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Mar 22nd, 2019
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  1. -------Vault the---------
  2.  
  3. Tac. This one is really simple to explain, it is outclassed by any shotgun, cannot one-pump, more DPS with shotgun-SMG. There is no reason why it should be in the game in it's current state.
  4.  
  5. Pistol. This one is even easier to explain. I dont need to lol.
  6.  
  7. Stinkbombs. Read more for info.
  8.  
  9. Medkit. Bandages would be buffed.
  10.  
  11. Flintlock. Read double barrel.
  12.  
  13. Clingers. Have use, are spam, read the 3-way grenade.
  14.  
  15. This one is controversial, vault all the pumps except purple pump. Purple pump now does 100 body, but you now spawn in with 105 Hp. This negates getting screwed over by no mini's a little bit, while also keeping the purple pump viable.
  16.  
  17. Turret. Was OP, simply a waste now. Read reinforce trap.
  18.  
  19. Scoped AR. Thermal AR stays in game, I feel that the scoped as no place.
  20.  
  21. Infantry rifle. yeah that thing can fuck off.
  22.  
  23. -------Buff/bring back the following items-------
  24.  
  25. Bandage. 20 per use, can heal up to 100. Use time would now be 2 seconds, in essence they should act like a mini shield but for health. Stack size is still 15.
  26.  
  27. Double barrel. Make it one shot wood, slightly buff the range. I'm on edge about this one because it would still be trash without a rework again. Give the double barrel the properties of the flintlock. I feel with a *slight* damage increase, this would become viable again.
  28.  
  29. Bush. Only a slight buff, and this is for practical reasons, but the bush currently can destroy your frames; make it so it is not visible on you at all. You hear a "ding" when it is destroyed.
  30.  
  31. Gold Heavy Shotgun. Buff damage ever so slightly. Would be a great mid range shotgun IMO.
  32.  
  33. Redeploy. Buff the speed, but not insanely quick. Only has 4 charges, and you must double tap space for it to activate.
  34.  
  35. Dual Pistols. Reduce the bloom, and reduce damage overall. These things would be OP with almost no bloom, and they would need to be looked at before getting the bloom reduction.
  36.  
  37. Chug Jug. It is used like a slurp almost, except 1 second of use equals 12.5 hp. Still does 200hp, but it can be stopped before you waste the remaining hp.
  38.  
  39. -------Other changes-------
  40.  
  41. Introduce a 3 way grenade, can cycle thru stink, impulse, and regular grenade. Can stack up to 4. The impulse would negate fall damage and would be a watered-down shockwave, but a buffed impulse. Has a 1 second cool down on the regular grenade.
  42.  
  43. Introduce a reinforce trap. Adds 250HP to your block; 150 instantly. Over 10 seconds, it adds up to 250. However, after those 10 seconds, it stays like that for 5 seconds and then degrades the wall down, but will also eat at the walls "base" HP, and can destroy it. This is one that needs a little bit more thought, but the use of it would be to help someone heal after they have been hit, but at the same time it would also make it so they cannot turtle up forever. This one might sound OP I'm not for sure yet.
  44.  
  45. Stink bombs cannot go through metal. Heavy Sniper can one shot metal.
  46.  
  47. New mat limits are 900, 600 and 150.
  48. ----Metal is only supposed to be able to used when you KNOW you can turtle up. Thus if you have a good position, you can use it and get yourself extra protection from certain items.
  49. ----Wood stays the same fundamentally wise, but you now get 900.
  50. ----Brick also stays the same fundamentally, but you now get 600.This is to be used whenever you have to have some protection but also need a lot of it.
  51. ----The reasoning behind this is because with 900 wood, I feel that players would no longer feel limited by how much wood they can use, but would also not spam metal late game.
  52.  
  53. Players now drop an item called essence (that is really the only thing i can think of lol) that converts into 200 mats. It fills up your metal, brick and then wood. 1 ether= 1 mat. Goes directly to inventory on kill. If you are max everything, then the remaining is converted into brick.
  54.  
  55. Another change would be when you have a certain material that is maxed out capacity, it would be converted into essence which would go the normal cycle of metal-brick wood. an example of this is if you are max wood, farming a tree will give you (x) essence, which converts into a reduced amount of metal-brick-wood. The rate of getting stuff is halved, so 40 wood converts into 20 ether. This change is done to encourage farming up mats and also helps even out the mat pool.
  56.  
  57. Essence's purpose is to smooth out how many mats are going around, while also keeping metal in check as it is now buffed.
  58.  
  59. Chest's now have an invisible marker, will spawn a pump first time out. No questions asked. After that anything can happen.
  60.  
  61. When you kill someone, you gain access to their builds. The builds that you can newly edit would have an indicitaor so you know what is yours.
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