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Weapon updates 
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Joined: Wed Sep 04, 2013 11:06 am
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MCID: nitros12
Post Re: Weapon updates
I have an idea for the Battalions backup:
While in use, if the boss hits someone under the BB effect, they should receive a small percentage of rage, this would prevent the battalions backup effect from forcing the hale to run away (excepting knife and insta weighdown hales), since the rage gained from it can be used on the group of players utilising the BB.


The following code could be added to ff2 after:
Code:
if(IsBoss(attacker))
{
   if(IsValidClient(client) && !IsBoss(client) && !TF2_IsPlayerInCondition(client, TFCond_Bonked))
   {


in OnTakeDamage.

Code:
if(TF2_IsPlayerInCondition(client, TFCond_DefenseBuffed))
{
   if(BossCharge[attacker][0]<100.0)
   {
      BossCharge[attacker][0]+=5.0;
      if(BossCharge[attacker][0]>100.0)
      {
         BossCharge[attacker][0]=100.0;
      }
   }
}


Wed Apr 20, 2016 7:54 pm
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Joined: Tue Jun 23, 2015 8:07 pm
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Post Re: Weapon updates
nitros12 wrote:
I have an idea for the Battalions backup:
While in use, if the boss hits someone under the BB effect, they should receive a small percentage of rage, this would prevent the battalions backup effect from forcing the hale to run away (excepting knife and insta weighdown hales), since the rage gained from it can be used on the group of players utilising the BB.

Why not just removing guided rockets and crits-on-taunt for soldiers?
Also I don't think it would be very effective against more than one BB, even with only one BB the hale would have to eat all the dmg the mercs can dish out during the banner to gain rage by hitting them, he would most likely have one by the time the BB is over regardless.


Wed Apr 20, 2016 8:09 pm
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Post Re: Weapon updates
Forgot to document this properly, but the BB now has 35% less buff duration (6.5 seconds). I think this leaves it in a more stable position.

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Thu Apr 21, 2016 3:15 am
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Post Re: Weapon updates
Blinx wrote:
Forgot to document this properly, but the BB now has 35% less buff duration (6.5 seconds). I think this leaves it in a more stable position.


I was still thinking it would be a good idea to remove the +20 extra hp and the +10 hidden hp from the BB so Soldier's wouldn't often survive a hit to get knocked and use the banner. That's how I though it was a better idea to change the BB more stable together with the 30% less duration.


Thu Apr 21, 2016 1:54 pm
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MCID: AdvancedCori
Post Re: Weapon updates
The BB has received enough nerfs - it's turned into playground bullying now. Removing the extra HP won't change much considering the soldier can survive a hit from most bosses anyway without the BB.


Thu Apr 21, 2016 3:55 pm
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Post Re: Weapon updates
AdvancedCori wrote:
The BB has received enough nerfs - it's turned into playground bullying now. Removing the extra HP won't change much considering the soldier can survive a hit from most bosses anyway without the BB.


At base hp for Solly, he has 200 hp, a 5 hp difference to how much most hale's melee dmg deals. The solly doesn't stay often with full hp as they hurt themself alot with their rockets. With BB, they have more often enough hp to survive.

The BB got the green colouring but the switch speed penalty was removed which was not a weaker nerf to the current nerf.


Thu Apr 21, 2016 6:51 pm
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Post Re: Weapon updates
You forgot about overheal from medics. And a rocket jump without the gunboats inflicts roughly around 30 - 40 damage anyway.


Fri Apr 22, 2016 4:36 pm
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Post Re: Weapon updates
Update:

All Syringe Guns should be usable now with the same attributes, ubercharge on hit reduced to +4%
All Mediguns should be usable now with the same attributes, added 35% quicker overheal loss rate
Cow Mangler: minicrits become crits
Bison: +25% faster firing speed, +20% faster reload speed, 40% faster deploy speed
Ubersaw: Ubercharge on hit upped to +18% from 16%
YER + Wanga: 0.25 sec quicker cloak time
Amputator: Should now actually reduce fire damage taken by 50% rather than amplifying it
Sharpened volcano fragment, Sun on a Stick, and Axtinguisher: +40% quicker deploy speed

At the time of writing this, these changes have been pushed, but not applied yet.


Sat Apr 23, 2016 12:13 pm
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Post Re: Weapon updates
Since people don't really like talking to Blinx privately when it comes to weapons, I'll post it here then.

Baby Face's Blaster:
"54 ; 0.85 ; 418 ; 1 ; 419 ; 1 ; 532 ; 0.15 ; 651 ; 0.5 ; 709 ; 1 ; 3 ; 0.66", true
So this has a 15% faster firing speed which is a hidden attribute, this one is optional. It gives boost on damage, but it drains over time, so you need to deal damage in order to maintain it. Resets entirely on jump. 532 represents how fast it drains. It fires faster the more health you lose, but also becomes less accurate.

Boston Basher/Three Rune Blade:
When Active:
+15% increase in self push force
This makes Basher jumping a bit more useful and rewarding.

Liberty Launcher:
Something something

Black Box:
Remove less healing from healers.
Increase health gain from 20 to 30 depending on damage.
Add 50% less health from health packs.

Degreaser:
+50% switch speed overall instead of faster holster and switch-to speed.
+50% increase in airblast cost.
No afterburn penalty. It's already weak, no need to make it even more weaker.

Homewrecker or Neon Annihilator:
Remove everything.
When Active:
Damage causes airblast
Bleeding for 1 or 2 seconds, I warn you, do not make it longer!
+100% damage vulnerability.

Booties:
Increase its turning control to 300%

Iron Bomber:
Remove its blast radius penalty.

Tide Turner: (optional)
Add the more recent piece of code where it gets 75% charge back on bash after 65% charge depletion. Not necessary, just a suggestion.

Stickybomb Launcher:
Add minicrits airborn targets
Optional: +15/20% switch speed or 15/20% switch-to and from speed. So it's possible to allow more damage output when paired with grenade launchers. Make use out of the minicrits on airborn targets via explosions.

Caber:
You already know what I'm gonna sugest here, it's still your call.

Natascha:
-20% firing speed
+50% fire speed when health is low, kind of like the panic attack
+50% ammo capacity
Cannot get ammo from dispensers while active.

Family Business:
Health scales with damage done instead of +10 health on hit.

Dalokohs Bar:
+50 natural health. Maybe a bit too OP with Medics
+50 health upon eating
-50% recharge rate.
It's only useful when paired with the Brass Beast or when there's a Spy boss. +50 health allows to survive 3 hits from regular hales as well while still maintaing the hit/kill ratio of the Scout and Spy hales on the previous Dalokohs Bar.

Quick-Fix:
+50% übercharge rate
+50% heal rate, maybe more
-50% overheal
Blocks healing while in use.
Only 8 seconds crits.
Uber grants quick-fix uber + crits.
Crit machine but garantues that medic dies in one hit from any 195 damage dealing hale.

Razorback:
Blocks one hit.
-7% movement speed.
When Razorback is gone, Sniper loses its move speed penalty.

That's it. Some weapons I couldn't come up with something but I want to see changed.
Liberty Launcher
Reserve Shooter
Stock Flame Thrower
Eviction Notice

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Sat Apr 23, 2016 10:39 pm
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Post Re: Weapon updates
Update:

Taunt kills now do 10x their damage (5k in most cases)

Updates from my previous post have been applied now.


Sun Apr 24, 2016 12:35 pm
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