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- ***This paste focuses on a few basic tips and statistics of the modified weapons of AZLH in a summarized manner. If you wish to go more in depth, download the configuration file here: http://www.4shared.com/file/V2a5FZqj/AZLH.html. RE Forum thread: http://forum.freegamedev.net/viewtopic.php?f=73&t=3888&p=39334***
- ---Tips---
- 1. Grenades deal no damage, primary or secondary fire. Instead, they heal. Use the primary fire to instantly heal yourself for ~20 hp. Use the guided secondary fire to throw at team mates and heal them up to ~50 hp.
- 2. Melee also deals no damage. Use the sword instead.
- 3. The only impulse enabled is parkour(wall kicking and wall running).
- 4. Except for the pistol, weapons do not reload. Once they run out of ammo, you must look for another one. You can also pick up one of the same kind to refill your ammo.
- 5. You do not lose accuracy while moving, so don't be afraid to constantly stay in motion. Standing still will only make you an easy target.
- 6. Weapon respawn times are as follows: Everything except grenades and Overdrive=15 seconds, grenades=45 seconds, Overdrive=2 minutes.
- 7. Type "/aboveheaddamage 1" without the quotation marks. This allows you to see how much damage you deal.
- ---Weapons overview---
- -Vanilla name/Modded Name-
- Damage: primary damage/secondary damage
- Attack delay: primary attack delay(in milliseconds)/secondary attack delay(in milliseconds)
- Speed: primary speed(in laymens' term)/secondary speed(in laymens' term)
- Ammo: Total Ammo/Primary reduced/Secondary reduced
- Hints: additional info
- -pistol/Avenger-
- Damage: 5/25
- Attack delay: 100/750
- Speed: Hitscan/Hitscan
- Ammo: 25/1/5
- Hints: With the lowest dps of any weapon in the mod, you should only use this if you have no other weapon or as a finisher. You could also use it to harass players from a distance.
- -sword/Animalism-
- Damage: 50/0
- Attack delay: 500/1000
- Speed: Hitscan
- Ammo: n/a
- Hints: Use the secondary fire to give yourself a speed boost. Useful for flag cappers, but overall not a good direct combat weapon.
- -shotgun/Terror-
- Damage: 30 rays, 3 damage each/88-94 on direct hit
- Attack delay: 750/800
- Speed: Hitscan/Average
- Ammo: 25/1/1
- Hints: Secondary fire is an explosive with an arc trajectory. Use it when your enemy is out of range or make use of the arc and shoot over walls.
- -smg/Trauma-
- Damage: 80/80(180 on headshot)
- Attack delay: 1250/1250
- Speed: Hitscan/Hitscan
- Ammo: 15/1/1
- Hints: Primary fire cannot deal headshots.
- -flamer/Shock Therapy-
- Damage: 4 rays, 2 damage each/3
- Attack delay: 50/1000
- Speed: Hitscan/Hitscan
- Ammo: 150/1/15
- Hints: The secondary fire has strong knockback. It is most useful at pointblank on mid-air targets.
- -plasma/Confinement-
- Damage: 16/ ~120 dps
- Attack delay: 100 ms/3000 ms fully charged
- Speed: Fast/Slow
- Ammo: 75/1/15
- Hints: Use the secondary fire to cover key items, such as your flag.
- -rifle/Hypothermia-
- Damage: 88-94/88-94
- Attack delay: 800/800
- Speed: Average/Average
- Ammo: 20/1/1
- Hints: The difference between the primary and secondary fire lies in the variable, hitpush. Primary fire has less hitpush which causes less knockback but makes it easier to deal splash damage. The secondary fire has greater hitpush for greater knockback but makes it harder to deal splash damage. Use the secondary fire to rocket jump to greater heights.
- -rocket/Overdrive-
- Damage: ~150/~-100
- Attack delay: 500/20
- Speed: Fast/ n/a
- Ammo: 3/1/3
- Hints: Use the primary fire to go on a frag spree or use the secondary fire to heal for ~100 hp and gain a strong speed boost.
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