STEAM-RYHMÄ
Custom TF2 Weapons cTF2w
STEAM-RYHMÄ
Custom TF2 Weapons cTF2w
642
PELISSÄ
4,585
PAIKALLA
Perustettu
19. kesäkuu 2015
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englanti
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United States 
Näytetään 541–550 / 806
5
Can we change weapon stats ?
2,121
Ideas for Changes/Balancing (Custom Weapons)
6
The server
2
is there Shotgun Bride
2,121
Ideas for Changes/Balancing (Custom Weapons)
Eternal_Suffering™ lähetti viestin:
Other changes
Remove the "Resets afterburn duration on hit" on the "Boilerbuss"
The combination of the "Afterburner" and this weapon is just not fun to play against since the "Afterburner" has longer afterburn duration and extra damage are just reseted with a single hit from across the map

Add "40% slower holster speed" to the "Improvised Imblazer"
This weapon has too much combo potential that just makes the Degreaser just a shity weapon

Cloak-a-Cola rework:
+On drink: Turn invisible for 10 seconds
-Cannot attack while under the effects
30 second charge time


This would make the scout undetected and has more flank potential for the scout but you can still be detected because you can still be bumped and shotdown unlike the Bonk! Atomic Punch that makes you invinsible but you are still detected and can be followed

Boilerbuss:
The "Resets afterburn duration on hit" is the main feature. I could make reduce the number of bullets (?)

Improvised Imblazer:
I could, but I probably won't. Due to fact that you can bypass the negetive, if you know how to do it.

Cloak-a-Cola:
Then it would be come Bonk, but invisible. The main reason this seems OP is due to "Slugger's Face-Off" and "Handymann". Both are being changed (Slugger to include melee damage to reduce, and Handymann to be a on kill).



Eternal_Suffering™ lähetti viestin:
Major Changes for scout:

Remove the "Prototype Punch"
This weapon is useless. The scout is a flanking class that has to be moving at all times, making him have t stop for 2 seconds for just full hp making him vulnerable when he could have just kept moving and picked up health packs

Remove the "Slugger's Face-Off"
Making the scout invisible to a hit using a random percentage isn't any different of a weapon that based on random crits. This weapon is also not fun to play against

Remove "The Slammer"
Lets be honest, this weapon just sucks

Remove the "25 bonus max health on wearer" on the "Mercenary's Supplies"
Making the scout; the fastest class in the game even faster makes him harder to hit but also giving him more health making him tankier is overkill

Prototype Punch:
I will be adding 2 buffs during the drinking durnation to be less of a target.

Slugger's Face-Off:
Read comment from "Cloak-a-Cola".

The Slammer:
Ah... this is just fun!
4
So I've got this attribute plugin I've been working on, what should I do with it?
The_Evil_Pickle lähetti viestin:
Crafting | cTF2w lähetti viestin:
I am always curious, what custom attributes have you gotten to work?

My best one thus far is probably "primary fire spawn projectile". The value string defines what projectile the weapon should spawn on attack, as well as the projectile velocity, random spread, damage, etc. There's a lot of different stuff that can be done with this one attribute; I've made both a pistol that shoots a continuous stream of jarate and a scattergun that shoots a burst of rockets.

There's also a handful of attributes that effect the weapon's projectiles, such as ones that cause rockets to bounce off walls or for the projectile to heal buildings it hits.

I've made a few attributes that are based around addition a condition to a player (like with the addcond command), all of which take an integer for the condition id. These include adding a condition while the weapon is held, when the player gets a kill with the weapon, etc.

Then there are a few miscellaneous ones. I've got an attribute for knives that makes them attack automatically when you get behind someone, an attribute that makes a weapon use the player's cloak meter as ammo, an attribute that makes a weapon more accurate while the player is crouching, an attribute that causes the weapon to launch the player in the direction it is fired, an attribute that lets the player disguise as a dispenser while crouching, and a handful I haven't gotten around to testing out yet.

And then there are ones that aren't working, but seem to be pretty close. An attribute that transforms the weapon into a random custom weapon for the same class and slot each time it runs out of ammo, for example, is one attribute that seems to work sometimes and not others. An attribute that makes the weapon fire random projectiles from a list defined by the value works for about 2 seconds before the server crashes for some unknown reason. It could be something else entirely that actually causes the problem, but I need to do more testing to really be sure.

And my computer is now pissing off the V.A.C. system for some reason.
Thanks valve.

Wow, most of thoses sound awesome. I would love to check them out!
2,121
Ideas for Changes/Balancing (Custom Weapons)
4
So I've got this attribute plugin I've been working on, what should I do with it?
Näytetään 541–550 / 806