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#41
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Nice penetration changes. They all get their own niches. I dunno if TWI would like to change them around (at least similarly) to that, but it's a good idea to balance the shotguns
![]() Now, about the Gunslinger, is there any way you could remove the "no armor" restriction from the Cowboy mode, while also lowering the reload bonus a tad for balancing's sake? As it is now, the Gunslinger is extremely fragile if he wants to perform at his best (sure, high risk high reward playstyle, but alas) and the annoying part about this is that you can't sell your armor. If it was sellable, i could be more understanding of the no-armor-restriction, but as it is, i heavily dislike it. Furthermore, I'd also allow lasersights for the Cowboy mode. With that said, i think you should scrap 2 weapons: Laser Magnums, and regular MK23. The MK23's niche could instead be that it is the only pistol with lasers (both single and dualwielded) and thus higher accuracy, while it has no penetration. I think that would be balanced actually. So in short, the only restriction for Cowboy mode should be that you must dualwield pistols. That's a good enough restriction imo. Now something else: Is there any way you could make the Firebug have some more things: 1) Reduce cost of Husk Cannon to 2500 perhaps? 2) Reduce weight of the Flamethrower to 8 or 9? 3) Have another version of M79 (that anyone could buy), which is incendiary? That way, you could choose, regardless of perk, if you would like to have explosive or incendiary grenades for the M79. While this is not necessary, it would give the Firebug a new weapon to play with, which i think would be cool
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#42
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Thanx for your feedback, Aze!
To learn details of the shotgun penetration I've made take a look on calculation table: On the first page you can select a weapon from a drop-down list, and spreadsheet automatically recalculates both original and ScrnBalance penetrations for that weapon. Gunslinger. It will require just to delete a couple of lines in the code. To make Cowboy Mode working while wearing armor or with laser sights on. But I won't do it! As it is now, Gunslinger can act in one of two roles:
Here are some tips:
Firebug Reducing Husk Cannon's price won't solve anything. You don't need it before the Scrake waves, and due to cheapness of Flamer's fuel you can easy save up 1200 pounds during first 4 waves. Problem is that even after all changes I made to it (Alternate Fire, ammo buff, showing current charge) it still sucks. I don't see the point of lowering Flamer's weight. It is good as it is. I more like your another idea to buff its total ammo (500 base + up to 50% bonus). Incendiary M79 sounds nice. It could weight more (5 blocks) to reject its carrying with Flamer - at least one reason to switch to Husk Cannon I don't think it would be too hard to make it, but it will require some time. But I'll definitely think about it later.
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KF Servers: Official+Custom maps. Custom Monters/SuperZombies/Doom3. Powered by ScrnBalance mutator. scrn.no-ip.org:7707 - 6p HoE server 46.223.78.106:7713 - 20p Custom Sui/HoE Server Last edited by poosh; 07-17-2012 at 11:14 AM. |
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#43
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Sorry for constant "feedbacking" on you here, but this is really fun, and it feels like we are making lots of progress too
![]() Quote:
1) Less carry weight than the other perks 2) That you have to get hurt (to lose the armor, if you have it or accidentally pick one up) to perform at your best You may disagree with my thoughts about the Gunslinger Cowboy mode requirements, but my point is that the perk is a whole lot of fun and has a GREAT potential for an actual addition to the game! After all, it for sure brings life into all the useless dual pistols. I don't want those 2 above points to be what holds it back from being added ya know? :/ Quote:
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Last edited by Aze; 07-19-2012 at 04:45 PM. |
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#44
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Version 2.30 is out:
+ New Firebug's weapon: M79 Incendiary [Aze] + Husk Gun's weight lowered back to 8 + Shiver kill with FNFAL gives +2 to Commando progress (planning to add this feature for all Commando's weapons in the future). - Healing rate lowered 20% for non-medics (10 -> 8 hp/s) + Medic now receives healing rate bonus same as healing potency (up to 75%, i.e. 14 hp/s for level 6).
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KF Servers: Official+Custom maps. Custom Monters/SuperZombies/Doom3. Powered by ScrnBalance mutator. scrn.no-ip.org:7707 - 6p HoE server 46.223.78.106:7713 - 20p Custom Sui/HoE Server |
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#45
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I wanted to ask, but can I just get the gunslinger perk and not add all this other stuff.
I just want to play it on solo. |
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#46
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Quote:
Unzip the package into the KF directory, launch the game, Choose Solo -> Mutators and add both "ScrnBalance" and "Server Veterancy Handler". Then press a "Configure Mutators" button and turn off every feature you don't want under the ScrnBalance group.
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KF Servers: Official+Custom maps. Custom Monters/SuperZombies/Doom3. Powered by ScrnBalance mutator. scrn.no-ip.org:7707 - 6p HoE server 46.223.78.106:7713 - 20p Custom Sui/HoE Server Last edited by poosh; 07-20-2012 at 10:07 AM. |
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#47
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Version 2.35 is out:
__________________
KF Servers: Official+Custom maps. Custom Monters/SuperZombies/Doom3. Powered by ScrnBalance mutator. scrn.no-ip.org:7707 - 6p HoE server 46.223.78.106:7713 - 20p Custom Sui/HoE Server |
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#48
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Which mod changed the burn rate of zeds knew there was one think it was this one or ?
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#49
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I haven't touched burn mechanics. But I made incendiary M79 and alternate fire for Husk Gun to make Firebug more useful on later waves in HoE games.
__________________
KF Servers: Official+Custom maps. Custom Monters/SuperZombies/Doom3. Powered by ScrnBalance mutator. scrn.no-ip.org:7707 - 6p HoE server 46.223.78.106:7713 - 20p Custom Sui/HoE Server |
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#50
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Sorry i mean there was a mod that changed the burn mechanics but i can't remember which one it was thought it was this one but now i see it isn't ?
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#51
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I remember what you are on about. It was made by Scary_Ghost but I can't remember the name of the mod.
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#52
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Nevermind found it
forums.tripwireinteractive.com/showthread.php?t=52521 https://github.com/scaryghost/KFCommBeta/wiki < Main site https://github.com/scaryghost/KFCommBeta < source code Last edited by DDC1234; 07-22-2012 at 02:35 AM. |
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#53
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Quote:
Beside that, even if I will change the behavior of standard zeds, custom zeds (like Brute, Shiver etc) still will burn in an old way. So lets join together in spamming TWI to make changes in the original KFMonster class.
__________________
KF Servers: Official+Custom maps. Custom Monters/SuperZombies/Doom3. Powered by ScrnBalance mutator. scrn.no-ip.org:7707 - 6p HoE server 46.223.78.106:7713 - 20p Custom Sui/HoE Server |
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#54
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Looks sweet, especially the multicolour laser :3 def gonna try this out with some of my buds
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#55
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I wont touch this file due to this problem as my server uses the official zeds and wave system.
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#56
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This Mutator looks great, but the download link doesn't work for me, what a shame.
Last edited by zy154641833; 07-27-2012 at 08:26 AM. |
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#57
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Quote:
Link to ScrnBalance (for those, who have ServerPerksV5 installed): https://dl.dropbox.com/u/70213558/KF...ance-v2-35.zip Link to Bundle package (fully configured ServerPerks + ScrnBalance): https://dl.dropbox.com/u/70213558/KF...rks_Bundle.zip
__________________
KF Servers: Official+Custom maps. Custom Monters/SuperZombies/Doom3. Powered by ScrnBalance mutator. scrn.no-ip.org:7707 - 6p HoE server 46.223.78.106:7713 - 20p Custom Sui/HoE Server |
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#58
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Quote:
First, every time I changes perk, my weapons drop to ground automatically. I don't know whether it is intentional or not. Second, it seems "ScrnBalance.int" hasn't been updated, since I can buy M99 at a discount when i choose sharpshooter, but in the perk description, there is no M99. What about damage bouns for M99? Did it have damage bouns as crossbow ? In the perk description, there is no M99 too. Third, when i am a sharpshooter at level 6, I see "60% headshot damage with Pistols, Rifle, Crossbow, and M14", but when i am level 7, i get "145% headshot damage with Pistols, Rifle, Crossbow, and M14". It increases so much just for one level, is it a bug? |
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#59
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Quote:
Your weapons drop to the ground probably because you have not enough space to hold them. Notice that Gunslinger's carry weight is limited to 12 blocks, so he can't hold such weapons as M99 or LAW. If you had 13+ blocks weight before switching to Gunslinger, your extra weapons will be dropped. It isn't a bug, it is a feature ![]() Sorry, I forgot to change perk description to include new IJC weapons. Sharpie has the same bonuses for M99 and Crossbow (including ammo discount). Fire rate bonuses removed from both of them. Actually level 6 sharpshooter has 140% headshot damage bonus with perked weapons (+50% for all weapons + extra 60% for perked weapons = 1.5 * 1.6 = 2.4 = +140%). So level 7 receives only +5% additional bonus. Anyway, ScrnBalance mutator was created for purpose of balancing vanilla game (max perk level 6). Further perk progression designed to be "visual only", without granting extra bonuses. Extra bonuses for level 7+ were taken from ServerPerks mutator. Currently I'm not planning to maintain / balance them.
__________________
KF Servers: Official+Custom maps. Custom Monters/SuperZombies/Doom3. Powered by ScrnBalance mutator. scrn.no-ip.org:7707 - 6p HoE server 46.223.78.106:7713 - 20p Custom Sui/HoE Server Last edited by poosh; 07-27-2012 at 07:36 AM. |
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#60
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Thanks for your replay.
I have a suggestion about Commando, can you make him only see the health bars of big zeds such as flesh pound, hust, scrake and final boss? Because most of time their health are really matters, and in the dark area, commando can spot monsters by their health bar more easily than seeing the monsters themselves, it feels like some kind of cheat, as for big zeds, it is not big deal since they are already big enought to be seen very easily. |
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