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TerminusEst13

prisoner 849 writeups

Feb 12th, 2016
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  1. // TERMINUSEST13'S WRITE-UP
  2. // ====================================================
  3.  
  4. CHARACTER NAME: Prisoner 849/Gina
  5.  
  6. Bot Personality:
  7.  
  8. Role (Gameplay gimmick they specialize in. What do they do that other people don't do?): Trickster
  9. Fighting against otherworld threats means sometimes you can't play fair. Whether it's a last-second dodge of an attack, silencing her weapons to launch a surprise attack, or pretending to be dead to disguise herself, Prisoner 849 knows how to fight dirty in order to keep herself out of danger.
  10. Prisoner 849 plays quite similar to Corvus, with an emphasis on inventory items and utilizing them. However, her items have a much more defensive bent rather than offensive, and her weapons are disturbingly powerful--her gameplay focuses more on distracting and harrassing enemy forces, and then smearing them away once they're occupied.
  11.  
  12. Fist (Very last resort weapon at first, can sometimes be buffed into usefulness by various pickups): Dispersion Pistol
  13. The only Fist weapon that isn't actually a melee, the Dispersion Pistol is a weak blaster that travels slow and hits for a weak 15 damage. Secondary fire charges it up and launches a bolt that explodes for 11-28 splash damage. As it gets upgraded with the Damage Amplifier, though, it deals some unreal damage--fully upgraded, the bolts hit for 75 damage, and secondary bolts have 11-57 splash damage.
  14.  
  15. Pistol (Infinite ammo. Last resort weapon, can be used as a weak sniper to pick off dudes but mostly useless): Automag
  16. A semi-automatic front-mag pistol, with a cartidge carrying 20 shots. Primary fire is a very accurate but slow-firing hitscan, while secondary fire flips it on its side for twice the firing speed with half the accuracy. Emits an extra clicking sound when firing the last five shots. All bullets deal 17 damage on hit.
  17.  
  18. Chainsaw (Generic utility item that's kind of nice to have but not needed. Generally a wildcard slot): Razorjack
  19. A Skaarj weapon, the Razorjack is a wicked curved claw with a spinning razorblade in the center. Firing launches the blade at blinding speeds, causing it to ricochet all over--it deals 30 damage on impact, 105 on headshot. Secondary fire tilts the razorjack at the ground and launches it at an angle for more vertical bounce.
  20.  
  21. Shotgun (Uses Shells. A step up from the pistol, does a fair amount of DPS (in the range of 80-120), and can deal with medium range targets fairly well): GES BioRifle
  22. Named due to utilizing Green Exploding Shit, the GES BioRifle launches volatile Tarydium sludge that arcs a short distance and thuds into the ground, waits a bit, then explodes for 40 damage. Impact also deals 40 damage, without the explosion. Secondary fire charges up for a larger, slower, much more powerful blob that hits/explodes for 75 damage. Unlike later versions, it automatically fires when full.
  23.  
  24. Super Shotgun (Flexible ammo type, another wildcard. This weapon must be useful in deathmatch, because it's the most common weapon you get. Because of how powerful the SSG was, it must match that power. Preferably close range, but there are exceptions--see Fusion Pistol and SLZ): Flak Cannon
  25. The Flak Cannon is THE iconic Unreal weapon, and easily the staple weapon. Primary fire sprays scraps of hot metal, dealing between 80-180 damage. (Assumed total, because per scrap that'd be pretty fucking stupid), while secondary fire lobs a flak grenade that arcs and delivers 220 max damage. The shots have a very slight bounce to them, which makes putting them around corners an excellent idea.
  26.  
  27. Chaingun (Uses Clip. Rapid fire, close-to-medium range weapon. Should do suppression decently, and can double as a sniper rifle, such as the Doom's Chaingun and (naturally) BJ's Chaingun): Stinger
  28. Originally a mining tool to carve away unwanted rock, the Stinger launches tarydium shards at a very rapid rate. Primary fire shoots a fairly accurate stream with 14 damage per shard, while secondary fire shoots six in a wide spread (that take only five ammo, surprisingly). It's a combination of shotgun and minigun.
  29.  
  30. Rocket Launcher (Uses Rocket Ammo. C'mon, it's a fucking rocket launcher. Big explody thing. Makes things go boom. Ranged AoE effect.): Eightball Launcher
  31. The Eightball Launcher, contrary to its name, can only load up to six rockets at a time. Primary fire launches them in a straight line (with 85 damage per rocket), while alternate fire loads and launches them as bouncing grenades (with 100 damage per rocket). Holding alternate while primary is being loaded fires the rockets in a spiral configuration.
  32.  
  33. Plasma Rifle (Uses Cell. Fast-firing projectile weapon that doesn't cause explosions. High damage, and good at suppression.): A.S.M.D. Shock Rifle
  34. The "And Suck My Dick" gun is a very powerful long-range weapon, and is also another iconic weapon of the Unreal series. Primary fire launches a long-range hitscan bolt, with a whopping 32 damage per shot. Secondary fire shoots a floating orb that hits/explodes for 55 damage. The legendary shock combo, firing an orb and shooting it with a primary, explodes for a whopping 214.5 damage. It's easy to shoot, but combos are difficult to land--especially in hectic deathmatch.
  35.  
  36. BFG9000 (MUST AT LEAST PARTIALLY USE CELL--maps often give only BFG and Cells. Mass death dealer. Balance goes out the window with this; itdeals monstrous damage with no remorse, countered only by its thirst for ammo.): Redeemer? Singularity Cannon? Ion Painter?
  37.  
  38. Unique Item: Dispersion Pistol upgrades + random item resupply
  39.  
  40. Strengths (What can they do really good?):
  41.  
  42. Weaknesses (What do they really suck at?):
  43.  
  44. Notable Inventory Items (What stuff from their game can be represented, and what does it replace?):
  45. (Pickups done with every backpack/berserk)
  46. - Flares (?)
  47. - Dampener (reduces weapon noise)
  48. - Voice Box (plays footsteps and weapon firing noises, aggros enemies and gets them away from the players)
  49. - Force Field (Creates a temporary impenetrable, purple coloured, cylindrical-shaped barrier which can be used for protection, to block narrow corridors, or a stepping stone to higher places)
  50. - Damage Amplifier (permanent increase for Dispersion Pistol and ASMD's damage)
  51. - Invisibility
  52.  
  53. Notable Gameplay Perks (What gameplay stuff from their original game is especially noteworthy?):
  54. - Dodging
  55. - Feigning death (Can cause enemies to not aggro on the player, but aggros on other players, or ignores the player and walks by)
  56. - Footstep walking sounds
  57. - Armor all stacks together (Can use blue armor AND green armor AND megasphere for ULTIMATE PROTECTION at the same time!)
  58.  
  59. Unused weapons are Quadshot (which wasn't in Unreal), Minigun, and Sniper Rifle.
  60.  
  61.  
  62.  
  63. // IJON TICHY'S WRITE-UP
  64. // ====================================================
  65. Fist (Slot -1): Very last resort weapon at first, can be buffed into usefulness
  66. by unique pickups (see berserk)
  67.  
  68. BEST FIT: Dispersion Pistol
  69.  
  70. It's the very first weapon you get, and you hardly ever use it except to break
  71. crates open and to take down weak enemies. Skaarj dodge it almost every time,
  72. and since they're the most common enemies in Unreal, this makes the Dispersion
  73. Pistol nearly useless. However, the Dispersion Pistol upgrades can break it out
  74. of its uselessness, and make it a decent weapon, provided you can hit with it.
  75.  
  76. Possible break from Unreal: Make dispersion pistol upgrades actually increase
  77. the damage per ammo, rather than decrease it. That was stupid design on Epic's
  78. part.
  79.  
  80. Chainsaw (Slot 1): Wildcard slot; can be used for basically anything as long as
  81. it doesn't get to be more powerful than the SSG.
  82. BEST FIT: GES Bio-Rifle
  83.  
  84. On one hand, the Razorjack/Ripper has its trademark cutting heads off, plus the
  85. being able to guide blades to your crosshair is a neat concept. The problem with
  86. the Razorjack is that the cutting off of heads would require changing every
  87. monster to detect headshots and supplying new sprites for them with their head
  88. lopped off - and what about the cacodemon, pain elemental, lost soul, iron lich,
  89. disciples of D'Sparil (who may or may not just be floating robes), and so on and
  90. so forth? Tracking the crosshair would also be a bitch, and wouldn't be doable
  91. with seeker missiles. It'd require more custom ACS thrusting the razorjack
  92. blades on a plane perpendicular to the player's aim to the place where the plane
  93. intercepts the player's aim, and while I could probably pull that off, there
  94. could very well be online troubles with that. It just sounds like a coding
  95. nightmare.
  96. On the other hand, the GES Bio-Rifle is relatively easy to implement. It's just
  97. lobbing green shit everywhere, right? The only hard part would be having
  98. bio-blobs merge together, but I can see that being doable with creative use of
  99. A_Explode and A_CustomMissile. Its charged shot would also be fairly easy to
  100. implement (if tedious), and you wouldn't need to recode every monster in Samsara
  101. to support this. It's gimmicky and can be deadly in the right hands. Worst comes
  102. to worst, it'll be another Laser Cannon.
  103. It'll still have it hard spots with coding, but it's a lot more doable than the
  104. Razorjack.
  105.  
  106.  
  107.  
  108. Pistol (Slot 0): Last resort weapon, can be used as a weak sniper to pick off
  109. targets running away or simply far away.
  110. BEST FIT: Automag
  111.  
  112. This really doesn't need explaining.
  113.  
  114.  
  115.  
  116. Shotgun (Slot 2): A step up from the pistol, does a fair amount of DPS (in the
  117. range of 80-120), and can deal with medium range targets fairly well. Can be
  118. either burst (as with the shotgun) or automatic (as with the firemace).
  119. BEST FIT: Tarydium Stinger
  120.  
  121. This served the purpose of the Doom shotgun. It didn't excel at any one thing,
  122. but it could hold its own in a firefight (albeit not excelling), and had its
  123. uses. Ammo for it was common, and you got 20% of your max ammo per pickup. How
  124. often do you get shells in Doom?
  125.  
  126. It also handles both automatic and burst. Its automatic fire, while not being
  127. too terribly impressive, still gets the job done (even if it sounds faster than
  128. it actually is), and its alt-fire provides a good burst of close-range hurt,
  129. close to a Doom shotgun blast.
  130.  
  131.  
  132.  
  133. SSG (Slot 3): Another wildcard. This weapon must be useful in deathmatch,
  134. because it's the most common weapon you get. Because of how
  135. powerful the SSG was, it must match that power. Preferably close
  136. range, but there are exceptions - see the SLZ and Fusion Pistol.
  137. BEST FIT: Flak Cannon
  138.  
  139. It basically was the SSG of Unreal, as well as an impact grenade launcher. Both
  140. fire modes tore through enemies with ease, and Skaarj seemed to not care about
  141. dodging flak shells, meaning they blew up quite nicely. It's extremely close
  142. range; especially with Doom speeds, one could easily dodge a Flak Cannon primary
  143. fire at medium range, not to mention how little damage it'd do anyway. It
  144. literally cannot do long range - gravity will pull the flak chunks down to the
  145. ground after a short delay. Plus, seeing how everyone remembers the Flak Cannon
  146. from the Unreal series, it's just as iconic as the SSG. It's a clear match.
  147.  
  148.  
  149.  
  150. Chaingun (Slot 4): Rapid fire, close-to-medium range weapon. Should do
  151. suppression decently, and can double as a sniper rifle (see
  152. the Doom chaingun, and naturally Blazko's chaingun).
  153. BEST FIT: Minigun
  154. This also really doesn't need explaining. Since the Stinger takes slot 2, what
  155. else would fit?
  156.  
  157.  
  158. Rocket Launcher (Slot 5): Big 'ol explody thingy launcher. Makes things go boom.
  159. BEST FIT: Eightball
  160. Um, duh? It's a big 'ol explody thingy launcher that makes things go boom. The
  161. only other thing that could possibly fit is the Flak Cannon, and that's slot 3.
  162.  
  163. Note: Its being able to fire 6 rockets at once will almost definitely get cries
  164. of OP. We're gonna need to figure out how to deal with that.
  165.  
  166.  
  167.  
  168. Plasma Rifle (Slot 6): Fast-firing projectile weapon that doesn't cause
  169. explosions. High damage, and good at suppression.
  170. BEST FIT: ASMD
  171.  
  172. It's not a very good fit, I'll admit. But the other possibilities have been
  173. exhausted, and Unreal didn't really have a set plasma rifle; other weapons
  174. tended to cover the niches left by the lack of a plasma rifle. It can do
  175. devastating amounts of damage with its shock combos, and while its base primary
  176. and secondary fires will need a buff (non-shombo ASMD shots were very lackluster
  177. in Unreal), once it's buffed, it'll be able to lay the hurt very well.
  178.  
  179. I'm thinking that in coop, the ASMD's primary fire will deal 120 or so damage at
  180. the cost of 5 cells, while the alt-fire will deal 140 damage at the cost of 6
  181. cells.
  182. Shomboing will drain an additional 9 cells on top of the normal cost, making a
  183. shombo cost 20 cells altogether. A shombo would deal a toppling 450 damage in
  184. coop, laying waste to most all weak monsters and severely wounding the heavier
  185. monsters. This would have +FORCERADIUSDMG, although boss monsters might resist
  186. some of the damage. Preferably not much - the shombo was deadly, and it should
  187. stay deadly. It's hard to use, it should have huge payoff.
  188.  
  189. In DM, have it toned down. Primary fire would deal 60 damage per shot, alt-fire
  190. would deal 70 per shot, and a shombo would deal 250 damage. I know people like
  191. Ivan will have a field day with it, but it's P849's plasma rifle. It should be
  192. deadly.
  193.  
  194.  
  195. BFG9000 (Slot 7): A mass death dealer. Balance goes out the window with this; it
  196. deals monstrous damage with no remorse, countered only by its
  197. thirst for ammo.
  198. WAS THE BEST FIT: Combat Assault Rifle, from Return to Na Pali
  199. BEST FIT: I have no fucking clue, Redeemer I guess?
  200.  
  201. I don't feel very easy with this fit, but the CAR did basically do everything.
  202. It was a deadly close range weapon, and could snipe with ease. The only limit it
  203. had in RTNP was the low amounts of ammo you got with it; you really only got
  204. ammo for it from UMS supply crates.
  205. Naturally, it'd be massively buffed. It spat out bullets faster than even the
  206. Minigun, and since this would be in the BFG slot, having each bullet deal 25 to
  207. 35 base damage in coop (hell, maybe even more) would turn the CAR into a
  208. n
  209. amazingly effective crowd cutter, turning even the strongest monster into chunky
  210. paste in short order. In DM, this would be massively nerfed - imagine taking 70
  211. damage per bullet from the CAR. You'd cry for the nerf hammer faster than I cry
  212. for FBF_NORANDOM for Ranger. 15 base damage per bullet would be much more
  213. reasonable.
  214.  
  215. Its alt-fire is not hitscan. While it is deadly accurate, it is also a
  216. projectile moving very quickly - I'd place it at twice the speed of the SO's
  217. bullets. In coop, this should deal a solid 300 damage, at the cost of 5 cells...
  218. well shit. I just realised that the CAR's alt-fire would completely remove the
  219. use of the ASMD.
  220. Well then, how about that Redeemer? It's UT99, but what other choice do we have?
  221. Remember, the BFG does 78.75 damage per cell on average.
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