• Advanced Weaponiser: TF2's new innovative arsenal! (v3)
    169 replies, posted
[img]http://img404.imageshack.us/img404/5803/slagweapon04.png[/img] You're a smart kid. You know how to make some weaponry that's both fun, challenging and interesting to use, right? Advanced Weaponiser 2 is a server plugin that enables custom weapons to be found and equipped. [B]Server IP: 70.42.74.2:27015 ([URL="steam://connect/70.42.74.2:27015"]Click here to join[/URL])[/B] Discuss weapon ideas and/or request features to this server plugin! (oh, did I mention that it's available for download, [url=http://mechatheslag.net/gaming/showthread.php?tid=238]for free[/url]?) [url=http://wiki.teamfortress.com/wiki/Advanced_Weaponiser_2#List_of_Weapons]List of Weapons[/url]
[url=http://wiki.teamfortress.com/wiki/Advanced_Weaponiser_2#List_of_Weapons]They are view-able on the TF2 wiki[/url] (but good point, I need to bring back the auto-generated list)
Haven't seen a weapon from FP get added in months
[QUOTE=NeoDement;34030644]Haven't seen a weapon from FP get added in months[/QUOTE] A certain idea we all loved in the previous thread will be getting an incarnation in game sometime soon. Hint: [sp]It doesn't have to do with mini-sentries[/sp]
Scout Mobster Pack. [B]Brawler's Blaster[/B] (Scattergun) [+]Heal 1% damage for every pellet that hits, up to 10% healing per shot [-]On Miss: 20% slower firing speed, stacks. Penalty decays over time. [B]The Pick-Pocket's Pocket-Pistol[/B] (Pistol) [+]Right Click with any non-Sandman/Wrap Assassin weapon: instantly start firing the pistol [+]On Kill with this weapon: Automatic reload, even when it's not the primary weapon [-]40% clipsize penalty [-]25% slower reload rate The primary can heal up to 10hp per shot and with the candy cane + critacola can let you deal and heal loads. But missing is painful. And if you keep trying and failing, you're gonna be screwed pretty bad. The pistol can be used whenever, right-click instantly pulls it out and starts firing. Finish off an enemy and you can keep blasting with your scatter or batting people and by the time you return to the pistol it'll be loaded again.It carries only 8 shots, though and takes longer to reload them, even when reloading behind the scenes.
3 new weapon of the months are out! [url]http://mechatheslag.net/gaming/showthread.php?tid=1368[/url]
[IMG]http://i6.photobucket.com/albums/y202/TailzChao/good_idea.png[/IMG] [img]http://i382.photobucket.com/albums/oo267/yourmother348/Waluigihatesthis.jpg[/img]
This looks really interesting, I have to ask though: That boomerang in the title image, can it actually be thrown?
New SMG: Dumb as hell New shield: Pretty bad, also make it medieval compatible please. New bat: Would have to see in-game to judge
[QUOTE=Kegan;34045118]This looks really interesting, I have to ask though: That boomerang in the title image, can it actually be thrown?[/QUOTE] Wow, you just made me realise everything in the title image has been removed, except for the medigun.
[QUOTE=NeoDement;34045158]Wow, you just made me realise everything in the title image has been removed, except for the medigun.[/QUOTE] Well. Shit. I still want to try this though, the plot hook looks fun
[QUOTE=Captain Chalky;34049721]Is that Riot Shield inspired by my riot shield suggestion, because the +7% speed and less bullet damage seems familiar. Well, I don't care for credit, all I care is that the weapon is magnificent.[/QUOTE] Care to link that suggestion? It was an idea I vaguely remember glancing over.
Riot Shield looks way too gimmicky, I can't imagine -15% bullet damage or +7% move speed making a difference, the only noteworthy difference I see is the +300% pushscale, which seems horribly annoying, and the +50% charge rate. A high knockback on a shield means you can't melee your targets after hitting them (which already occasionally happens with the Splendid Screen), which means that the purpose of this shield is to get a close range attacker away from you. Except that can be done already by charging away from said opponent. So it's pointless, unless your opponent has very low health, in which case you can simply melee them to death. I had stat ideas for a riot shield as well except they are completely different from those. Might as well post them, see what you guys think about them. [+] +30% explosive damage resistance on wearer [+] When charging: -100% reduction in push force taken from damage [+] When charging: +66% resistance to frontal bullet damage [+] Charge grants mini-crits to all weapons [-] Charge does not grant critical hits The point of the weapon is to charge through heavy gunfire and blow shit up in front of you. You could even charge towards an enemy level 3 sentry to blow it up and get out of it with half of your HP left. It's not really a demoknight thing since it doesn't give you melee crits. Also, unlike the other shields, this one still leaves you vulnerable against Pyros.
The Copy And Paste Engineer Wrench -Replaces sentry with mini-sentry +When the sentry gets a kill, it teleports to where it's last victim was (or it destroys itself and rebuilds at the spot of it;s victim's death) cuz i haven't suggested one of these ideas in a while
I had a few ideas for TF2 weapons, but I never got to play around with them and test them. As such, most of them are probably incredibly unbalanced and/or stupid, and who knows how difficult they may be to code. But here: [code]Jarate SMG + On hit: Applies Jarate effect for 1 second // +- Attack speed // Honestly don't know firing speed of SMG, set this as like .75 sec - -50% clip size // 40 rounds of Jarate is nasty despite the damage decrease, play with it and see what needs to be done - -50% damage // Play with number, meant to be low for use as support weapon, raise or lower damage in conjuction with mini-critting status - Cannot be crit-boosted - No random critical hits //- Cannot mini-crit // Mini-critting would make it potentially incredibly powerful, but crit-boost may count mini-crits Liquid-Immunity Knife + Immune to all liquids // Is this possible? - -25% swing time // Play with number - -10% fire damage resistance // Play with number Penetrating Jarate Sniper Rifle + Penetrates enemies and buildings on full charge // Can it be made to penetrate buildings? + Applies Jarate effect when scoped // Possibly increased duration for charge - No damage bonus from charging // Is this possible? // +- Charge speed // Play with what it is now, possibly lower it at most to 3 second full charge, aim for 4 as "reasonable" Tank Minigun + +20 health // Play with number + +20% movement speed while revved // Play with number - No random critical hits - Cannot be crit-boosted - -10% damage // Play with number [] This weapon causes 10% of all damage suffered by the healing Medic to instead transfer to the Heavy // Is this possible? Play with number Half-Crit/Half-Uber Medigun [] Ubercharge provides 50% damage resistance, 50% resistance to pushback forces and 100% mini-crits // Is this possible? //+ +10% Ubercharge Speed // See how normal goes, play with number AoE Medigun + +2 second duration to Ubercharge + No healing drop-off // Is this possible? Would the Uber coupled with this make it better than the Quick-Fix? - Cannot overheal [] Ubercharge provides healing to all friendly nearby targets //Is this possible?[/code] Obviously I made a few comments and notes about them and their stats to myself
[QUOTE=PSI Guy;34066034]The Copy And Paste Engineer Wrench -Replaces sentry with mini-sentry +When the sentry gets a kill, it teleports to where it's last victim was (or it destroys itself and rebuilds at the spot of it;s victim's death) cuz i haven't suggested one of these ideas in a while[/QUOTE] I suggested that for my loboto-sentry :v:
[QUOTE=PSI Guy;34066034]The Copy And Paste Engineer Wrench -Replaces sentry with mini-sentry +When the sentry gets a kill, it teleports to where it's last victim was (or it destroys itself and rebuilds at the spot of it;s victim's death) cuz i haven't suggested one of these ideas in a while[/QUOTE] >spawn camp >sentry outside spawn >OMG WTF SENTRY IN SPAWN
[QUOTE=PSI Guy;34066034]The Copy And Paste Engineer Wrench -Replaces sentry with mini-sentry +When the sentry gets a kill, it teleports to where it's last victim was (or it destroys itself and rebuilds at the spot of it;s victim's death) cuz i haven't suggested one of these ideas in a while[/QUOTE] Yo this is a cool idea
A couple of simple ideas, the first being a sidearm for users of the Warlord's Winchester, the second being a precision-focused grenade launcher: [b]La Banderilla[/b] Level 5 Rocket Derringer Class: Soldier Slot: Secondary + Fires a single controllable Matador rocket - -75% Clip Size - Does not reload until the rocket in flight has detonated - -50% Self Push Force from Explosions [b]Bouncing Betty[/b] Level 5 Grenade Launcher Class: Demo Slot: Grenade launcher + Hold down left-click to keep grenades bouncing and rolling; will behave like stickes once left-click is released (physically; they still can't be manually detonated) + Consecutive hits suffer no damage falloff - -50% Fire Rate - No more holding left-click to spam - -25% Clip Size
[QUOTE=lilguy;34067467]>spawn camp >sentry outside spawn >OMG WTF SENTRY IN SPAWN[/QUOTE] Spawns are no-build zones, right? Maybe it doesn't rebuild itself on no-build zones. Also, Neo likes an idea of mine? OH GOSH <3
I'll be joining this for sure. [QUOTE=CharlesMan;34044768] [IMG]http://i6.photobucket.com/albums/y202/TailzChao/good_idea.png[/IMG] [img]http://i382.photobucket.com/albums/oo267/yourmother348/Waluigihatesthis.jpg[/img][/QUOTE] I love brawl in the family.
[QUOTE=PSI Guy;34069634]Spawns are no-build zones, right? Maybe it doesn't rebuild itself on no-build zones. Also, Neo likes an idea of mine? OH GOSH <3[/QUOTE] Well, in the script, what you would do is get the XYZ coordinates of the last player it killed and dispatch the sentry to that new location. You can do this and disregard whatever supposed no-build zones there are on a map. Although, there is most likely a way to check for that, but it would be a bit hard. Also, I just like being a pessimist when it comes to ideas. It's about thinking about the worst case scenarios that you have to end up fixing.
-snip, wrong thread-
[QUOTE=lilguy;34070455]Well, in the script, what you would do is get the XYZ coordinates of the last player it killed and dispatch the sentry to that new location. You can do this and disregard whatever supposed no-build zones there are on a map. Although, there is most likely a way to check for that, but it would be a bit hard. Also, I just like being a pessimist when it comes to ideas. It's about thinking about the worst case scenarios that you have to end up fixing.[/QUOTE] this is why nothing of note gets added
[QUOTE=NeoDement;34075965]this is why nothing of note gets added[/QUOTE] Well, when things do get added, we don't really publicly announce them until we're finished balancing things out. But, what I will tell you is that two days ago, 52 new attributes were added to Advanced Weaponiser. They're just being tested and evaluated at the moment.
Speaking of attributes.... When are custom weapons going to re-appear? They were fucking [B]awesome[/B].
A few ideas could be taken from this. [url]http://humbugtheman.com/[/url]
[QUOTE=Erfly;34110421]A few ideas could be taken from this. [url]http://humbugtheman.com/[/url][/QUOTE] Hey, my Arsonist´s Arsewipe is in it! Cool
[QUOTE=Erfly;34110421]A few ideas could be taken from this. [url]http://humbugtheman.com/[/url][/QUOTE] You mean quite a few ideas were taken from AW2.
[QUOTE=lilguy;34110946]You mean quite a few ideas were taken from AW2.[/QUOTE] A lot were yes, but there are other ideas.
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