[VARS] Advanced Weapons Mod [Heavy Images] (Suggstions Welc)

[VARS] Advanced Weapons Mod [Heavy Images] (Suggstions Welc)

Postby archmint » 07 Jul 2012, 19:38

Suggestions Welcome

NOTE: Some images (lucifer, striker, duality bomb, sparkgun secondary) do not reflect current (v1.5) particle effects. Images were taken from v1.1.

Weapons:

Striker (replaces pistol)
Clip: 1
Primary Fire: Explosive Bullet; deals damage and sets them on fire.
Image
Image
Image
Secondary Fire: Killing Bullet; kills if it hits.
Image
Image

Duality Bomb (replaces grenade)
These explode on contact, no timer.
Primary: Pushes players away from impact.
Image
Secondary: Pulls players towards impact.
Image

GroundShaker (replaces sword)
Primary: One-hit-kill slash.
Image
Secondary: Ground shaking smash
Image

Ion Gun (replace rifle)
Primary Fire: Semi-invisible ions are fired, these are slow but have a large splash radius on impact.
Image
Zoom Fire: Fully invisible ions are fired; much faster than primary and does more damage, but less splash.
Image

Spark Gun (replaces plasma)
Primary Fire: Loosens hitscan bolts of lightning, sets players on fire.
Image
Secondary Fire: Releases ball lightning; guided and is very damaging.
Image
Image

Coilgun (replaces smg)
Primary Fire: Much more accurate and stable than the smg, faster as well. Causes bleed.
Image
Secondary Fire: Flurry of inaccurate bullets.
Image

That which has no name besides "something evil" (replaces flamer)
Primary Fire: A difficult to control but extremely deadly storm of shadows, guided. Causes bleed.
Image
Image
Secondary Fire: A slow moving fireball which will stick to anyone it hits for a while, obscuring vision substantially, before finally exploding after a while. Causes bleed.
Image
Image

Luicifer Cannon (replaces shotgun)
Primary Fire: Fast moving round, does little damage.
Image
Secondary Fire: Charged round, slower, but at full charge causes a massive explosion on impact. Careful not to kill yourself.
Image
Image

Omega Cannon (replaces rocket)
Primary Fire: Devastating explosive.
Secondary Fire: Hitscan, but less devastating explosive.
Attachments
adv_weapons_mod_v1_5.tar.gz
v1.5
(2.08 KiB) Downloaded 265 times
adv_weapons_mod_v1_4.tar.gz
v1.4 (1.3 was used on the server but not uploaded here)
(2.2 KiB) Downloaded 249 times
adv_weapons_mod_v1_2.tar.gz
v1.2
(2.16 KiB) Downloaded 249 times
advmod.tar.gz
v1.1
(2.21 KiB) Downloaded 263 times
Last edited by archmint on 15 Jul 2012, 03:04, edited 5 times in total.
archmint
 
Posts: 27
Joined: 05 Jul 2012, 03:21

Re: [VARS] Advanced Weapons Mod [Heavy Images] (Suggstions W

Postby inpersona64 » 09 Jul 2012, 15:18

Wow! Is there a server for this up? Pretty well done vars ;)
User avatar
inpersona64
 
Posts: 474
Joined: 01 Apr 2011, 18:19
Location: Eastern USA

Re: [VARS] Advanced Weapons Mod [Heavy Images] (Suggstions W

Postby archmint » 09 Jul 2012, 19:30

Unfortunately not, but you can load them onto a server with open master, eg, blaze or jhonny's server.

If anyone wants to host one, go ahead. :D
archmint
 
Posts: 27
Joined: 05 Jul 2012, 03:21

Re: [VARS] Advanced Weapons Mod [Heavy Images] (Suggstions W

Postby ZeroKnight » 09 Jul 2012, 20:36

Eh, I tried this already. Every weapon is an insta-kill, they're horribly unbalanced, and some visual things don't make sense, like the shotgun's explosion having a greater reach than it's actual particle would let on.

By unbalanced and OP, take this for example: the sword primary (not including bleed damage) does 22,502.5 damage per second. You can find this with a simple DPS calculation. His sword primary is set to 9001 damage, and an adelay of 0.4 seconds (how much time can go by before using it again). Add in an extra 15 damage for bleed...

( 9001 + 15 ) / .4 = 22,502.5 DPS

To put this into perspective...assuming max health is 100 HP and everyone has max health...you could kill 225 people AND leave 226th person at ~80 HP in one second.

The pistol has 9001 damage too, and I'm sure a few others do as well...some weapons are hardly even changed, like the flamer.
Meh. Could be done better. Balance is important.
[ Github ][ WazuClan -- irc.wazuclan.com #wazuclan ][ Zero's Archive of RE Extensions, Scripts, WeapMods & More! ]
User avatar
ZeroKnight
 
Posts: 524
Joined: 08 Jun 2011, 01:24
Location: Ohio, United States

Re: [VARS] Advanced Weapons Mod [Heavy Images] (Suggstions W

Postby archmint » 09 Jul 2012, 21:07

ZeroKnight {l Wrote}:Eh, I tried this already. Every weapon is an insta-kill, they're horribly unbalanced, and some visual things don't make sense, like the shotgun's explosion having a greater reach than it's actual particle would let on.

By unbalanced and OP, take this for example: the sword primary (not including bleed damage) does 22,502.5 damage per second. You can find this with a simple DPS calculation. His sword primary is set to 9001 damage, and an adelay of 0.4 seconds (how much time can go by before using it again). Add in an extra 15 damage for bleed...

( 9001 + 15 ) / .4 = 22,502.5 DPS

To put this into perspective...assuming max health is 100 HP and everyone has max health...you could kill 225 people AND leave 226th person at ~80 HP in one second.

The pistol has 9001 damage too, and I'm sure a few others do as well...some weapons are hardly even changed, like the flamer.
Meh. Could be done better. Balance is important.



You were playing a very different and WIP version of the mod, not the one posted here.

Also, some notes:

DPS is irrelevant for one-hit-kill weapons. I could set the damage to 150, the effect would be the same, but much less "DPS". I choose 9001 because it was OVER 9000!

Striker takes about 7 seconds to reload. Groundshaker only works up close. One hit kills are warranted because it's hard to get close with these, and because the striker requires specific situations to be useful. The bullet one-hit-kill bullet for the striker is slow and a bit of strafing makes it hard to hit with, a rifle headshot is also a one hit kill. If I set the zoomed rifle headshot damage to 9001, would it matter? No, because 150 or 9001, the result is the same, death.

It's also not likely to find 225 people right next to you, in that case, I would assume you need to set the server player limit much much lower.

To be correct in our calculations. We must change a few things. Firstly, the absolute maximum health is 150, but the maximum health normally is 100, so you can't damage a player more than this. Secondly, the maximum number of players likely to be near you is 4 at any time, after you kill theses players, you can't damage them more. Spawn protection is about 5 seconds. So the resulting practical DPS is: 80

As you can see, theoretical DPS and practical DPS are different things. Of course, it's an understandable mistake one achieves by not viewing it in a practical sense.

When you consider the pluses and minuses of each weapon, some are sure-kills in certain situations. But I designed the mod this way to create a more fast paced gameplay, which is more strategic.

Striker
Pros: High damage per shot
Cons: High reload time, one shot clip

Ion Gun
Pros: Hard to see bullet
Cons: Relatively weak

Groundshaker
Pros: Best weapon up close
Cons: Useless at range

Coilgun
Pros: No cons
Cons: None

Spark Gun
Pros: Hitscan primary, high damage secondary
Cons: Low damage primary, easy to dodge secondary.

Something Evil
Pros: Hits around walls
Cons: Hard to control, suicide weapon, limited secondary

Lucifer cannon
Pros: High damage
Cons: Slow

etc
archmint
 
Posts: 27
Joined: 05 Jul 2012, 03:21

Re: [VARS] Advanced Weapons Mod [Heavy Images] (Suggstions W

Postby ZeroKnight » 09 Jul 2012, 23:29

You fail to see the importance of DPS, as you are missing the point entirely. It does matter if it insta-kills. It doesn't matter that you'll never encounter 255 players; that's just a calculated statistic, yet one that still proves my point. Yes, there you'll never see 255 people, and killing that many at once, albeit possible, would be unlikely. However, there aren't 255 people on a server, but rather 8 to 16, which is MUCH more likely to land huge amounts of kills. DPS is extremely important. You have to take ANY situation into account. None of your weapons are balanced. Balance is incredibly difficult. No game has perfectly balanced weapons, and none ever will. To imply that these weapons are actually balanced well is ludicrous.

Also, I already tried helping you balance things, and explained that "really long cooldowns" are an uncreative and piss-poor way to implement a tradeoff. I'm not going to further argue with you, as you refuse to accept an opinion other than your own. Good day.
Last edited by ZeroKnight on 09 Jul 2012, 23:35, edited 2 times in total.
[ Github ][ WazuClan -- irc.wazuclan.com #wazuclan ][ Zero's Archive of RE Extensions, Scripts, WeapMods & More! ]
User avatar
ZeroKnight
 
Posts: 524
Joined: 08 Jun 2011, 01:24
Location: Ohio, United States

Re: [VARS] Advanced Weapons Mod [Heavy Images] (Suggstions W

Postby archmint » 10 Jul 2012, 01:31

You have no authority to comment on this version, being as you've not played it.
some weapons are hardly even changed, like the flamer.

Seems you haven't played it? The flamer is totally different. You must have been referring to while I was testing it, not the version on this post.

I take lots of opinions, but I've decided to ignore yours for a good reason. Taking suggestions from several people, you not included, I have changed the following:

Changes:
  • Plasma2 does less damage
  • Sword slower
  • Ion does less damage
  • Luci redone
  • something evil renamed to Shadowfire, primary nerfed, secondary stronger.
Attachments
adv_weapons_mod_v1_2.tar.gz
(2.16 KiB) Downloaded 235 times
archmint
 
Posts: 27
Joined: 05 Jul 2012, 03:21

Re: [VARS] Advanced Weapons Mod [Heavy Images] (Suggstions W

Postby Remilia Scarlet » 10 Jul 2012, 16:12

archmint {l Wrote}:You have no authority to comment on this version, being as you've not played it.

No. He has no authority to force you to change your mod, he does have authority that grants him an opinion. As far as I know, we all do.
The last time I had played this mod while he was delivering sensible suggestions was not that long ago. The last time I have actually played this 'mod' I saw very little change from previously...

In my opinion:
The weapons in general are unimaginative. The only one I actually liked during playing was the grenades...
So well done for the 'nades.

Edit:
I also like how you have at least bothered changing some of the weapon particles.
Remilia Scarlet
 
Posts: 46
Joined: 04 Jul 2011, 18:24
Location: Gensokyo

Re: [VARS] Advanced Weapons Mod [Heavy Images] (Suggstions W

Postby YaRo » 10 Jul 2012, 17:01

Imba vars.
YaRo
 
Posts: 31
Joined: 27 Jul 2011, 22:26

Re: [VARS] Advanced Weapons Mod [Heavy Images] (Suggstions W

Postby archmint » 11 Jul 2012, 18:27

Remilia Scarlet {l Wrote}:
archmint {l Wrote}:You have no authority to comment on this version, being as you've not played it.

No. He has no authority to force you to change your mod, he does have authority that grants him an opinion. As far as I know, we all do.
The last time I had played this mod while he was delivering sensible suggestions was not that long ago. The last time I have actually played this 'mod' I saw very little change from previously...

In my opinion:
The weapons in general are unimaginative. The only one I actually liked during playing was the grenades...
So well done for the 'nades.

Edit:
I also like how you have at least bothered changing some of the weapon particles.

Wrong. You can't have an opinion on something you haven't tried. The mod posted is quite different from when he played it. If you want to comment on it, first download the posted file, and run it offline or on your own server.
archmint
 
Posts: 27
Joined: 05 Jul 2012, 03:21

Re: [VARS] Advanced Weapons Mod [Heavy Images] (Suggstions W

Postby Fallen » 11 Jul 2012, 18:38

archmint {l Wrote}:Wrong. You can't have an opinion on something you haven't tried.


Sorry but yes, he can opinion about mods idea. He can build it on informations/screenshots that you've posted.
Sentenced to the Eternal Damnation...

BloodFrontier...

+++ Sorry for my English +++
User avatar
Fallen
 
Posts: 85
Joined: 26 Feb 2012, 20:45
Location: Poland

Re: [VARS] Advanced Weapons Mod [Heavy Images] (Suggstions W

Postby archmint » 12 Jul 2012, 04:13

Version 1.4

Various fixes, and balance changes.

I've been hosting a server on my GPC but I don't have a dedicated server (so it goes down when my computer is off). If anyone wants to host this, feel free. :D
Attachments
adv_weapons_mod_v1_4.tar.gz
Version 1.4
(2.2 KiB) Downloaded 248 times
archmint
 
Posts: 27
Joined: 05 Jul 2012, 03:21

Re: [VARS] Advanced Weapons Mod [Heavy Images] (Suggstions W

Postby Snipe » 13 Jul 2012, 21:01

:| Um... How exactly do you execute this package? I don't see any pre-existing files with weapon variables in the directory.
User avatar
Snipe
 
Posts: 14
Joined: 26 Jun 2012, 01:21

Re: [VARS] Advanced Weapons Mod [Heavy Images] (Suggstions W

Postby archmint » 15 Jul 2012, 02:59

This is packed as a client mod.

To execute, extract all the files into the RE folder (where other .cfgs are)

Then type:

/exec adv1.cfg
/exec adv2.cfg

To make a server mod from this, run this:

/writevars mod_server.cfg

Then replace(escaped) all "\n" with "\nsv_", and add sv_ to the first line.

Then add exec mod_server.cfg to the servexec.cfg

Also, v1.5final is done.
Attachments
adv_weapons_mod_v1_5.tar.gz
v1.5
(2.08 KiB) Downloaded 261 times
archmint
 
Posts: 27
Joined: 05 Jul 2012, 03:21

Re: [VARS] Advanced Weapons Mod [Heavy Images] (Suggstions W

Postby Iridium » 23 Jul 2012, 17:17

pskosinski {l Wrote}:What is pkofdeath.cfg and omgcanon.cfg? ^^


PK of death? You should know all about that ;)
User avatar
Iridium
 
Posts: 209
Joined: 24 May 2011, 02:13

Re: [VARS] Advanced Weapons Mod [Heavy Images] (Suggstions W

Postby archmint » 03 Aug 2012, 05:40

PKofdeath : Punch/Kick of Death

OMG Cannon: Omega Cannon (official name) / Oh My God Cannon (common name)
archmint
 
Posts: 27
Joined: 05 Jul 2012, 03:21

Re: [VARS] Advanced Weapons Mod [Heavy Images] (Suggstions W

Postby Snipe » 23 Aug 2012, 20:13

archmint {l Wrote}:To make a server mod from this, run this:

/writevars mod_server.cfg

Then replace(escaped) all "\n" with "\nsv_", and add sv_ to the first line.

Then add exec mod_server.cfg to the servexec.cfg

Also, v1.5final is done.


And were do I write,extract, or find all this?
PS I got the regular install to work, thnx :)
User avatar
Snipe
 
Posts: 14
Joined: 26 Jun 2012, 01:21

Who is online

Users browsing this forum: No registered users and 0 guests