04-29-2017, 12:17 AM
(04-28-2017, 05:41 PM)Brassx Wrote:I know this. The idea is that it would replace the standard bullets with a bullet projectile that moves at a slow pace instead of being hitscan. Slower was just an easier way to describe it as a stat. Nobody wants to read four sentences to figure out what a basic effect on a gun does.(04-28-2017, 05:24 PM)TJ1524 Wrote: I don't generally agree with anything with decreased bullet speed because any GUN in the gamemode has practically point and click properties.
Yep. GMOD's (and pretty much all source games) have 'hitscan' bullets. There isn't actually a real physical bullet, the 'tracer' you see is just a particle effect to make it seem like there was, but there was never anything physically moving through the world.
(04-28-2017, 05:24 PM)TJ1524 Wrote: I don't like infinity very much. I've tested glock damage with 10%. Its about 21 HS damage. A gun with an infinity clip that takes 5 Headshots to kill will do better than any gun that has to reload. Besides, all that I need to do to increase accuracy again is stop firing apparently.
Unless you give the speaker some distinct look, it will be broken. Shotguns can kill when they're up close anyway, why give it more damage. +50% damage is insane for a shotgun. Not only that, but +25% is nonsense to add upon it. -10% damage then +5% when they're standing still. I know all of the other stats are bad, but then why even bother using it if it's only usable if you're severely close to them at all times.
Panicking A.A.A.A-249 seems kinda bad? What if there's no ammo on the map? It seems like it would only work if you used a dimension crystal with it. Whats stopping the player from quick switching or swapping to another weapon while using it?
Pepper S & Salter S, Does flame stack? Does one go away when the other is proc'd? Is it even worth it to keep switching out?
Slicer [Deagle] seems pointless to the point where people use deagles for headshots usually.
Escape route seems like it needs reworked. +50% mobility is crazy. Imagine that on a speed round. -50% firerate is a crazy nerf too. I couldn't imagine this being equally used as a innocent because it doesn't seem practical other than running away from multiple traitors which isn't usually done unless you are the last one.
Alot of these weapons seem like they could go a tier lower.
Tester Repellent: at the moment, traitor testers are broken. This was tested on Traitor motel and 67th way. both show traitors as innocent...Could be slightly useful if that's fixed. If it gets fixed, it would need a limited use maybe in seconds, which people would just keep testing you.
Flashlight of Revealing: Bear traps and Barnacles are actually VERY visible. I hardly get caught in either of them if they're out in the open. Hardly worth a credit.
I remember seeing something about multiple credit items on the forums. I can't find it. TTT wasn't meant for it or something. Balancing issues iirc.
I agree with a lot of this. Perhaps some balance changes are in order.
The slicer is meant to be a reliable sidearm; I always get sick of limb shots making what would have been a solid kill into more of a guaranteed death. Maybe up the damage or firerate to make it more useful? It's not meant to be a instakill, it's meant to be a damager, like the Slasher is.
The Pepper S's effect doesn't stack, but the effects don't overwrite eachother, and refresh their time if they proc a second time. I felt that having a loadout that constantly debuffs your enemy if you are good at managing your items would be an interesting way to deal with opponents in a 1v1, since you can't always get one hit kills or backstabs all the time. That's why the draw speed has been buffed drastically on both weapons.
The panicking cannot be switched during firing, as that would count as stopping firing. Also, huges aren't necessarily things you reload often, considering their maxammo is 60.
I agree that the speaker is unbalanced, I was very tired when writing it's stats. Definitely reduce that damage buff, and maybe make it's debuffs a little less excessive in turn.
One stat I wanted to add to the infinity is that the firerate also decreases while firing. Also, it should be noted that it doesn't go back to normal instantly when you stop firing; it's slow to return back to default.
Some rarities should be decreased, yes. Panicking should be Legendary, salter and pepper S might be better as legendary too, etc.. I might edit this post later with those changes.
Also, any opinions on the melee weapons, Listener, Hand of the West, Famous, Cerberus, Hand Cannon or Other Prayer?
(i had a better idea for another other prayer tooltip: "Spray and Pray.")