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- First, I did want to block most non-stock weapons once enough weapons have been made. That's it why there are "similar" weapons compared to official weapons.
- This is my spread-list I use for the to-do list
- https://docs.google.com/spreadsheets/d/1pWqfwCfLppcN3zYDME_vjmGIibQuSCZF_ONlrvrlXgA/
- We have set up a Trello
- https://trello.com/b/PpC0xGj7/custom-weapons-2
- Theray's (porting of Advanced Weaponiser 2 attributes to Custom Weapons 2 and started to make own attruibutes)
- https://forums.alliedmods.net/showpost.php?p=2193263&postcount=252
- Orion's Attribute (there's more that he hasn't released on the forum that he's made of me and made random ideas he had)
- https://forums.alliedmods.net/showpost.php?p=2193263&postcount=252
- NegalPak (first person to post new attributes on the plugin forum, but hasn't added to since)
- https://forums.alliedmods.net/showpost.php?p=2121002&postcount=121
- The655 (he's new to coding and I havn't used his stuff yet)
- https://forums.alliedmods.net/showpost.php?p=2342151&postcount=558
- --SCOUT
- -Rage Scatter
- nothing
- -Hand Cannon
- This was going to be a kinda replacement for the Force-a-Nature.
- -Shock Treatment
- nothing
- -Pegasus' Wing
- This has been changed a couple of times.
- -Bonker
- I could increase the damage resistance (maybe 50%)
- -Handymann
- With the Neon Annihilator gone, I added "damages sapper" just to have another weapon to help remove sappers. Also it was also added to buff the Handymann
- --SOLDIER
- -L.A.W.
- This has been changed a couple of times. Also, the "slower rocket jmup speed" means instead of the blast force of 3 rockets it was reduced to 2... to reduce the mobility.
- -Buff Buffer
- We just recently added "larger buff radius". I can remove one of the self-damage penatly.
- -Heavenly Hit
- Yes, it is silly
- --PYRO
- -Afterburner
- The stats were recently 100% afterburn dmaage with 50% afterburn durnation... it's now 50%/25%. This weapon is more for the W+M1 pryos. It is now not as bad as it was.
- -Push Over
- I normally pair this with a shotgun.
- -Improvised Imblazer
- Thanks! The reduced range isn't on the weapon. I must have missed correcting when I did the changelog for that week when I removed it.
- -Psycho's Axe
- It's a Borderlands 2 refernce weapon. I could move it to the demo, but I would have to disable the sheild. It would be OP with the shield charge.
- DEMOMAN
- -Ka-Boom Stick
- Yeah, it is somewhat plain.
- -Number 13
- nothing
- -Modern Drunkfare
- True about the Quickiebomb Launcher
- -Fighting Spirit
- You are correct, instead of health/movement speed you get damage/fire rate. What's wrong with that? D:
- -Bloody Axe
- Yeah, you are correct about the random mishmash of attributes. My plan for this was to remove "Market Gardener part" and add 100% crit vs bleeding players. But currently the custom attrbiute causes 30-35 after the first hit, instead of just the crit hit for the melee.
- -Brute Force
- I feel like the 50% damage vulnerability and 50% slower weapon switch helps balance it. Unless you go full demoknight, then it's just the damage vulnerability that hurts you.
- --HEAVY
- -Leviathan
- You do have bullet damage vulnerability, inwhich most classes have bullet weapons.
- -Olga
- Yeah, I have been thinking about reworking this.
- -Doom Bringer
- The "slow on hit" was added due to possibly removing the Natasha.
- -Heavy Artillery Minigun
- I could change it to "on kill increase fire rate". We have that attrbuite already.
- -Fat Scout
- Yes, it is silly. Also, his has been changed a couple of times.
- -Mann Snack
- nonthing
- -Hard Hitter
- Seems incomplete, yeah something could be added.
- -Terminal Killocity
- "Pretty hilarious, while also being useful".... I think the movement speed is enough.
- --ENGINEER
- -Sentry Booster
- I do want this to be a seondary, but I am wanting if one of the admins/dev can make the attribute that blocks the wrangle's effect (this will be a wrangle slot)
- -Defender
- It's the current 20% of offhand ammo.... as in, 100... 80... 64.... 51... 40.....
- -Fast Fix
- But you can upgrade the buildings :D
- -Texan Heatmaker
- nothing
- -Old Reliable
- We just recently added "one hit destorys sapper". So, that's why it looks OP
- -Heavy Artillery Wrench
- My oringal plan for this and Suport was to have "bonus buidling health"/"increased building cost" (Heavy Artillery) and "reduced building cost" (Support). It will happen eventually due to getting custom engi buildings working (as in amp and repair node).
- Also, I need to test if DPS of this wrench is higher than defuelt wrench.
- -Support
- I have on my wish list to have increased knockback, the the sentry can still help the team.
- My other opinion was to have near infinite ranage, but -99% damage.
- -Boost PDA
- It is meant to be used during setup or escaping.
- --MEDIC
- -Worst Case Szenario
- I coudl remove the 25% slower fire rate. (?)
- -Syringe Roller
- nothing
- -Exchange
- Again, a kinda replacement for the ubersaw
- -Medispenser
- THANKS :D
- -Rasputin's Gift
- Main reason for no overheal, currently you get the shelid by healing (including overheal), it takes aournd 600 health to fill the meter. also, the shild does ALOT of damage if you keep someone in it for too long. It can kill a heavy in 3 seconds.
- -Booster Shot
- My plan was to have the UberCharge: Amputator's healing affect for nearby teammates
- -Medic's Escape
- :(
- -Outbreaker
- Again, a kinda replacement for the ubersaw
- -Real Overdose
- It is meant to use the overheal you get to give to a health buff to survive more damage. Once switched away, you will have overheal
- --SNIPER
- -Milk Shot
- I had to add the "You can headshot" as more of a note, some people didn't know.
- -Manncannon
- :D
- -Heat Wave
- I do like the "decrease instead of totally resetting on each shot". But it currently gives you 100% charge after a kill... if you didn't know.
- -Waved Farewell
- "A bad concept, through and through. Anti-Spy weapons are dumb and this is no exception. It literally serves no other purpose, which is especially bad sincee the Razorback already exists to screw over Spies."
- D:
- --SPY
- -The Duke
- I could allow the sapper.
- -Tactical Revolver
- :D
- -Turnabout
- You could have inifite shots, as long as you don't miss.
- -Leech & Absorb
- I could merge them together. I don't know if would be OP.
- -Shredder
- :D
- -Intermission
- :D
- -Close Reach
- I have already removed this. It needs something with it to make it feel "different".
- ---PORTED WEAPONS
- --SCOUT
- -Jump-Action Shotgun
- nothing
- -Leech-Life
- We recently added "bleed at CLOSE range"
- -Shotgun Bride
- :D
- -Finish Line
- :D
- -Mini Mann
- :D
- -Prototype Punch
- :)
- --SOLDIER
- -Matador
- I will probably be removing the increase clip size.
- -Danger Ranger
- This is more of combining 2 scout weapons from AW, Aerial Attacker/Pilot's Protection (2 Scout weapons)
- -Long Fall Boots
- Again, a different verions of the gunboats.
- -Old Abe
- :D
- -Survivalist's Slugger
- True, I didn't think about that.
- -Marauder's Mace
- :)
- --PYRO
- -Hot Air Balloon
- Of the "Cannot carry the intelligence" and "25 less damage", the "Cannot carry the intelligence" is required.
- -Firkin Flamer
- The oil cost is 30 and spreading speed is slower than an airblast.
- -American Gothic
- I haven't heard complaints about it... yet.
- -Culling Blade
- True, currently it affects Heavy, Soldier, demo (if overhealed), and pryo (if overhealed)
- --DEMOMAN
- -Iron Boots
- :D
- -Drunk Grail
- I might increase the health threshold.
- -Eternal Sleeper
- Hmm
- -Jumpin Jehosaphat
- :D
- -Tank Goodness
- Since I don't know how fast the stacks were gained in the orginal verison, I had to guess.
- -Maxine
- :D
- -Sufficient Factory
- :)
- -Hydraulic Hammers
- One part is missing.... increased damage to enemy when hit against a wall
- --ENGINEER
- -Bulldog
- I could increase the "damage against players" penatly.
- -Scrap Collector
- Hmm
- -Southern Six Shooter
- :D
- --MEDIC
- -Oathbreaker
- Hmm
- --SNIPER
- -Penetrator
- Currently I can't disable the headshots, so I did "less damage on body-shots"
- -Camper's Climber
- :D
- --SPY
- -The Deadly Rose
- :D
- -Fire Retardant Suit
- True
- -Infection
- I had to increase the times due to the admin who coded this from scratch. He's MIA at the moment, so I had to make what changes I could do.
- Theray planned on increasing the speed that infected people moved, so they could make it to a health supply (I will reduced the times to 5/10).
- -Knifemare
- When I added this, spies were just running around attacking randomly.
- -Stab-n-Away
- The reason for the longer blink time.... you could use this with the Absorb watch, after a backstab, you could get away with 50% damage reduction.
- I could remove some of things to make room for new (and maybe) weapons, but there's a sight problem. I bet these new weapons would require some new attribute to be made. I currently have over 850 suggestions of the steam group of weapons.
- Theray..... Currently has limited computer access for awhile
- Deathreus.... Did some initial conversion of some AW weapons, but is busy working on x10 Freak Fortress
- The655.... New to coding
- Chdata.... Currently working on mod features (and Saxton Hell, of course)
- Orion..... Ok, so he wanted to be on a "coding break", it's on his post. But once the first trailer for our servers went on youtube, we are flooded with players and glitches/problems were found... I had to ask him to fix. Then overtime I would come up with ideas to help balance certain weapon. I hope Orion doesn't think I am taking advantage of him D:
- I have made a post on Allied Modders requesting a SourcePawn Coder a couple of days ago.
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