Advertisement
Ehibika

Teamstyle Classic Alpha A03 Changelog

Oct 20th, 2019
260
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 4.99 KB | None | 0 0
  1. All Classses:
  2.  
  3. readjusted all speed values into 3 sets,
  4.  
  5. fast movement:
  6. Player.ForwardMove 0.73, 0.73
  7. Player.SideMove 0.73, 0.73
  8.  
  9. standard movement:
  10. Player.ForwardMove 0.7, 0.7
  11. Player.SideMove 0.7, 0.7
  12.  
  13. Slow Movement:
  14. Player.ForwardMove 0.6, 0.6
  15. Player.SideMove 0.6, 0.6
  16.  
  17. Comment:
  18. The main goal with this was to curb what I felt was a bit of power creep based around speed, what with projectiles getting faster, splash damage getting bigger, and more weapons having hitscan. I don’t want things to be where only instantaneous damage is ever worthwhile.
  19.  
  20. besides, movement techs are abundant. medic and scorcher have double jump boosters, scout has thrusters with virtually no restrictions other than having to touch the ground, like 5 classes can blast jump. you get where i’m going. I want to keep all of these because it’s fun, but I also want projectiles with travel time to still be a viable form of damage output.
  21.  
  22. I’d also like to try and lower a few splash radii and projectile speeds in a few areas to still allow for evasion to a degree.
  23.  
  24. Fighter:
  25. Assault Buster Projectile graphics fixed
  26. Assault Buster Projectile speed 120 => 90
  27. Assault Buster Projectile radius 5 => 8
  28. Assault Buster Projectile radius 5 => 14
  29. Projectile lifetime increased from 8 frames to 14
  30. Projectile spread 3.5 => 1.6
  31. Comment:
  32. in recognition to the speed changes, I wanted to lower projectile speeds a little bit, namely the ones
  33. that are above 100. the Hitbox was also adjusted for better consistency. the spread was reduced because it felt too high for the fire rate and DPS of the weapon
  34.  
  35. Nurse:
  36. Healing values on heal beam drastically lowered
  37. low level healing per tick 5 => 2
  38. Mid level healing per tick 15 => 7
  39. Max level healing per tick 25 => 20
  40.  
  41. Comment:
  42. Nurse’s healing has proven to be a bit too potent, and combined with the overheal granting resistance to buster damage, this meant that you couldn’t take out a healing target without some concerted focus fire. medic’s healing is constant and without limits so the rate has been drastically reduced. the speed nerf is to account for the booster pack, as the combination of both make her much too difficult to eliminate.
  43.  
  44. Orbular:
  45. Sentryorb HP 50 => 20
  46.  
  47. Sentryorb Self destructs if too far from owner.
  48. Sentryorb Self destructs if the owner dies.
  49.  
  50. Comment: The sentry orbs are orbulars primary offering to the team, however with how easily they are set up, they are a bit too much to deal with at times. so a few changes were made so that not only are they easier to get rid of when spotted, but that they now require orbular be alive and within the immediate area. a dead orbular means his whole defenses are dropped.
  51.  
  52. Shredder:
  53. Reload mechanics changed to be manual, instead of automatic when not firing.
  54.  
  55. Boiler:
  56. Altfire was removed
  57.  
  58. Steam Missile projectile Radius 8 => 12
  59. Steam Missile Projectile Height 12 => 18
  60.  
  61.  
  62. Heavy:
  63.  
  64. Fist Hitbox properties adjusted for consistency, this effects other classes that punch.
  65.  
  66. Primary was recoded for better fluidity between mainfire and altfire punch.
  67.  
  68. Marksman:
  69. Primary was recoded for overall better performance, usability, and less desynch.
  70. scoped Primary fire Charge time is reduced
  71.  
  72. Chemist:
  73. Altfire was reworked to now create a healing AOE instead of being an instant area eal
  74. Altfire projectile speed reduced for more control
  75.  
  76. Comment:
  77. Chemist has for a while, been somewhat of a bother to face against due to his ability to heal himself in an instant every 4 seconds without delay. however a recent change to make the potion a bouncing grenade with a timed fuse just made it needlessly hard to use, and thus made the class unreliable as a healer. this change aims to address both issues by making the potion’s landing spot much easier to control, and making it create a short lived healing zone will offer more ways for players and enemies to interact with or respond to it.
  78.  
  79. Steelix:
  80. Shield was recoded, changing it’s shape as well to be fully rectangular.
  81.  
  82. Psychic:
  83. Projectile was recoded to fix loop desynch issues
  84. Singularity code was reworked to now pull from a single point along the z axis as well
  85. Singularity effect AOE from 230 => 270
  86. Projectile on singularity had a hitbox reduction to reflect it no longer being physical.
  87. a 1 second buffer was added that prevents the player from spawning a new main fire projectile within 35 frames after the last one was first spawned.
  88.  
  89. Gunner:
  90. Turret Shield was recoded and made larger, but now has finite Health:
  91. Turret Health = 600
  92. Turret Projectile Spread 2.1 => 1.8
  93. Turret Projectile lifetime ticks 8 => 15
  94. Can no longer be moved by damage or disposition abilities while in turret mode
  95.  
  96. Ranger:
  97. Recoded primary to remove the charge mechanic.
  98. Shots no longer have gravity.
  99. Recoded Landmines so that now up to 3 can be active.
  100. Landmine cooldown increased from 1 sec => 2.5 sec
  101.  
  102. Comment: Marksman was always a rather janky class to use, the charge mechanic didn’t really add much to the class, and felt out of place on what should be a crossbow.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement