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Guns and shit.

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Post  Ablationer July 1st 2013, 6:37 am

Robo said I should keep a changelog but I'm too lazy to make a post for every little thing I add or change, so I'm just gonna make this thread which is a semi-changelog but not really.
I'll talk about stuff I added or changed. And if you guys have questions then post them here.

Anyway let's start: A lot of people had problems dealing with massively OP Armored Units (Pyron) and other insanely high HP enemies, so I got an idea to solve that problem.
The Half-Killer. A special sniper that ALWAYS does 50% your target's HP in damage. So if you hit your enemy and they have 10hp, it does 5 damage. If they have 200, it does 100 damage, and so on.
The trick with this gun is that since you can't really kill anyone with it, but still damage them a lot, it's best that you work with a teammate who has another type of gun, just any gun that does damage, that way you can bring down the enemy to a reasonably low amount of HP that your teammate can then more easily kill off.
It's pretty expensive and takes .50 ammo, but it's red. And red is good.
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Post  Mark9013100 July 4th 2013, 3:39 am

Really liking the idea of the Half Killer, should make sniping and support easier.
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Post  Ablationer July 5th 2013, 5:44 am

Ok so tonight I came up with an idea.

One of the big problems that we have is that newcomers get pwned really fucking bad and can't really do anything about it.

It's hard to get kills when you just have a shitty glock, but sometimes it's nice to have some kind of recognition for not sucking too much.

So I've been coming up with some kind of a weird mini-achievement system that only lasts once per life, and goes away when you die. Basically, it's little things like, causing X amount of damage with a shitty pistol, managing to survive X amount of time, etc. It pops a little colored text in your chat that tells you what you just did and gives a little reward as well.

Here's an example.
Guns and shit. Jo9InBT

I was wondering if I should make it a separate popup somewhere on the screen (probably top-center) or just keep it in the chat like that, I dunno.
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Guns and shit. Empty lol that the who saying u to fuck off XD

Post  Protector July 6th 2013, 12:45 am


lol that the who saying u to fuck off XD
Ablationer wrote:Ok so tonight I came up with an idea.

One of the big problems that we have is that newcomers get pwned really fucking bad and can't really do anything about it.

It's hard to get kills when you just have a shitty glock, but sometimes it's nice to have some kind of recognition for not sucking too much.

So I've been coming up with some kind of a weird mini-achievement system that only lasts once per life, and goes away when you die. Basically, it's little things like, causing X amount of damage with a shitty pistol, managing to survive X amount of time, etc. It pops a little colored text in your chat that tells you what you just did and gives a little reward as well.

Here's an example.
Guns and shit. Jo9InBT

I was wondering if I should make it a separate popup somewhere on the screen (probably top-center) or just keep it in the chat like that, I dunno.
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Post  Ablationer July 8th 2013, 1:55 am

Okay Yamakazis knives went from 25 to 20
but they have some more pistol ammo
speed is SLIGHTLY reduced, but jump power slightly increased
and 75 hp instead of 80

now fucking stop complaining that they're OP. jesus christ

(Oh and made armored unit like microscopicly slower)

((Oh and gave enforcer a tiny bit more maneuver stat and reload speed because they kinda sucked))
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Post  Ablationer July 11th 2013, 12:31 pm

All the PD doors are gone. Well the combine doors, those you need a button for.

I'm not sure how this'll turn out, but I might add some stuff for the cops to make up for it. I do want to make them stop sitting in there though.

Oh and made cluster grenades I guess.

I wanna make grenades buyable but I gotta fuck around because grenades work on a weirdass system for the ammo and shit
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Post  RoboReptile July 21st 2013, 3:53 am

The grenades were a fantastic move!
I use them almost all the time (As a cop. I like flash a bit better than cluster or explosive). Its easy to take out targets when you throw a grenade and take down targets.
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Post  Ablationer September 23rd 2013, 2:48 am

Okay a lot of people have been asking about the Guardian and admittedly I haven't really made things clear about it so far.

The Guardian is NOT a job you can just pick up anytime, anywhere, or you need hours for. The Guardian will be a job that will pick a player on its own only when a specific event happens.

The event isn't made and the triggers aren't ready yet, but the basic idea is: When a team gets ultra-raped and can't seem to fight back, they'll be given the chance to bid blood sapphires in order to be picked to become the Guardian. Whoever bids the most sapphires wins, loses that amount of sapphires, and everyone else gets to keep theirs.

The Guardian will only last for a few minutes, or until killed, and can only walk to a certain distance of their initial spawn, which is about the first and second transit for that particular team. (Crims is crim spawn + movie theater , Cops is cop spawn + back alley) Otherwise, they will be automatically teleported back by few feet. Do NOT complain about a Guardian walking too far, if they really are too far, it would just teleport them back, don't worry about that.
The Guardian also starts with a bunch of other shit, accessories, huge damage reduction, 1500HP, and any enemy who gets too close will receive damage automatically from the spikes on its armor and shit.

Before the Guardian is picked, though, there will be a clear warning that the winning team is about to trigger a Guardian if they keep going, and if someone decides to their part and actually help the losing team, the Guardian won't spawn and nobody will have to lose sapphires, because that shit is fancy.

Alternatively, the winning team could also decide to push it and keep going just to make a Guardian appear and give them an extra challenge, but don't start whining that it's too OP and shit, because yeah, that's the whole point.
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Post  RoboReptile September 23rd 2013, 11:01 am

Motherofgod.jpg
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Post  Ablationer September 27th 2013, 8:08 am

there

https://www.youtube.com/watch?v=hsywcV1jc8c&hd=1
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Post  Zoober September 27th 2013, 10:41 pm

Amazing what you find when you dig deeper into the threads of the forums xD
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Post  Ablationer October 11th 2013, 8:05 pm

and about greeting the new players

https://www.youtube.com/watch?v=-dknz43QbTo&hd=1
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Post  Ablationer November 2nd 2013, 9:06 am

Made a brand new hud for the ammo and stuff on the right

Might still kinda glitch out with the old guns, like with the little yellow dots overlapping on the ammo and things.

But for the new gun base it should be pretty much bug-less
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Post  dexon November 2nd 2013, 11:30 pm

bounce 
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Post  Ablationer November 3rd 2013, 7:58 am

K little update to the inventory

you can now pocket modified weapons (with the sapphires) but still not cheap weapons

it'll say like what type of mod is on there, or nothing if there's none

ALSO the ammo that,s in the clip at the moment you pocket it is gonna remain the same when you pull it back out again, instead of just 0. I had to put 0 as a hot fix to prevent people from just pulling their gun in and out to refill their ammo fully, but now it should work fine
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Post  The Real Johnny November 3rd 2013, 2:56 pm

Sweet, time to use up all my saphires ^-^
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Post  BFG November 3rd 2013, 4:54 pm

Speaking of cheap weapons, when should we expect to be able to craft the new cheaps?

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Post  Ablationer November 3rd 2013, 9:21 pm

You mean take two cheaps to make a non-cheap?

Well you could just use an amethyst instead, but I'll see about it.
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Post  Ablationer November 15th 2013, 4:36 am

From old base to new base

Wondering where your favorite old base guns have gone to on the new base? Worry not, they're still here! Only... Not exactly.

Some guns will be remade entirely, others will be different, and others well, not at all.

Rosemary / Sig Pro7 : These will no longer exist, but the Specialist sapphire mod will make any gun do pretty much the same thing.
The Bat : The bat will most likely become yet another sapphire mod, or something.
Energy guns : Energy guns will be a special case, I'll have to see about those, but they'll use the brand new heat-based system instead of energy cells
Ruby guns: Most of those I'll have to remake entirely since they use lasers and shit.
FP6, M240B, Wild Cat, etc: Those are already made for the most part, just make sure you get the new one and not the old one (you can tell because of your hands, and sprint animation)
Coin gun: Probably gonna be removed forever because that gun is dumb as shit
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Post  RoboReptile November 15th 2013, 11:19 am

Lol. Imma use theft coin gun all around you Very Happy
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Post  blazing banana November 15th 2013, 12:05 pm

cou...could you l.l.like make my gunmod first
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Post  Ablationer November 15th 2013, 1:08 pm

PLEASE NOTE

Your shipments in your inventory are gonna be all fucked up and replaced with other shit because I had to remove a bunch of old unused guns now.

I decided to do it all at once instead of in many small shots that way it'll only happen once and then it'll be fine from now on (hopefully)
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Post  RoboReptile November 15th 2013, 8:32 pm

More space in inventory for guns and maybe shipments pwz:?:  Very Happy 
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Post  OldRavensFan November 16th 2013, 12:18 am

HNNNNNNNNNG MY RUBY WEAPONS

Speaking of which, another thing to add to your list: When adding back in Ruby weapons, update recipe on forums.
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Post  Ablationer November 17th 2013, 9:05 pm

Okay updated the gems thread to add the new effects for the amethysts, and pearl and emerald
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