Rocket Jumper. With Goombas enabled, the rocket jumper can be a very high damage output with the endless ability to fly around, and with the auto-slay, it won't let sollies run to hard to reach places of the map and do no damage.
Darwins Danger Shield. If a medic fully overheals a Sniper wearing this secondary, it let's them survive a hit from a hale that does 195 or less damage in one swing, and considering the snoipahs other secondary weapons aren't that terrific, I see little reason in this being blacklisted.
Pain Train. Needs to be modded so it gives the wearer 5,000 HP and it Insta-kills hale.
_________________
frog wrote:
Fluffy wrote:
"Running Around On Whatever Map Happens To Be On And Doing What I Please: The Interactive Past-Time"®.
Ah so that's the name of game that's being played half of the time on HH4.
Just a couple of item mods that I thought might have some place:
Darwins danger shield allows the sniper to lunge in the direction he's facing with a 30 second cooldown. In vanilla it's an item that's used for generally more survivability, so it should have a similar purpose in vsh.
Natascha loses it's slow on hit but gains health on hit instead. Most hales can one shot heavies regardless, so it's not a major upgrade, however on bosses that don't, and heavy has a chance, it could prove its worth.
Eureka effect gains it's ability to move buildings and warp to spawn, but the warp to spawn has a ~20 second cooldown and the engineer moves 15% slower. The constant ability to warp to spawn was a bit too strong, letting engineers build level 3 sentry nests in a matter of a few minutes, so it having an increased cooldown will will balance it off a bit, and the constant movement speed decrease will make the engineer an easier target when the eureka effect is on cooldown
Rocket jumper is allowed but has normal secondary ammo as the other launchers. Let's it be so you can just rocket jump for an eternum
Jarate causes bosses to lose 14% rage up from 7% (It's unrealistic for a sniper to be in range of hale to get it off, so he should be rewarded more for doing so)
Sun on a stick deals 200% damage to hale's that are on fire
Market Gardener deals 200% damage when a succesful market garden is made (Melee swing while rocket jumping)
I've played VSH long enough to see how weapons could be balanced for both the hale and the players and I think these are pretty fair. Would love to hear your thoughts on them Frog.
Generally, I'm only prepared to make modifications within the scope of the item attributes made available by Valve.
If you would like to create attribute sets that model as closely to your ideas as you are able, then I am happy to trial them on the FF2 server.
Here is an example. It's Heavy Sauce's heavily nerfed minigun which has 6 attribute modifications, each attribute is a pair consisting of an attribute ID and a value.
Thanks for the help Frog, I've got to work and from what I've gathered, these item mods can be made:
Modded "Health on hit" Natascha:
"name" "tf_weapon_minigun" "index" "41" "attributes" "86 ; 30 ; 16 ; 5 ; 1 ; 25"//+ 5 health per hit //
Modded "Lowered Secondary Ammo" Rocket Jumper
"name" "tf_weapon_rocketlauncher" "index" "237" "attributes" "1 ; 100 ; 181 ; 0 ; 15 ; 0 ; 400 ; 0"//There is no numeral value for the last 3 attributes on this, so I've replaced it with a 0 //
Modded "Rethought" Eureka Effect
"name" "tf_weapon_wrench" "index" "589" "attributes" "54 ; 20 ; 352 ; 0 ; 353 ; 0"// It's the regular Eureka effect just with a movement speed decrease, and again I've replaced missing values with a 0 //
Modded "Team Help" Vita-saw
"name" "tf_weapon_bonesaw" "index" "173" attributes" "239 ; 20 ; 125 ; 10"//With this mod, any medics that heal this one will increase their ubercharge rate by 20%, with a penalty being of -10 max health.//
Modded "survivable" Darwins Danger Shield
"name" "tf_wearable" "index" "231" "attributes" "26 ; 10 ; 107"//Gives +15% movement speed and +10 max health//
Modded "Headshotter" Bazaar Bargain
"name" "tf_weapon_sniperrifle" "index" "402" "attributes" "390 ; 25 ; 392 ; 15" //+25% damage on headshot, -15% damage on bodyshot//
There are some weapons in FF2 that are direct downgrades, so I assume with the following code they just become stock weapons.
Sun on a Stick.
"name" "tf_weapon_bat" "index" "349"
Homewrecker
"name" "tf_weapon_fireaxe" "index" "153"
Maul
"name" "tf_weapon_fireaxe" "index" "466"
Neon Annihalator + Genuine variant
"name" "tf_weapon_fireaxe" "index" "813"
"name" "tf_weapon_fireaxe" "index" "834"
Also I noticed you put a typo in one of Herobrine's Huntsmans Attributes, it's currently 258 when it needs to be 259.
If you disagree with any of the mods feel free to just not include them, a lot I made up as I was going a long. Thanks for the coding lesson Frog and I'd love to get more into this.
I must say it's confusing to change negative attributes, for instance, damage penalty. If you'd like a weapon to do no damage, then that would be a 100% damage penalty, and thus, a value of 2.0 would make sense, but I see in your examples that you actually have to do the opposite, and a value of 0 has to be placed. I've tried to adapt the code accordingly but it's most likely imperfect
Hopefully these will work now
Last edited by Blinx on Wed Mar 06, 2013 1:03 pm, edited 1 time in total.
1 is 'damage penalty', what do you think setting this to 0 will do? 400 is 'cannot pick up intelligence'. There is never any intel in FF2. This is just for fun?
Blinx wrote:
Also I noticed you put a typo in one of Herobrine's Huntsmans Attributes, it's currently 258 when it needs to be 259.
258 is 'ammo becomes health', 259 is 'boots falling stomp'. Why does it need to be 259?
Yes 400 is purely for fun, it's just so it appears like the regular rocket jumper, just without the 200% increased secondary ammo.
And I thought it had to be 259 because "Deals 3x falling damage to the player you land on" Appears to be on every single hale weapon and it's just become sort of a standard weapon attribute, even if it does nothing considering goombas are enabled here (Although I guess it prepares itself for server that don't). And it's impossible for hales to regenerate health so 'Collected Ammo becomes health' just seems a little misplaced, and I thought it was a typo since only the last digits differentiate these attributes.
Yeah my first guess at trying to get a 100% damage penalty was to have a "1 ; 2.0'" attribute set, but after looking at the damage penalty sets you have on the other weapons, I thought "1 ; 0" was just how it was meant to show.
Bit busy atm and just heading out, so don't have time for a proper reply. I have added in most of the changes on the server. Let me know how and if it works out. I haven't verified.
Oh, Natascha won't be enabled because the issue with slowing the Boss down needs to be addressed directly. It's why Natascha is removed by default on all FF2 servers.
I'll be back later to see if anything hit the fan.
Ok, the weapons are implemented, but only work in the warm-up round, where no weapons are black-listed, in the actual VSH mode, they're being replaced by their stock counter-parts. The rocket jumper doesn't quite work, it's still doing 100% damage, the only other weapon I've tested is darwins danger shield, which does work, I'll try a more complex one the next chance I get.
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