Author Topic: Weapon/Item Suggestions  (Read 6731 times)

Offline 9mmpainpill

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Weapon/Item Suggestions
« on: July 08, 2012, 10:15:46 pm »
Just figured I'd make a thread on this.  Some of the weapons never get used, some are considered OP or UP..etc  I'm talking about the older weapons, not the newer ones though.


Booties/Bootlegger - Up the shield charge rate a bit.
Half Zatoichi - Up the damage a bit otherwise it is basically useless.
Caber - Add a recharge capability but lower the damage of the blast to hale.  (fun for charge goombas and the self damage would balance it i think.)
Three Rune/Boston Basher - Lower self damage a bit.
Hitman's Heatmaker - Remove the knockback to hale and all damage indicators on hale's screen when he is hit.  (I dont know if thats even possible)
Short Circuit - Removes a very small % of hales rage per hit.
Eternal Reward/Wanga Prick - Outlines hale like the sniper rifle (at the cost of no disguises)


I dunno, just thought I would throw it out there.  Things like the Half Zatoichi just never get used really cause they are so UP, it's probably my favorite weapon in the game though.  Oh and the thing with the Heatmaker is so hale never knows where you're shooting from or know he is taking damage until he actually sees the sniper.  Just thought that would fit the weapon.


Offline Miaumon

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Re: Weapon/Item Suggestions
« Reply #1 on: July 08, 2012, 11:00:59 pm »
>Booties/Bootlegger - Demoknight is already op, people will use it for HP regardless.
>Half Zatoichi -  that would just be a direct upgrade from default.
>Caber -  Already upgraded the damage to make it use full.
>Three Rune/Boston Basher - It inflicts bleed, we cant change how much it does.
>Hitman's Heatmaker -  Its not.
>Short Circuit - still wont make it worth using, were trying to make it on the same level.
>Eternal Reward/Wanga Prick - Already disguises on backstab.

Offline 9mmpainpill

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Re: Weapon/Item Suggestions
« Reply #2 on: July 08, 2012, 11:17:29 pm »
Pure Demoknight isn't OP though really.  Barely anyone even uses a pure demoknight setup, it's just that the booties compared to the grenade launcher is really no choice.  As for the caber though, i'm not really suggesting anything to make it useful so much as fun.  A recharging caber is more fun than free cocaine.  I'd actually prefer a caber that does 0 damage and recharges than one that does 2000 damage per hit.

About the Wanga Prick and YER, I don't mind using them as they are...but the disguise annoys the hell out of me.  Most of the time it disguises as engie and hale thinks you're stranded and need killing.  It's pretty much useless in that department but I don't think anyone really minds that to be honest.

Only of those changes I would really even want are the Caber, the Zatoichi, and the Short Circuit.  Just because those all are fun weapons that barely get used.

Offline Miaumon

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Re: Weapon/Item Suggestions
« Reply #3 on: July 08, 2012, 11:37:32 pm »
>Making the caber a useless weapons
>Zatoichi maybe more HP
>Short circuit only one i would really consider

Offline 9mmpainpill

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Re: Weapon/Item Suggestions
« Reply #4 on: July 09, 2012, 12:14:33 am »
Just to fight for the caber a bit.  It is already useless.  A 1 time high damage hit on hale at the cost of your own health and no subsequent benefits.  Once the tip is detonated it leaves you a slow moving/small damage demo. 

But on servers with a caber recharge demos can charge goomba, wall goomba, and avoid hale a lot better by jumping onto higher platforms.  And since there is no health regen it would stay balanced assuming you didn't have 5 medics on you at a time.

Even if the damage on it is left pretty low, the mobility benefits would more than make up for it.  But like I said, the main reason for wanting this is that it seriously is fun.

Offline VoiDeD

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Re: Weapon/Item Suggestions
« Reply #5 on: July 09, 2012, 12:50:16 am »
It's an interesting idea, but caber recharging has a habit of crashing servers, or at least it crashed our jump server a few times when it was in.

The demo already has a lot in terms of mobility, and I think having it be similar to a spy backstab is okay for now. There sort of needs to be some risk in using the caber, otherwise a whole steam could go demo and do a considerable amount of damage.

Offline 9mmpainpill

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Re: Weapon/Item Suggestions
« Reply #6 on: July 09, 2012, 01:17:03 am »
Wouldn't it be a lot more stable if the recharge rate was about as long as the shield charge rate and not instant like on the jump servers?  Dunno, but as for the mobility for a demoknight the only thing he has is a charge, and a speed boost when using an eyelander.  But the sticky is the only real mobile weapon, and if you have a sticky the caber is useless anyway.  It would give the demoknight a vertical mobility bonus instead of the horizontal bonus it gives an eyelander user.  And the damage could be kept low to balance it out.

Dunno just think it might be worth trying out down the line.  Mostly because doing this type of thing with the Bushwacka added a lot to the game and gave it a whole new way to play.  But I'm not the one that has to code this shit so I should probably shut up. 



Offline MrEskimoMan

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Re: Weapon/Item Suggestions
« Reply #7 on: July 24, 2012, 02:13:18 pm »
#StopRuiningProphunt2K13 :)

Offline Miaumon

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Re: Weapon/Item Suggestions
« Reply #8 on: August 13, 2012, 03:12:29 pm »
New Triad weapon changes

- The Red-Tape Recorder: Nothing to do, sappers are removed anyways

-The Huo Long Heatmaker: Knock the consumption down to 3 instead of 6, Ring of fire can be used while you are raged. Might buff fire a bit

-The Flying Guillotine: Constant crits and a possible damage buff. so it can be on the same lvl as the pistol

-The Neon Annihilator: Given same stats as the default, just to look nice

Offline 9mmpainpill

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Re: Weapon/Item Suggestions
« Reply #9 on: August 23, 2012, 04:03:59 pm »
Any way we can get more ammo for the Huntsman?


It doesn't make sense that a Huntsman sniper has 12 arrows and a bushwacka and nothing else (if you use the cozy camper) when the medic has essentially a huntsman that a.) heals teammates b.) fires just as fast; as well as class abilities like c.) bungee ability d.) has an uber e.) has a stun taunt (ubersaw) f.) the ability to self-heal without an item..etc  Also the huntsman and crusaders have similar dmg.

Add on top of that every single one of the sniper rifles a.) have good dmg b.) have a FAR larger range c.) have way more ammo d.) fire faster e.) can outline hale..etc

Can we maybe bump it up to like 18-25 arrows? 

Offline Miaumon

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Re: Weapon/Item Suggestions
« Reply #10 on: August 23, 2012, 04:11:41 pm »
your giving up all of that to have a better close range weapon than a sniper.
Simple as that.

Offline 9mmpainpill

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Re: Weapon/Item Suggestions
« Reply #11 on: August 23, 2012, 04:46:04 pm »
And the medic is better at close range than a Huntsman sniper lol, by far.

Offline DrJack Posts Ponies C:

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Re: Weapon/Item Suggestions
« Reply #12 on: August 23, 2012, 05:48:28 pm »
Better remove sniper class or replace snipers with medics

Offline iR| Doctor Scootaloo

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Re: Weapon/Item Suggestions
« Reply #13 on: August 23, 2012, 05:50:14 pm »
Huntsman: 18 arrows.

Please.

Offline 9mmpainpill

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Re: Weapon/Item Suggestions
« Reply #14 on: August 23, 2012, 06:03:40 pm »
Better remove sniper class or replace snipers with medics


Huntsman sniper is my favorite class.   Which is why I play medic so much.