More On Weapons...

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We posted a poll where we asked everyone what part of Loadout you wanted to hear about next, and it turns out most of you are weapon fanatics. Not a big surprise there! Ok, so let’s talk more about how you can make your own weapons in Loadout.

Some people like to start off with an idea for what weapon they are going to make. Others just like to jump in and experiment and see what happens. Either way, a good place to start is choosing the base chassis your weapon is going to use. That’s going to decide how the weapon fires, and what modules can fit onto the weapon.

Let’s say I pick the multi-launcher chassis. That means my weapon is going to fire multiple medium-sized projectiles. Everything else about the weapon depends upon what components I decide to place in various slots. I choose a different Stock, Scope, Trigger, Magazine, Barrel, Payload, Propulsion, Shell, Detonator, and Dispersal for my weapon. And depending upon what choices I make for each of those, I can get a totally different weapon from anyone else’s multi-launcher. It all really depends upon what I want to do and what suits the way I play.

Every choice has different trade-offs and different tactical reasons. Let’s say I wanted to make a support weapon, so I can heal team-mates. So I’d choose Healing for the payload. Now I have a ton of options. Maybe I want to heal lots of team-mates remotely. So let’s try remote-control guidance, fast propulsion, manual detonation, and a wide dispersal area to get multiple targets at once. On the other hand, if I wanted something for chaotic close-combat, maybe I try a burst trigger, contact detonation, and a tight blast for maximum overheal.

You get the idea. As I earn more and more different components, I have more options for how I’m going to construct my own personal arsenal that I can bring into battle. And I can experiment, try them out in combat, tweak and tune until I get each one just the way I want it. I’m never locked into one role or weapon loadout. I get to define it for myself!

Next week we’ll ask some of the developers on the team what their current favorite weapon is, and how they use it in battle.

Weapon Crafting Walkthrough

Our Community Manager, K.L. Smith provides a brief walkthrough of weapon crafting while discussing the gametype Control Point Rush. The weapon he crafted is a multi-launcher that fires lobbed rockets with a Tesla payload. He is utilizing a "Charged" trigger which allows him to fire multiple projectiles when holding down the trigger and releasing after a few moments.

 

For early access and information on the beta make sure to follow us on Twitter and Facebook!

A Few Updates

A quick update: PAX East was awesome - even better than we had hoped! We met a ton of fans, talked a lot about the game and what people want to see in it, and got thousands of Beta sign-ups. We just passed 10,000 registrations! A big THANK YOU to everyone for their interest and support for Loadout!

Here’s  a quick rundown of events we’ll be attending later this year:

  • We’ll be exhibiting at the Rooster Teeth Expo (RTX) in Austin, TX on July 7th and 8th.
  • We’ll be at PAX Prime in Seattle, August 31st - September 2nd.
  • And, we hope to be at QuakeCon in Dallas, August 2nd - 5th.
  • Maybe in the BYOC area? We gotta look into that.

We’ve received many inquiries on the Loadout Beta. We’ll send out emails soon, letting folks know when we can start letting players join. So, keep an eye on your email for instructions.  All of our Beta players will get special in-game items as a "thank you" for helping us out with the game.  Also, we're going to start rolling out some suggestion contests on Facebook and Twitter, so you can tell us your opinion AND get a chance to win some free stuff!

A lot of fans we talked to wanted to know about character customization, more weapon modules, and more levels.

Here's what we're working on right now:

  • A second character type
  • Lots of character customization pieces
  • New game types and levels
  • More pieces for the weapon-inventing system
  • All the technical back-end that will let us do matchmaking and other large-scale server stuff

We'll be adding more video and updates on a regular basis, to keep you up on where we're at.

It's a madhouse!

Chaos! Madness! Carnage! No, I’m not talking about the game. I’m talking about our booth at PAX East.

There are a TON of gamers packing this place, checking out all the cool games and playing everything they can get their hands on. Day 1 was AWESOME, and totally overwhelming.

We were here the entire time the expo hall was open, all day long showing people the game, letting them invent some weapons, and then playing 4v4 games. Full house. Packed. The entire time.

You know what’s awesome about PAX? Being here, surrounded by GAMERS who love games and want to play them and talk about them and live and breathe them. These are our people!

Alright. Gonna prep for Day 2, which will bring even MORE people in here, because it’s Saturday. Mayhem and pandemonium await!