. Weapon Half- bodice 2 beta:Hopwire


Alien Weapons



Very original weapon. It to more easily see in action how to describe by words. Not in vain this "grenade" is called "skipped". With its use it is necessary to hop not only for you but also to your enemies.

After thrust hopwire it jumps into air and ejects from itself 7 balls on the "ropes", which stick to the nearest surfaces. Now this is the fatal stretching, which explodes with the intersection of its "ropes". Weapon Half- bodice 2 beta:HopwireWeapon Half- bodice 2 beta:HopwireWeapon Half- bodice 2 beta:Cremator Head

One of the imperfections of "beta". Judging by everything - the head of monster creamator, which it will be possible to use as a weapon. Weapon Half- bodice 2 beta:Headrab

One additional imperfection of "beta". Most likely, the replacement of beetles (snarks) from the the original Half- bodice. Weapon Half- bodice 2 beta:BugBait

The very original weapon, demonstrated on E3 - the balls of the organic origin, which contain the substance, whose smell attracts ant Lion (formic lions).

Throwing spheres in the direction necessary to us we we obtain the possibility to direct the groups of strangers, for example, to the soldiers hostile to us. Weapon Half- bodice 2 beta:BugBaitWeapon Half- bodice 2 beta:BugBaitWeapon Half- bodice 2 beta:Immolator

Immolator. There are no models and hud ikonok weapon. Judging by the results of action (green energy ray), it can be assumed that this weapon - analog of that lightning, by which they shot Alien Slave the the original Half- bodice. Takeing into account that the fact that in "beta" Alien Slave are your allies - this assumption is completely sound.
 
RakuraiTenjin said:
And apparantly O'Dell changed to Odessa Cubbage, an English war veteran, previously used as a survivor from the ice breaker Borealis
Yes, they show the two faces (which of course are the same face) in RtB. Also, I find it interesting to see that there's a "Dr Cohrt" which uses what was originally intended to be Dr Kliener's face (according to RtB). That Animal guy is interesting... I assume he ended up as just any old Citizen. Same for "Samuel" who was supposed to be a talkative guy in the opening train journey (back when it wasn't pint-sized). That spooky guy without the eyeballs was in beta as well. Weird that they never took him out... Oh and final note: Take a look at Mossman's facial poses: eek!

FoB_Ed said:
Variety is the spice of life. There was more than 1 melee weapon in opposing force, so why not HL2?
Melee weapons in the HL games are basically good for three things: Opening Crates, Removing Obstacles and killing Headcrabs. Op4's Knife was filler, and absolute filler at that. I don't think I used it once, especially considering how powerful that wrench could be. What's more, HL2 actually has two melee weapons when you think about it: The manipulator does all of the above without wasteing Ammo.

FoB_Ed said:
Would have been entertaining to be able to use the flaregun to set enemies on fire.
Perhaps i'm being stupid, but is a flaregun actually capable of doing that? Besides, there were plenty of other firey opportunities :)

I agree with you in places... I think the OICW probably has a place, but I still think a lot of stuff in there is totally unneccessary: the HL2 loadout has pratically all bases covered and is a perfect example of how not to clutter the inventory up... I guess it could have been more fun though...

Edit: lol @ Half-Bodice 2 ^^
 
Do you think Valve would object to people playing the beta if they bought the proper game a sI want to play the beta and use all these weapons.
 
MaverickUK said:
Do you think Valve would object to people playing the beta if they bought the proper game a sI want to play the beta and use all these weapons.
I'm sure if you asked for their official word on it, it'd be a no go. Pirated Goods are Pirated Goods no matter what the special circumstances. However, if you were to locate the Beta and play it, Valve couldn't do much to you. In a way, I could almost see doing so as a positive thing: People have played and loved Half-Life 2 so much that they want more, even if it means dredging through pre-release buggy year old builds to play with incomplete weapons and concepts. But it's still illegal and I wouldn't encourage it: after all, a lot of this material could turn up elsewhere, be it in Expansions, Mods or Sequels.

kupoartist said:
That Animal guy is interesting... I assume he ended up as just any old Citizen.
Just thinking about this guy's uniform, I realised where i'd seen it before: It was worn by "Captain Vance", the military figure in the Air Exchange sections in early HL2 concepts (you see this model in RtB). So Animal presumably perished with the Air Exchange, or was transplanted from that area at the time of the beta, only to be done away with in favour of more scenes with Barney or Alyx.
 
Solver said:
OICW would be nice because it looks amazing IRL. Flare gun would be fun if the Combine had it and could fire them to make more Combine appear.
I was playing yesterday and I swear a combine shot a red flare up in the sky. So i guess the flaregun is still there, only not for us.

After reading this thread and the many weapons that were taken out of the final hl2, imo some of these weapons should have stayed. There isnt really a good long range rifle in the game with good accuracy. The Irifle can be used, yes, but I would prefer an AK tbh, an AK with real recoil, unlike most current guns which seem to have none. I see myself using the SMG in long range just because I like the look and feel of it more than the Irifle, even though its long range accuracy is quite frankly pants. Would of loved an AK with recoil, so skill in burst shooting would of come into play instead of the current gameplay.

Wish I had the modding skills to do it ;(
 
I would have liked the one that lights stuff on fire. I'm not sure I like the bounding white ball thingy...
 
LittleB, if you mean by the hop wire then it is basically this:

It flies up and shoots out 7 ropes pwning anything (Including you if you ain't careful)

I never played the 'beta' though so I don't have a clear view on these weapons
 
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