Autismo
Active Member
- Joined
- Mar 19, 2023
- Messages
- 74
refer to https://www.panda-community.com/threads/ff2-rattleton-and-hardware.30517/
Hardware currently is a very meat and potatoes hale, no fancy stuff, simple rage that stuns people whilst providing a loch n load, has a stickybomb launcher (that deals no damage) for mobility plus potential high damage output with the melee weapon being a market gardener; I think this hale will be detested by how boring it is plus sticky jumping being not as beginner friendly.
I've given him a change to his rage weapon by making it a random weapon roll:
A stock grenade launcher
a clip of 8
deals x3 to buildings
has a 4/10 chance of being random'd every rage
loch n snipe
Deals 55 damage per pipe
+85% projectile speed
grenades don't spin
grenades shatter on surface
airborne targets hit deal mini-crits + mini-crits becomes crits
has a clip of 7
Loose cannon | initial mecha update stats (but less damage)
Charge time takes 2 seconds (hopefully if motor mode increases it by having a higher value than 1)
+50% projectile speed
+40% damage bonus
has a clip of 6
Party cannon
-95% damage reduction (3 damage per cannon hit + random spread + knockback = ???)
+100% firing speed
+150 projectile spread angle
+300% projectile speed
-25% explosion radius
+125% fuse time
+kills buildings
600 clip (yes I know it sounds stupid but it'll tickle you at best)
Rapid fire grenade launcher
Auto fires full clip
+5 projectile spread angle
-80% damage reduction
+50% faster firing speed
+60% reload speed
50 reserve ammo
Sir nukes alot cannon
+300% damage bonus
-70% slower firing speed
-55% slower reload speed
+200% fuse time
Auto fires full clip
3 reserve ammo
Nuke launcher
+400% damage bonus
-99.9% projectile speed
+350% fuse time
+300% blast radius
grenade does not explode on impact
1 clip
I've also changed the stickybomb launcher to fizzle stickybombs after 2.3s since it takes 2.1 seconds to plant 3 stickybombs in one place, ammo capacity is reduced by -80%, ammo is regenerated in by 0.25% (1.25 ammo), no longer has a reload time reduction.
cfg download
like my other hales this'll need stress testing since I don't know if the melee damage additives will be attached to said weapons (and the others) causing damage values that're way too high.
also since I didn't refer to these for degroot royal
https://forums.alliedmods.net/showthread.php?t=200411 ff2_servercommandrage if it hasn't already been added
https://forums.alliedmods.net/showthread.php?p=2300875 sm_smash
I do not know if kevin is still up for adding these hales but I'm still going to make changes regardless of that since I just feel somethings do need just a bit of polish (degroot loose cannon probably not being able to double donk).
also I would add 3 other unique grenade launchers instead of just having a 4/10 chance of a normal grenade launcher but I haven't got a clue as to what would make for a unique launcher, so if you have any ideas that might be good please do.
Hardware currently is a very meat and potatoes hale, no fancy stuff, simple rage that stuns people whilst providing a loch n load, has a stickybomb launcher (that deals no damage) for mobility plus potential high damage output with the melee weapon being a market gardener; I think this hale will be detested by how boring it is plus sticky jumping being not as beginner friendly.
I've given him a change to his rage weapon by making it a random weapon roll:
A stock grenade launcher
a clip of 8
deals x3 to buildings
has a 4/10 chance of being random'd every rage
loch n snipe
Deals 55 damage per pipe
+85% projectile speed
grenades don't spin
grenades shatter on surface
airborne targets hit deal mini-crits + mini-crits becomes crits
has a clip of 7
Loose cannon | initial mecha update stats (but less damage)
Charge time takes 2 seconds (hopefully if motor mode increases it by having a higher value than 1)
+50% projectile speed
+40% damage bonus
has a clip of 6
Party cannon
-95% damage reduction (3 damage per cannon hit + random spread + knockback = ???)
+100% firing speed
+150 projectile spread angle
+300% projectile speed
-25% explosion radius
+125% fuse time
+kills buildings
600 clip (yes I know it sounds stupid but it'll tickle you at best)
Rapid fire grenade launcher
Auto fires full clip
+5 projectile spread angle
-80% damage reduction
+50% faster firing speed
+60% reload speed
50 reserve ammo
Sir nukes alot cannon
+300% damage bonus
-70% slower firing speed
-55% slower reload speed
+200% fuse time
Auto fires full clip
3 reserve ammo
Nuke launcher
+400% damage bonus
-99.9% projectile speed
+350% fuse time
+300% blast radius
grenade does not explode on impact
1 clip
I've also changed the stickybomb launcher to fizzle stickybombs after 2.3s since it takes 2.1 seconds to plant 3 stickybombs in one place, ammo capacity is reduced by -80%, ammo is regenerated in by 0.25% (1.25 ammo), no longer has a reload time reduction.
cfg download
like my other hales this'll need stress testing since I don't know if the melee damage additives will be attached to said weapons (and the others) causing damage values that're way too high.
also since I didn't refer to these for degroot royal
https://forums.alliedmods.net/showthread.php?t=200411 ff2_servercommandrage if it hasn't already been added
https://forums.alliedmods.net/showthread.php?p=2300875 sm_smash
I do not know if kevin is still up for adding these hales but I'm still going to make changes regardless of that since I just feel somethings do need just a bit of polish (degroot loose cannon probably not being able to double donk).
also I would add 3 other unique grenade launchers instead of just having a 4/10 chance of a normal grenade launcher but I haven't got a clue as to what would make for a unique launcher, so if you have any ideas that might be good please do.