• Advanced Weaponiser: TF2's new innovative arsenal! (v3)
    169 replies, posted
[QUOTE=Reduxist;34333542][b]take pictures of either dead enemies or allies that are doing something well[/b][/QUOTE] "Good job falling down those stairs, friendly dead heavy." Also: I want that silenced pistol up there.
Well, both of those Spy pistols were being tested some time ago (rather, variants of them thought up on our own accord). Something buggy about the silent kill pistol, but would be possible to implement if we (the dev team) spent more time working on it. The second one, however, is basically what the Obeah (a weapon of the day) was: On Hit From Behind: Marks for death for 5 seconds -50% clip size -10% damage penalty Though, no disguise lost on hit has not been scripted into the mod yet. It was there in the form of the Heart Opener, but that was an entire attribute that was not ported over. Wouldn't be too hard for us to re-implement that again.
[b]Fist of the Spambot[/b] Level 5 Mass Production Prosthetic ~Replaces your buildings with cheap disposable nodes! +Small ammo packs now give 50 metal +Movement speed increased for 3 seconds after placing nodes -Cannot pick up building wreckage for metal -All buildings destroyed on death (lol weaponizer) New building list (all build fairly quickly, have low health, cost 50 metal each, any three of four nodes can be built at a time): Warp Node: Generates a one-time-use warp back at spawn, which, when stood in, will teleport someone to the warp node. It will also fire a weak hitscan energy projectile at nearby baddies; if an enemy dies within 3 seconds of the Warp Node hitting him, an additional warp will be generated. Resupply Fabricator: If allowed to live for 15 seconds, will generate a medium medkit and medium ammo pack; if allowed to live for 30 seconds, will generate a full ammo pack and full health medkit. If continuously wrenched, will act as a level 1 dispenser, but providing half metal. Auto-Rifle: Has the firepower of a lv1 sentry and fires in five-shot bursts, but has a slow turning speed (especially during a burst, when it can't correct its aim more than a couple of degrees), and has a considerable reloading delay between bursts. Projects a Wrangler-esque laser where it's aiming. Good for covering doorways and hallways against heavy classes. Blast Node: Can fire a radial shotgun blast three times before requiring wrenching to restock it. If manually detonated, will explode, damaging nearby enemies (and possibly the engineer who built it). --- The idea here is that a battle engie can spend as much metal as he wants to deploy a surprising array of useful toys in a short period of time, at the cost of none of them being quite as capable as their conventional counterparts if not on the front lines. The instant single-use teleport provided by the Warp Node can be invaluable if you need an ally nearby quick, but unless you can lure someone nearby to die to it you'll need to spend 50 metal every time you want to use it, and you won't be able to take it back to your "nest" after dying. The Resupplier gives the engie something to defend, and can be continuously wrenched between fights (although this will generate a conspicuous amount of noise). Due to the 3-building limit, the utility-focused engie will probably have to choose between the Blast Node and Auto-Rifle, making him weak against either light classes or heavy classes; picking both will leave him without supplies or without reinforcements.
I like this thing. [media]http://www.youtube.com/watch?v=xsv5SUy3CfM[/media] Wouldn't mind if they replaced dead ringers with this... Sadly, not gonna happen.
[QUOTE=Drury;34391791]I like this thing. awesome shit Wouldn't mind if they replaced dead ringers with this... Sadly, not gonna happen.[/QUOTE] I love using it with the plot hook to mess with the enemies.
[QUOTE=lilguy;34390624]Well, both of those Spy pistols were being tested some time ago (rather, variants of them thought up on our own accord). Something buggy about the silent kill pistol, but would be possible to implement if we (the dev team) spent more time working on it. The second one, however, is basically what the Obeah (a weapon of the day) was: On Hit From Behind: Marks for death for 5 seconds -50% clip size -10% damage penalty Though, no disguise lost on hit has not been scripted into the mod yet. It was there in the form of the Heart Opener, but that was an entire attribute that was not ported over. Wouldn't be too hard for us to re-implement that again.[/QUOTE] so likely hood of these being implemented?
Would likely take some more time. At the moment, the dev team is finishing up weaponry for next month. After that hump, if there's still more interest to pursue it at the time, we'll continue working on it. Though, my hands are currently full with... stuff.
I get the feeling this is probably overpowered, so feedback welcome: [i]EDIT: Yes, it has a lot of stats. This is because it's describing a completely different weapon from the Huntsman, in the same way that the Shortstop is a completely different weapon from the Pistol. In-game, most of these would be hidden.[/i] [b]Sniper Piper's Viper Pipe[/b] Level 10 Blowgun (assume base stats of the Huntsman) +65% weapon switch speed +On hit: Target covered in Jarate for 8 seconds (no zoom requirement) +Slight zoom while charging +200% Projectile Speed +This weapon crits whenever it would ordinarily mini-crit. +On kill: Run speed increased for 5 seconds. +No projectile tracer +Target does not yelp to others when hit (players hit will still be notified, they just won't make a pained noise and automatically alert people nearby) -Minimum charge of 20% before firing -Cannot headshot -Repeated use or frequent charging will slow movement speed (since they involve Sniper holding his breath; could be done with a Breath meter?) -70% damage to non-jarated enemies -Charge meter is reduced by taking damage while charging. If charge goes negative: Inhale the dart. Idiot. (Jarate and damage self) -Has some random spread, decreasing with charge to zero at 100% charge -Darts cannot be ignited by friendly Pyros [i]The tribal answer to the Sydney Sleeper is more useful at longer ranges than the Huntsman, but its close-range performance suffers due to its charge time, and near-requirement for the target to be jarated to inflict significant damage. Handy for: hit-and-run tactics, debuffing a lot of people on a per-second basis, scoring high-damage hits with persistence, Bushwacka-swinging ambushers. Not so handy for: sniper duels (none of the Huntsman's instant killing power, none of the rifles' scopes or hitscan!), firing from non-hidden locations (you will learn to hate inhaling your own darts), fighting near water, taking on spies and other direct attackers, situations where movement and firing are needed at once rather than taking turns.)[/i]
Are you trying to put every stat on a single weapon or something? Simplicity is king. Remember that.
[QUOTE=PSI Guy;34419285]Are you trying to put every stat on a single weapon or something? Simplicity is king. Remember that.[/QUOTE] + x - y :downs:
[QUOTE=DatWut?;34419505]+ x - y :downs:[/QUOTE] But not [b]TOO[/b] simple.
[QUOTE=Hogulus;34418334]I get the feeling this is probably overpowered, so feedback welcome: [b]Sniper Piper's Viper Pipe[/b] Level 10 Blowgun (assume base stats of the Huntsman) +65% weapon switch speed +On hit: Target covered in Jarate for 8 seconds (no zoom requirement) +Slight zoom while charging +200% Projectile Speed +This weapon crits whenever it would ordinarily mini-crit. +On kill: Run speed increased for 5 seconds. +No projectile tracer +Target does not yelp to others when hit (players hit will still be notified, they just won't make a pained noise and automatically alert people nearby) -Minimum charge of 20% before firing -Cannot headshot -Repeated use or frequent charging will slow movement speed (since they involve Sniper holding his breath; could be done with a Breath meter?) -70% damage to non-jarated enemies -Charge meter is reduced by taking damage while charging. If charge goes negative: Inhale the dart. Idiot. (Jarate and damage self) -Has some random spread, decreasing with charge to zero at 100% charge -Darts cannot be ignited by friendly Pyros [i]The tribal answer to the Sydney Sleeper is more useful at longer ranges than the Huntsman, but its close-range performance suffers due to its charge time, and near-requirement for the target to be jarated to inflict significant damage. Handy for: hit-and-run tactics, debuffing a lot of people on a per-second basis, scoring high-damage hits with persistence, Bushwacka-swinging ambushers. Not so handy for: sniper duels (none of the Huntsman's instant killing power, none of the rifles' scopes or hitscan!), firing from non-hidden locations (you will learn to hate inhaling your own darts), fighting near water, taking on spies and other direct attackers, situations where movement and firing are needed at once rather than taking turns.)[/i][/QUOTE] If it's a dart gun you want, how about [B]The Sniper Piper's Viper Pipe[/B] Level 10 Blowgun (assuming base stats of the huntsman.) [+]On hit: Enemy cannot be healed for 5 seconds (Indicated by a floating X.) [+]On hit: Medic connected by beam is Jarate'd for 2.5 seconds. [-]+20% Longer reload. [-]-20% Damage. [-]Player moves 10% slower while holding. [i]Fires instantly: Does not require huntsman charge. [i]Silent Killer: Makes no noise. Heavy tearing through your team? Simply aim, and Puff! What happened? He's still tearing through your team. But the difference is this: He's no longer got his buddy to back him up, and that Jarate will eat through that medic quickly. It's probably a shitty scenario based thing but honestly it'd make a neat weapon of the day. [B]Edit:[/B] And [I]anything[/I] is better then just throwing every single stat on a weapon. [editline]27th January 2012[/editline] [QUOTE=DatWut?;34419505]+ x - y :downs:[/QUOTE] [B]th havy meenee goon [/evel 5 maneia][/B] +1% firing seeddp -90PORCENT damag dun
[QUOTE=PSI Guy;34419285]Are you trying to put every stat on a single weapon or something? Simplicity is king. Remember that.[/QUOTE] I mean, realistically in-game it'd be classified as a completely separate weapon, the way the Pistol and Shortstop don't display any stat differences, nor the Warlord's Winchester and the shotgun. The truckload of stats is there to show how its projectile and damage would "feel." In-game you'd see something like: [b]Sniper Piper's Viper Pipe[/b] +65% weapon switch speed +On hit: Target covered in Jarate for 8 seconds +On kill: Run speed increased for 5 seconds. -Damage when charging might make you choke! -Won't do full damage unless target is soaked in Jarate Or something. I'm willing to accept that it might still have too many stats, but using a lot of stats is necessary if you're trying to make a sufficiently unique weapon and nothing close to it already exists in TF2. EDIT: I do like your idea for its stats though, NateDude.
The important thing is having atleast one unique stat: Nobody like a boring +10% Health -10% Damage weapon. That choking thing is pretty neat, i'll say, but you should make it damage based and not luck based. Take 25 Damage while charging: Choke! And maybe you should tone down that Jarate'd time. Maybe 6, 4 seconds?
That'd probably be fair - I was deciding on the length back when I had a -30% charge rate penalty in there, and given its better fire rate it should probably be somewhere in that range. [b]Viper Snipe Pipe Snipe Snipe Pipe's Viper Viper Snipe[/b] Shown stats: +On hit: Target covered in Jarate for 5 seconds. +On kill: Run speed increased for 3 seconds. -Is a choking hazard (not shown: taking 25 damage when charging will make you damage and Jarate yourself) -Needs Jarate for damage Would any of the other (not-shown) stuff need tweaks? The damage bonus on Jarate'd targets might be a bit too high, what with firing 360-damage shots arguably more easily than the Huntsman.
Weapon of the day ideas! Pyro's Paper Fan Melee for pyro [+]On M2: airblast [+]On friendly hit: extinguish fire and dry up liquids [-]100% push force [-]Melts in fire for 8 seconds. Backyard BB Gun Primary for sniper [+]100% primary ammo carried [+]50% faster charge rate [+]30% faster firing rate [+]No movement speed penalty while scoped [-]80% damage dealt (lol WHAT HAPPENED TO SHORT AND SWEET PSI GUY, YOU FUCKING HIPPOCRIT) Rawket Lawnchair Primary for Soldier [+]100% self damage reduction [+]100% increase in self-push force [+]100% resistance to enemy push forces [-]99% slower movement speed [-]150% weapon switch speed Terrible m i rite?
[QUOTE=PSI Guy;34425461]Weapon of the day ideas! Pyro's Paper Fan Melee for pyro [+]On M2: airblast [+]On friendly hit: extinguish fire and dry up liquids [-]100% push force [-]Melts in fire for 8 seconds. Backyard BB Gun Primary for sniper [+]100% primary ammo carried [+]50% faster charge rate [+]30% faster firing rate [+]No movement speed penalty while scoped [-]80% damage dealt (lol WHAT HAPPENED TO SHORT AND SWEET PSI GUY, YOU FUCKING HIPPOCRIT) Rawket Lawnchair Primary for Soldier [+]100% self damage reduction [+]100% increase in self-push force [+]100% resistance to enemy push forces [-]99% slower movement speed [-]150% weapon switch speed Terrible m i rite?[/QUOTE] m2 to airblast with a melee you can just make a bind for. Sniper is an assassination class that is meant to kill high value targets, the BB gun is the complete opposite of what the class is made for, a battle medic would be more help. the rawket lawnchair basically sounds like play soldier how you play soldier when a round starts and you RJ to the spawn doors while you cant walk, one medium length corridor and it becomes less fun than idleing
[QUOTE=theharribokid;34425572] Sniper is an assassination class that is meant to kill high value targets, the BB gun is the complete opposite of what the class is made for, a battle medic would be more help. [/QUOTE] I'm sorry I didn't know that unlocks weren't allowed to change how a class plays
[QUOTE=PSI Guy;34425461]Weapon of the day ideas! Pyro's Paper Fan Melee for pyro [+]On M2: airblast [+]On friendly hit: extinguish fire and dry up liquids [-]100% push force [-]Melts in fire for 8 seconds. Backyard BB Gun Primary for sniper [+]100% primary ammo carried [+]50% faster charge rate [+]30% faster firing rate [+]No movement speed penalty while scoped [-]80% damage dealt (lol WHAT HAPPENED TO SHORT AND SWEET PSI GUY, YOU FUCKING HIPPOCRIT) Rawket Lawnchair Primary for Soldier [+]100% self damage reduction [+]100% increase in self-push force [+]100% resistance to enemy push forces [-]99% slower movement speed [-]150% weapon switch speed Terrible m i rite?[/QUOTE] The Lawnchair sounds [B]fucking awesome[/B]. How about adding [+]No Fall-damage Taken [+]+20% Faster Reload Speed [-]-15% Firing Speed
[QUOTE=PSI Guy;34425595]I'm sorry I didn't know that unlocks weren't allowed to change how a class plays[/QUOTE] I'm sorry I can't recall saying anything remotely to this end, regardless, unlocks can change a classes playstyle but your stats doesn't change how he plays, your still playing him like a sniper, just one with a terrible primary with no ability to cause any significant damage or support. it's like your trying to make smg snipers a legitimate strat, there's a reason will all laugh at those guys. If I have completely misunderstood the 'play style' this would allow please say so and explain though im off to bed now and will have to get back to you later
Except now there's an emphasis on making lots of hits instead of charging up attacks. You have to be quicker with the BB Gun because it charges quickly and you gain nothing when it's already fully charged; ergo you'll make more shots in less time. The Blastburner [Pyro Flamethrower] [+]Airblasting while firing will make your flames reach 50% further, this is called a Blastburn [+]Blastburning in the air provides significant knockback (mostly horizontal but also some vertical) [-]40% airblast cost increase [-]20% fuel consumption rate The Torcher's Twin Barrel [Pyro Shotgun] [+]40% more pellets fired [+]20% firing rate bonus [+]On Kill: Reload 60% faster for 5 seconds [-]50% damage reduction on non-burning opponents [-]60% clip size reduction
Did anyone come up with a non-reflectable rocket/sticky launcher yet?
oh god that would SUCK
[QUOTE=PSI Guy;34425461]Weapon of the day ideas! Pyro's Paper Fan Melee for pyro [+]On M2: airblast [+]On friendly hit: extinguish fire and dry up liquids [-]100% push force [-]Melts in fire for 8 seconds.[/QUOTE] I suggest my Arsonist´s Arsewipe again [url]http://steamcommunity.com/sharedfiles/filedetails/?id=6664[/url]
[QUOTE=Petachepas;34439173]I suggest my Arsonist´s Arsewipe again [url]http://steamcommunity.com/sharedfiles/filedetails/?id=6664[/url][/QUOTE] Almost done actually. Just gotta remove the debugging from it and test it out a little bit more. Though, I have to say, it's much more situational than I imagined (Keeping the original stats of being unable to remove debuffs when it's dirty). I might make it remove even when it's dirty, just so it becomes more useful. Just gotta get more in-testing underway. Also, I did find a workaround to detect ally hits... But, it's not so great. It works, but it requires you to directly look at an ally and attack to actually work. So, yeah. You might be seeing it sometime soon... Perhaps a month or so. Sorry if that's too long of a wait!
[QUOTE=lilguy;34439737]Almost done actually. Just gotta remove the debugging from it and test it out a little bit more. Though, I have to say, it's much more situational than I imagined (Keeping the original stats of being unable to remove debuffs when it's dirty). I might make it remove even when it's dirty, just so it becomes more useful. Just gotta get more in-testing underway. Also, I did find a workaround to detect ally hits... But, it's not so great. It works, but it requires you to directly look at an ally and attack to actually work. So, yeah. You might be seeing it sometime soon... Perhaps a month or so. Sorry if that's too long of a wait![/QUOTE] Not long at all. Yeah, maybe the stat: "Replaces current debuff whith the new debuff absorbed" is better. For the ally hit detection, we already have the solier melee thing, the one that makes you move faster, isn´t it useful in this case? =D Also, the "Absorbs debuff when active" is pretty useful too when fighting almost every sniper and lots of scouts, as you have to get close to them.
[QUOTE=Petachepas;34440030]Not long at all. Yeah, maybe the stat: "Replaces current debuff whith the new debuff absorbed" is better. For the ally hit detection, we already have the solier melee thing, the one that makes you move faster, isn´t it useful in this case? =D Also, the "Absorbs debuff when active" is pretty useful too when fighting almost every sniper and lots of scouts, as you have to get close to them.[/QUOTE] Well, currently, it removes ALL 3 associated debuffs at the same time. You would have to capitalize on the fact that your ally is being covered in a lot of different debuffs when you remove them. I could make it add onto the set of debuffs you have already collected to make it more useful and less situational (ie, you have 1 debuffs collected, when you remove it from a player with the other 2 you don't have, you collect all 3). And no, I couldn't reuse the ally hit from the whip; that's hard coded by Valve and there isn't a stock way in scripting to do so. What I had to do was improvise by checking if you were looking at a player, checking the player's team, and then checking if the player was within melee range before removing the debuffs.
Hey, I know this is technically a bad idea, but maybe for april fools' day, we could list a "SUPER SPECIAL SECRET ITEM" for the Demoman... only for it to turn out to be the Gunboats.
[QUOTE=lilguy;34440113]Well, currently, it removes ALL 3 associated debuffs at the same time. You would have to capitalize on the fact that your ally is being covered in a lot of different debuffs when you remove them. I could make it add onto the set of debuffs you have already collected to make it more useful and less situational (ie, you have 1 debuffs collected, when you remove it from a player with the other 2 you don't have, you collect all 3). And no, I couldn't reuse the ally hit from the whip; that's hard coded by Valve and there isn't a stock way in scripting to do so. What I had to do was improvise by checking if you were looking at a player, checking the player's team, and then checking if the player was within melee range before removing the debuffs.[/QUOTE] I´m ok with debuff stack: People have asked for it since I posted my first version on the tf2 forums. So yeah, maybe debuff stacking will be good [editline]29th January 2012[/editline] [QUOTE=Reduxist;34442022]Hey, I know this is technically a bad idea, but maybe for april fools' day, we could list a "SUPER SPECIAL SECRET ITEM" for the Demoman... only for it to turn out to be the Gunboats.[/QUOTE] The best April´s Fool day was, and always will be the Octopus Gun
[QUOTE=Petachepas;34443481] the Octopus Gun[/QUOTE] Tell me more.
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