Crafting

cTF2w Repsonse

Oct 20th, 2015
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  1. 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.
  2.  
  3. This is my spread-list I use for the to-do list
  4. https://docs.google.com/spreadsheets/d/1pWqfwCfLppcN3zYDME_vjmGIibQuSCZF_ONlrvrlXgA/
  5.  
  6. We have set up a Trello
  7. https://trello.com/b/PpC0xGj7/custom-weapons-2
  8.  
  9. Theray's (porting of Advanced Weaponiser 2 attributes to Custom Weapons 2 and started to make own attruibutes)
  10. https://forums.alliedmods.net/showpost.php?p=2193263&postcount=252
  11.  
  12. 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)
  13. https://forums.alliedmods.net/showpost.php?p=2193263&postcount=252
  14.  
  15. NegalPak (first person to post new attributes on the plugin forum, but hasn't added to since)
  16. https://forums.alliedmods.net/showpost.php?p=2121002&postcount=121
  17.  
  18. The655 (he's new to coding and I havn't used his stuff yet)
  19. https://forums.alliedmods.net/showpost.php?p=2342151&postcount=558
  20.  
  21. --SCOUT
  22. -Rage Scatter
  23. nothing
  24.  
  25. -Hand Cannon
  26. This was going to be a kinda replacement for the Force-a-Nature.
  27.  
  28. -Shock Treatment
  29. nothing
  30.  
  31. -Pegasus' Wing
  32. This has been changed a couple of times.
  33.  
  34. -Bonker
  35. I could increase the damage resistance (maybe 50%)
  36.  
  37. -Handymann
  38. 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
  39.  
  40. --SOLDIER
  41. -L.A.W.
  42. 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.
  43.  
  44. -Buff Buffer
  45. We just recently added "larger buff radius". I can remove one of the self-damage penatly.
  46.  
  47. -Heavenly Hit
  48. Yes, it is silly
  49.  
  50. --PYRO
  51. -Afterburner
  52. 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.
  53.  
  54. -Push Over
  55. I normally pair this with a shotgun.
  56.  
  57. -Improvised Imblazer
  58. 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.
  59.  
  60. -Psycho's Axe
  61. 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.
  62.  
  63. DEMOMAN
  64. -Ka-Boom Stick
  65. Yeah, it is somewhat plain.
  66.  
  67. -Number 13
  68. nothing
  69.  
  70. -Modern Drunkfare
  71. True about the Quickiebomb Launcher
  72.  
  73. -Fighting Spirit
  74. You are correct, instead of health/movement speed you get damage/fire rate. What's wrong with that? D:
  75.  
  76. -Bloody Axe
  77. 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.
  78.  
  79. -Brute Force
  80. 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.
  81.  
  82. --HEAVY
  83. -Leviathan
  84. You do have bullet damage vulnerability, inwhich most classes have bullet weapons.
  85.  
  86. -Olga
  87. Yeah, I have been thinking about reworking this.
  88.  
  89. -Doom Bringer
  90. The "slow on hit" was added due to possibly removing the Natasha.
  91.  
  92. -Heavy Artillery Minigun
  93. I could change it to "on kill increase fire rate". We have that attrbuite already.
  94.  
  95. -Fat Scout
  96. Yes, it is silly. Also, his has been changed a couple of times.
  97.  
  98. -Mann Snack
  99. nonthing
  100.  
  101. -Hard Hitter
  102. Seems incomplete, yeah something could be added.
  103.  
  104. -Terminal Killocity
  105. "Pretty hilarious, while also being useful".... I think the movement speed is enough.
  106.  
  107. --ENGINEER
  108. -Sentry Booster
  109. 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)
  110.  
  111. -Defender
  112. It's the current 20% of offhand ammo.... as in, 100... 80... 64.... 51... 40.....
  113.  
  114. -Fast Fix
  115. But you can upgrade the buildings :D
  116.  
  117. -Texan Heatmaker
  118. nothing
  119.  
  120. -Old Reliable
  121. We just recently added "one hit destorys sapper". So, that's why it looks OP
  122.  
  123. -Heavy Artillery Wrench
  124. 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).
  125.  
  126. Also, I need to test if DPS of this wrench is higher than defuelt wrench.
  127.  
  128. -Support
  129. I have on my wish list to have increased knockback, the the sentry can still help the team.
  130.  
  131. My other opinion was to have near infinite ranage, but -99% damage.
  132.  
  133. -Boost PDA
  134. It is meant to be used during setup or escaping.
  135.  
  136. --MEDIC
  137. -Worst Case Szenario
  138. I coudl remove the 25% slower fire rate. (?)
  139.  
  140. -Syringe Roller
  141. nothing
  142.  
  143. -Exchange
  144. Again, a kinda replacement for the ubersaw
  145.  
  146. -Medispenser
  147. THANKS :D
  148.  
  149. -Rasputin's Gift
  150. 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.
  151.  
  152. -Booster Shot
  153. My plan was to have the UberCharge: Amputator's healing affect for nearby teammates
  154.  
  155. -Medic's Escape
  156. :(
  157.  
  158. -Outbreaker
  159. Again, a kinda replacement for the ubersaw
  160.  
  161. -Real Overdose
  162. 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
  163.  
  164. --SNIPER
  165. -Milk Shot
  166. I had to add the "You can headshot" as more of a note, some people didn't know.
  167.  
  168. -Manncannon
  169. :D
  170.  
  171. -Heat Wave
  172. 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.
  173.  
  174. -Waved Farewell
  175. "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."
  176. D:
  177.  
  178. --SPY
  179. -The Duke
  180. I could allow the sapper.
  181.  
  182. -Tactical Revolver
  183. :D
  184.  
  185. -Turnabout
  186. You could have inifite shots, as long as you don't miss.
  187.  
  188. -Leech & Absorb
  189. I could merge them together. I don't know if would be OP.
  190.  
  191. -Shredder
  192. :D
  193.  
  194. -Intermission
  195. :D
  196.  
  197. -Close Reach
  198. I have already removed this. It needs something with it to make it feel "different".
  199.  
  200.  
  201. ---PORTED WEAPONS
  202. --SCOUT
  203. -Jump-Action Shotgun
  204. nothing
  205.  
  206. -Leech-Life
  207. We recently added "bleed at CLOSE range"
  208.  
  209. -Shotgun Bride
  210. :D
  211.  
  212. -Finish Line
  213. :D
  214.  
  215. -Mini Mann
  216. :D
  217.  
  218. -Prototype Punch
  219. :)
  220.  
  221. --SOLDIER
  222. -Matador
  223. I will probably be removing the increase clip size.
  224.  
  225. -Danger Ranger
  226. This is more of combining 2 scout weapons from AW, Aerial Attacker/Pilot's Protection (2 Scout weapons)
  227.  
  228. -Long Fall Boots
  229. Again, a different verions of the gunboats.
  230.  
  231. -Old Abe
  232. :D
  233.  
  234. -Survivalist's Slugger
  235. True, I didn't think about that.
  236.  
  237. -Marauder's Mace
  238. :)
  239.  
  240. --PYRO
  241. -Hot Air Balloon
  242. Of the "Cannot carry the intelligence" and "25 less damage", the "Cannot carry the intelligence" is required.
  243.  
  244. -Firkin Flamer
  245. The oil cost is 30 and spreading speed is slower than an airblast.
  246.  
  247. -American Gothic
  248. I haven't heard complaints about it... yet.
  249.  
  250. -Culling Blade
  251. True, currently it affects Heavy, Soldier, demo (if overhealed), and pryo (if overhealed)
  252.  
  253. --DEMOMAN
  254. -Iron Boots
  255. :D
  256.  
  257. -Drunk Grail
  258. I might increase the health threshold.
  259.  
  260. -Eternal Sleeper
  261. Hmm
  262.  
  263. -Jumpin Jehosaphat
  264. :D
  265.  
  266. -Tank Goodness
  267. Since I don't know how fast the stacks were gained in the orginal verison, I had to guess.
  268.  
  269. -Maxine
  270. :D
  271.  
  272. -Sufficient Factory
  273. :)
  274.  
  275. -Hydraulic Hammers
  276. One part is missing.... increased damage to enemy when hit against a wall
  277.  
  278. --ENGINEER
  279. -Bulldog
  280. I could increase the "damage against players" penatly.
  281.  
  282. -Scrap Collector
  283. Hmm
  284.  
  285. -Southern Six Shooter
  286. :D
  287.  
  288. --MEDIC
  289. -Oathbreaker
  290. Hmm
  291.  
  292. --SNIPER
  293. -Penetrator
  294. Currently I can't disable the headshots, so I did "less damage on body-shots"
  295.  
  296. -Camper's Climber
  297. :D
  298.  
  299. --SPY
  300. -The Deadly Rose
  301. :D
  302.  
  303. -Fire Retardant Suit
  304. True
  305.  
  306. -Infection
  307. 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.
  308.  
  309. 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).
  310.  
  311. -Knifemare
  312. When I added this, spies were just running around attacking randomly.
  313.  
  314. -Stab-n-Away
  315. 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.
  316.  
  317.  
  318. 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.
  319.  
  320. Theray..... Currently has limited computer access for awhile
  321. Deathreus.... Did some initial conversion of some AW weapons, but is busy working on x10 Freak Fortress
  322. The655.... New to coding
  323. Chdata.... Currently working on mod features (and Saxton Hell, of course)
  324. 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:
  325.  
  326. I have made a post on Allied Modders requesting a SourcePawn Coder a couple of days ago.
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