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- skills:
- Currently skills for characters are unbalanced and very few characters have a role
- or are just more worth using than others. a possible change would be reconfiguring
- useful skills to the characters so all characters play a specific role in deathmatch.
- example would be removing scanner from techs and replacing the skill with health bonus
- or damage bonus.
- useless:
- piercing bullets -----> meh
- scanner
- infestation curing
- leadership -----> should be removed (rng)
- combat drugs -----> meh
- speed bonus -----> all characters have the same move speedscale
- (could change the speedscale so it has a use?)
- useful:
- damage bonus
- health bonus
- reload bonus
- explosive bonus
- healing bonus
- autogun damage
- vindicator damage
- melee damage bonus
- engineering -----> meh
- leadership reason for removal:
- Each point in Leadership grants nearby marines a +3% chance of inflicting
- double the damage per shot/pellet for ballistic, non-explosive weapons and
- a +6% chance to take half damage per hit.
- sarge:
- 15% chance to deal double damage
- 30% chance to take half damage
- jaeger:
- 9% chance to deal double damage
- 18% chance to take half damage
- Leadership just adds rng to a fight much like random crital hits in TF2 which
- ruins the games skill factor. Also the effect is'nt just for you but all players
- that you can pretty much see.
- (The effective range for Leadership is roughly one screen width,
- so if you want the bonus, make sure you can see the Officer.)
- shotguns:
- In their current state there is pretty much no point in using anything other
- than shotguns if the player isnt off/on the edge of your screen.
- vindicator:
- Base Pellets 7
- Base DPS 105
- Fire rate 1.5
- Reload time 2.8
- Mag size 14
- DMG per pellet 15
- increase per vindicator bonus
- 105 <---- 0
- 119 <---- 1
- 133 <---- 2 <---- sarge
- 147 <---- 3
- 161 <---- 4
- 175 <---- 5 <---- jaeger
- damage per pellet increase
- 15 <---- 0
- 17 <---- 1
- 19 <---- 2 <---- sarge
- 21 <---- 3
- 23 <---- 4
- 25 <---- 5 <---- jaeger
- jaeger:
- 175 base dps
- 25 damage per pellet
- sarge:
- 133 base dps
- 19 damage per pellet
- model shotgun:
- Base pellets 7
- Base DPS 175
- Fire rate 1
- Reload time 1.8
- Mag size 4
- DMG per pellet 25
- dmg bastille
- base per crash
- weapon dmg shot %inc faith wolfe sarge wildcat
- Precision Rail Rifle 75 10 13 85 95 105 115
- Model 35 Pump-action Shotgun 175 ^14 8 189 203 217 231 <----
- M868 Flamer Unit 2 *0.5 25 3 3 4 4
- M73 Twin Pistols 14 2 14 16 18 20 22
- K80 Personal Defense Weapon 7 1 14 8 9 10 11
- IAF Tesla Cannon 1 0.25 25 1 2 2 2
- IAF Incendiary Sentry Gun 35 *0.5 1 36 36 37 37
- IAF Advanced Sentry Gun 10 1 10 11 12 13 14
- AVK-36 Marksman Rifle 65 10 15 75 85 95 105
- AA42 Devastator 77 7 9 - 91 - 105
- 22A7-Z Prototype Assault Rifle 5 1 20 - - º8 -
- 22A4-2 Combat Rifle 5 1 20 6 7 8 9
- 22A3-1 Assault Rifle 5 1 20 6 7 8 9
- increase per damager bonus
- 175 <---- 0 <---- jaeger/vegas
- 189 <---- 1 <---- faith
- 203 <---- 2 <---- wolfe
- 217 <---- 3 <---- sarge/crash/bastille
- 231 <---- 4 <---- wildcat
- 245 <---- 5
- damage per pellet increase
- 25 <---- 0 <---- jaeger/vegas
- 27 <---- 1 <---- faith
- 29 <---- 2 <---- wolfe
- 31 <---- 3 <---- sarge/crash/bastille
- 33 <---- 4 <---- wildcat
- 35 <---- 5
- possible change?:
- (idea is to make the shotgun a viable option for close range
- and to encourage the use of a different weapon for other ranges.
- this will also encourage comboing weapons for frags.)
- model shotgun:
- Base pellets 7
- Base DPS 98
- Fire rate 1
- Reload time 1.8
- Mag size 4
- DMG per pellet 14
- increase per damager bonus
- 98 <---- 0 <---- jaeger/vegas
- 112 <---- 1 <---- faith
- 126 <---- 2 <---- wolfe
- 140 <---- 3 <---- sarge/crash/bastille
- 154 <---- 4 <---- wildcat
- 168 <---- 5
- damage per pellet increase
- 14 <---- 0 <---- jaeger/vegas
- 16 <---- 1 <---- faith
- 18 <---- 2 <---- wolfe
- 20 <---- 3 <---- sarge/crash/bastille
- 22 <---- 4 <---- wildcat
- 24 <---- 5
- vindicator:
- Base Pellets 7
- Base DPS 56
- Fire rate 1.5
- Reload time 2.8
- Mag size 14
- DMG per pellet 8
- increase per vindicator bonus
- 56 <---- 0
- 70 <---- 1
- 84 <---- 2 <---- sarge
- 98 <---- 3
- 112 <---- 4
- 126 <---- 5 <---- jaeger
- damage per pellet increase
- 8 <---- 0
- 10 <---- 1
- 12 <---- 2 <---- sarge
- 14 <---- 3
- 16 <---- 4
- 18 <---- 5 <---- jaeger
- Offhands:
- Not much to change here other than smartbomb/hornet damages and how the
- hand grenades work.
- (note: damage increases by 1 per explosive bonus)
- Smart Bomb: <---- only in tdm (for now)
- Max # of uses 1
- missiles per use 38
- Damage per missle 50
- Total Damage per max use:
- 50*38 = 1900
- Hornet Brrage:
- Max # of uses 3
- missiles per use 8
- Damage per missle 50
- Total damage per barrage:
- 50*8 = 400
- Total damage per max use:
- 50*24 = 1200
- Hand Grenades:
- Max # of uses 5
- Damage per grenade 80
- Fuse Detonator 4 seconds
- Blast radius 280 hu
- Cluster per explosive bonus:
- 1 <---- 0
- 2 <---- 1
- 3 <---- 2 <---- crash/sarge
- 4 <---- 3
- 5 <---- 4 <---- jeager
- 6 <---- 5
- possible changes?:
- (idea here is to make smartbomb/hornet barrage a passive fighting tool during
- combat rather than it fighting for you, much like taking a medkit into combat
- and it heals you while you fight.)
- smart Bomb:
- Max # of uses 1
- missiles per use 38
- Damage per missle 10
- Total damage per max use:
- 10*38 = 380
- Hornet Barrage:
- Max # of uses 3
- missiles per use 8
- Damage per missle 12
- Total damage per barrage:
- 12*8 = 96
- Total damage per max use:
- 12*24 = 288
- Hand Grenades:
- (Fuse shortened by 1 second or it could have an impact fuse.)
- Max # of uses 5
- Damage per grenade 80
- Fuse Detonator 3 seconds
- Blast radius 280 hu
- Cluster per explosive bonus:
- 1 <---- 0
- 2 <---- 1
- 3 <---- 2 <---- crash/sarge
- 4 <---- 3
- 5 <---- 4 <---- jaeger
- 6 <---- 5
- Side Notes:
- out of bounds:
- on dm_diema and dm_syntek it is possible to go out of bounds by jumping
- on obstacles then to the top of the map. This could be fixed with a invisable
- roof like on dm_testlab.
- weapon respawn times:
- weapons respawn every 2 minutes but their isnt enough weapons or medkits
- on the maps to last that long in 4-8 player games. Maybe respawn time
- could be 1 minute or for every player the time shortens by ten seconds.
- player spawns:
- currently players respawn in fixed spots, it's very easy to spawn trap players
- by teleporting to the next respawn and giving them no chance to collect items
- and fight back. Also very frustrating for newer players to deal with.
- Fix for this could be random respawns.
- quick switching:
- A term im making up for when you for example shoot a model shotgun
- and switch to your other weapon and back to the model shotgun to
- cancel the delay between shots. Currently this makes the model shotgun
- more powerful than the vindicator (much higher DPS) and should be changed.
- But if only quick switching is fixed and not shotgun damages the vindicator
- will easily be the strongest gun for deathmatch.
- tldr:
- shotguns/samrt bomb/hornet barrage damages need to be significantly lowered
- and skills need a work around to include the other characters of the game.
- Weapon repsawns and player respawns need to be changed along with some
- minor map tweaks.
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