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TF2Classic-KO-Custom-Weapons

Repo for the current revision of the custom weapons

To run locally rename files to mapname_items_game.txt and mapname_level_sounds.txt and place within maps folder

None of the custom content is on here, these are just the backend stats that handle how the weapons function

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colrots avatar mk-majro avatar notclue avatar reagy avatar theoneofwonders avatar

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tf2classic-ko-custom-weapons's Issues

Downloading Weapons

I'm not sure how adding weapons works but maybe instead of removing the weapons you could make it so that people can download them by themselves for them to use later? Again, I'm not really sure how this would work, and it might cause more bugs than fixes so.

The Heiler's Helmet

The Heiler's Helmet (Alt)

The first helmet is supposed to be used for extra survivability, wether it be surviving a quickscope headshot or an infuritating fully-charged bodyshot, but at low health, along with being helpful for running away due to it's bigger health regen.

The Heiler's Helmet

The second helmet is supposed to be focused, on what I believe is an indirect downside to the medic as a whole, which is critical hits. Random or not, it sucks to be at around 80% uber just for some drunken man with a sticky jumper and a frying pan to bash your cranium in so hard it deals 195 damage, ruining your ubercharge.

The seperate upside of the helmet's could be combined if considered weak, but I prefer the second helmet over the other, as it's just "more health no syringe gun" along with countering just sniper quickscopes, while the second counters more situations than that.

new shotgun idea for soldier,pyro

Huntin-shootin
on kill: +65 hp
+25% firing speed
-66% clip size
-25% reload speed
20% less accurate
This weapon reloads its entire clip at once

Medigun Extenstions

Medigun extensions are primary items that increase the stats of the mediguns by a bit.
Overcharger

Overhealer

Invisible scout issue

Error Vertex File for 'player\scout.mdl' id 1196314761 should be 1448297545
Guys, does anyone know how to fix this issue? Got it for a while.

new melee for demo

The Drunkman's Duel Rapier
+25% firing speed
-15% damage
no random crits
on hit you and your target will be marked for death
the duel has started you and your enemy will be stuck to melee

stock weapons question

so in one update the stickybomb launcher got removed yet it was a stock weapon, does this mean that stock weapons can be modified or changed?

Combat Effective Wrench

20% dmg buff
15% slower fire speed
25%Slower upgrade speed
25% Slower repair speed
It loses the eureka effects more metal per ammo grab, but it acts as more of a sidegrade to the eureka as cross between the jag as well
It would just use the basic toolbox model engineer has access to as the weapon

give scout the coffee

the bonk was literally just a reskin coffee, it had the same stats as it. the less healing didnt even matter because it was bugged and didnt heal for 65 health, even then it was a good support tool which should be added again

soldier/pyro weapon buffs/nerfs

Soldier

Tommy Jonny
add:
+25 hp on kill
no random crits

Aggressive frontier
add:
no random crits
+200% crit vulnerability

The Mantreads
add:
10% movement speed bonus

Pyro

Household Blazer
add:
+1 hp per hit
change:
from +10% damage bonus to -25% damage penalty

The Spray'n prey
change:
from -50% damage to -25% damage

The Makeshift Mutilator
change:
from +35 hp on kill to +75 hp on kill
from -85% to -99% afterburn duration
add:
-10% damage

Afterburner
change:
from +50% to +100% afterburn damage

Flare launcher
change:
from 30 damage (90 crit) to 20 damage (60 crit)

Napalm Blaster
bug:
when you switch your primary to secondary or melee napalm blaster's -90% afterburn duration dosent work
but the afterburn damage still stays the same

Insanerator
add:
-25% firing speed

make the server not shitty please

I remember once that I joined the game right at it's start whenever Zhain posted about custom weapons. I thought it was cool that these fun and balanced weapons were being added, and wanted new content. The server was practically perfect, aside from some items that were too weak. I was excited for every update as I wanted to have more cool content, until the purge update happened. This was by far the shittiest update and removed all creativity from the server, I mean you fucking added PIPEBALL and it crashed every 5 minutes. After that the updates got worse and worse, the worst parts being:

  • Scout was literally bland and had nothing creative
  • Medic's best mediguns were removed or heavily nerfed and made it so that only stock could actually use uber
  • You removed the STOCK STICKY LAUNCHER from demoman
  • Sniper doesn't have a stock sniper rifle, yet he still has op sniper rifles
  • Heavy just has miniguns that don't change much
  • Laser weapons just encourage spamming around corners
  • Scout, Heavy, Soldier and Engineer have shotguns that can one-shot people
  • The coffee has no use on most of the classes and spy, scout and pyro (the classes that'd need a healing item the most) can't use them for some reason
  • Pyro is literally one of the most overpowered and annoying classes which shouldn't be happening
  • Engineer is unkillable with his heavy support sentry
  • Most of the maps are shitty, and for some reason there's only like 5 normal tf2 maps
  • Spy's deagle and number 29 are too overpowered and are literally just crutches
  • No updates are being added to fix any of this

I know that this is the last planned update, but instead of just leaving it as a shitty unbalanced mess, get someone that's smart enough to choose balanced weapons, because you two are horrible at balancing. Pre-fortress 2 is a better game than your server, and that has only stock weapons. Please fix your server, or get someone to fix it.

Weapon nerf suggestions

Hi. I've been playing the mod for a few weeks, and I went through all the weapons trying to find ones I think are overpowered. I think the mod is mostly balanced but there are a few weapons that are powerful even in the mod's meta. I tried to offer some suggestions without going overboard with changing things. I would make a pull request but I don't want to change anything without approval. Hope this helps.

Scout:

Geared-Up-Ghost
Increasing the Scout's mobility at the minor cost of having no secondary is exploitable by good players, who can ambush and run away from players much faster than usual. The 20% damage vulnerability is negated by the fact that most players cannot aim and shoot at a player with that much speed, and the Scout also has an easier time running to sources of health. Slightly reducing the movement speed and increasing the damage vulnerability to 25%, making the Scout's base health effectively 94 instead of 100, keeps the hit-and-run playstyle while offering a bit of leniency for lesser-skilled players to kill them easier. This also makes it less annoying to deal with scouts who only use melee.

To fix: Reduce 15% increased move speed to 10%. Increase damage vulnerability on wearer to 25% from 20%.

Soldier:

Crucible Long Sword
This weapon does too much in one inventory slot. 33% increased movespeed at the cost of -5 health drained per second is already extremely good. Combine that with being a very good melee weapon itself with increased range and the ability to gain health, there is no serious reason to use any other melee weapon. With the addition of the Maggot Multilator acting as a pseudo-Escape Plan, this weapon needs to be reigned in. I would recommend making this a purely damage-focused weapon without any mobility increases.

To fix: Remove 33% faster move speed on wearer. Remove 50% faster weapon switch.

Pyro:

Stainless Scorcher
The design of the new shotgun offers interesting tradeoffs, but it has been overtuned on release. A shotgun primary that deals high damage to buildings and other pyros while offering massive amounts of health for a small damage and range tradeoff makes Pyro get too much out of the tradeoffs. The range penalty is also counteracted by flare guns being able to light enemies on fire from a distance, where you can switch to the Stainless Scorcher and get free health with much longer afterburn. The fast firing rate, large clip size, and increased bullets from normal shotguns means there is very little downtime, and large groups of enemies can be lit on fire quickly, which further stacks onto the health regeneration. It's also silly that the health gained is overheal.

To fix: Remove "Afterburn damage is returned as health". Make reload speed the same as stock shotgun.

Propain
The old Axtinguisher is still very good even in the current nerfed state on custom servers. Making it deploy faster negates its main downside, which is that there is a delay before you get to use it. Removing its increased deployment speed is also an indirect buff to the few Pyro weapons with increased switch speed, similar to its old synergy in live TF2 with the degreaser.

To fix: Remove "This weapon deploys 50% faster".

Sniper:

Counter-Snipe
The "100% critical hit vs scoped snipers" attribute is overpowered. The Sniper's primary job is to kill other snipers, and reducing the skill cap to do so for no serious downside makes all other sniper rifles underpowered by comparison. The 40% increased damage combined with the ability to maintain a scope reduces the skill cap further by rewarding multiple bodyshots or uncharged headshots instead of a single charged headshot. Furthermore, being able to rapidly deal 175 damage to an enemy with no charge while maintaining scope is very powerful compared to stock. The ability to stay scoped in forever also removes the difficulty in landing headshots, so the 10% damage penalty on headshots should remain as a tradeoff for the Counter-Snipe's ease of use.

To fix: Remove 100% critical hit vs scoped snipers attribute. Remove 40% damage bonus.

Combat Crossbow
The main problem with this weapon is the ability to spam a corridor and put long-lasting marked-for-death minicrits on anyone who enters. Even in live TF2 the Jarate could only do this once every 30 seconds. This is because the crossbow has a very fast fire rate when unscoped, and because there's a fire rate penalty when scoped, there's rarely a reason to scope in. Retooling this into a sort of Sydney Sleeper weapon that puts minicrits on a single target provided you can land shots increases the skill requirement while making it far more fair.

To fix: Reduce fire rate to match the Hunting Revolver's. Make the fire rate the same when scoped and unscoped. Change marked-for-death attribute so it matches its description of actually only marking one target for death at a time. There is a similar weapon called The Marksman's Marker, so let that one have the ability to mark multiple opponents for death.

Ant-A-Jar
The Sniper can do a sort of rocket jump with the jar. This allows the Sniper to get to silly positions he really shouldn't be allowed to get to. The impact per map ranges from nonexistent to broken, but in any case increased mobility on Sniper for the minor cost of having no secondary for 13 seconds is too much benefit for too little penalty. Using the SPAS-12 instead of the Ant-a-Jar is good, but the jar jump lets you get to positions where no non-sniper enemy can realistically kill you, meaning there is no opportunity cost for choosing the jar.

To fix: remove self-knockback on the jar. If you don't want to do that, make it so that Sniper also takes damage and bleed from his own jar. This would make it easier to spam him out even in those positions, and it would also reduce the jar's ability to act as a panic button if he gets ambushed, since if he aims at the ground without thinking he just kills himself.

Striker's Shank:
Melee on Sniper is used so infrequently that it's pretty much irrelevant. Therefore any utility melee weapons on Sniper has to be assessed appropriately, since it will usually be an upgrade from stock. A knife that increases mobility is already good because it negates Sniper's main downside of finding new positions, but the mark-for-death penalty is too lenient because a Sniper can put the knife away a second before he gets into position, making it so there is effectively no penalty. The only downside is if the Sniper gets caught by surprise en route, at which point he would have likely died even with stock. Furthermore, since Sniper's main downside is mobility, giving him any escape tools negates this downside.

To fix: increase the marked-for-death penalty to five seconds. This way there's a tradeoff between getting to a position faster at the cost of potentially getting spammed out when he gets there.

new flare gun idea for pyro

The Burning Edge
oh hit: target will burn
crits on burning targets
fires lasers that can ricochet
-50% reserve ammo on secondary
no random crits

new sticky launcher idea for demoman

Scotsman trap-bomber
+6 max stickies
+50% secondary ammo
-25% primary ammo
-25 max hp on wearer
-50% firing speed
-15% blast radius
no random crits
crits vs overhealed targets

give every class a market gardener

every class has the ability to "rocket jump" or do similar actions to rocket jumping as they have things like explosive weapons and throwables, which explode.

please hire me for tf2classic reagy's custom weapons knockoutchat.tf server 3, to be pacific, on github.com
image

new demoman primary idea

The Madmann's hand bomb
+35% speed bonus
+50% damage bonus
+25% blast radius
+200% self damage
no random crits
primary fire: you detonate the bomb that will kill you and your targets
''a sober person would trow that''

Heavy Melee Concept: Stand Proud

Mister Mann's intent to make this a replacement to the Eviction Notice...

Stand Proud (Suggested Stats)
When weapon is active

70% faster firing speed
-33% reduction in push force taken from damage
15% faster movement speed
+15 HP on hit
Stand Rush: Unable to switch to other weapons for 7s on a successful punch, and deals mini-crit on the next consecutive punches.
(Hidden increased damage vs building)

-54% damage penalty
15% damage vulnerability
has reduced crit chance
(Hidden holster penalty)

Display
POV
Costume

Stand Proud.zip

With fully working cosmetics, however, I'm unable to fix the weird elongated part-bug-glitched thing in the gloves because it looks fine on both Blender and HLMV, so I'm guessing it's a TF2C problem?

Traumahawk Concept

Tried to add it before, but not working, hopefully, this one can be seen.

TRAUMAHAWK
When Weapon is active

  • 20% Faster movement speed
  • Damage removes sappers
  • Crits vs disguised players
  • -25% Damage to players
  • -25% Slower swing speed
  • -25% Damage vulnerability while active
  • No random crits

trauma1

Traumahawk.zip

new melee idea for demoman

The Executer's Dream
on kill: crits for 5 seconds
on kill: +100 hp
+20% speed bonus
-25% firing speed
no random crits
on hit you stuck to melee until you die
every crit damage kills you

Medic Primary Weapons

It'd be cool if instead of syringe guns medic would have more crossbows that help with teammates or just for damage and having misc. items for primary which could boost the medigun or the medic's survivability.

Syringe guns are cool and I've gotten used to them since I usually play with the blutsauger and I've used the nail guns a bit, but most of the medic's playing seriously I see are usually using the speedy recovery or the robot.

It just seems like since soldier has gotten stuff like shotguns and assault rifles, while the sniper has a small armoury practically, it'd be cool if the medic got a change in weaponry, as most of the classes have gotten different alternatives to their stock counterpart other than just like stock but with upsides/downsides.

Custom Weapon - Pocket Pardner (Sentry Pistol)

I made a custom weapon specifically for this server.

Pocket Pardner
50% more accurate
No reload necessary
25% slower move speed on wearer
-50% max secondary ammo on wearer
No random critical hits
image
image
image
Team colored
image

I asked the creator of the TF2 port of the model for permission and got it before uploading it here. I made sure there's no issues or glitches with the animations or anything else.
pocketpardner.zip
I'm hoping to get reached back about whether this will be added or not/any balance changes necessary.

engineer secondary: pocket sentry

i genuinely have no clue if this would even be able to be implemented, but i had this idea while laying in bed a few nights ago and i think itd be sick

pocketsentryconcept
The Pocket Sentry

a wearable secondary, does nothing but prevent you from using your pistol while your alive, but on death you drop a small mini sentry you can control, being able to shoot and move around
the respawn timer still ticks down once its dropped, so its moreso just something to do while you wait to respawn but i think itd be silly
it would have 50 health, maybe moving around near the speed of a pyro while able to jump, although very short, and it would be able to be repaired by friendly engineers, but not upgradeable, and sapped by enemy spies
if by the time you respawn its still alive i think it should either self destruct, stick itself down wherever it is and become basically just a mini sentry with less health, or just have a bot take over control of it

Give medic the spy's revovler

It'd be a cool reference to the original meet the medic video and it'd also wouldn't be that unbalanced considering medic has shotguns that do around the same damage or more.

Medic primary idea

PocketProtector
intended as sort of a 1v1 getaway tool that encourages pocketing someone while still allowing you to do at least a little healing to others as well
my brother and I bounced ideas off of eachother and came up with these conceptual stats, then he designed it

The Adrenaline Rush

image

(The medigun is just a replacement, a different model would probably be better)

Burly Beast For The Fists

Medic NEEDS the burly beast whenever he equips the knuckle sandwich, how could you not give him it when engineer has his own cosmetic when equipping the fists?
image

handful of weapon ideas

i got 3 random weapon ideas, dont have name ideas for most of them but i think they could be cool lol

a pda for the engineer:
=buildings explode when destroyed, dealing damage to enemies and yourself
+explosion doesnt damage other buildings built by you
-either takes more metal to build/upgrade, or slower build time

shield for the demoman:
+at the end of a charge you explode, dealing big damage to anyone you run into/ are around
-explosion always kills you

the second headshot (joke weapon for sniper lol)
-no crits on headshot
+crits when shooting enemies in the pelvis
-minicrits instead of crits on pyros

Give us actual maps

Can we have actual maps on the map roster? Instead of just shitty remakes or shitty-made maps. Literally one of the maps have their spawn accessable by the enemy team.

When I mean "actual maps" i mean original maps from normal TF2, and no, I don't mean 'oh lets change the objectinve!' Nobody wants CP_Sawmill, nobody wants AD_Upward. Normal maps made into VIP maps like civilian park are fine, because you'd have to include them somewhere, but almost 80% of the custom maps just suck shit with multiple chokes and camp spots or buggy as hell or missing literally every single texture.

Phloggers

Phlogistinator:

[+] On kill: 5 seconds of critical hits
[-] -50% max primary ammo on wearer
[-] -66% afterburn damage
[-] No airblast

This weapon is supposed to be used for sheer damage and snowballs into more and more kills with the crits on kill along with the smaller ammo, making it so that you have to kill more and more to get your ammo restocked.

image

new scout secondary idea

the film watcher (bucket of chicken)
+500% secondary ammo (you can hold up to 6 chicken wings)
-15% speed on wearer
''sharing is caring''

Remove the Pipeball map

Most people don't like the gamemode and it makes the server crash 90% of the time.
There's no point having it.

new flametrowler idea for pyro

THE STEEL MELTER 6000
on kill: 5 seconds of crits
on kill: +50 hp
+100% damage vs buildings
-10 hp every second
+15% damage vulnerability
-50% ammo on primary
-50% ammo on secondaries
no random crits

Pistols

Give every class a pistol

Soldier:
"You cannot run from me, my gun is faster."
Engineer's pistol, but with scout's reserve ammo.
Secondary

Pyro:
Engineer's pistol
Secondary

Demoman:
"In your language; 'Eat lead, laddies!'"
Scout's pistol
Secondary
demoman with a glock

Heavy:
"I have new way to kill cowards."
Engineer's pistol, scout's reserve ammo
Secondary

Spy:
"Let's settle this like gentlemen!"
Engineer's pistol
Primary

Sniper:
"Not so smug now, are ya?"
Scouts pistol
Secondary

Medic:
"Ze healing leaves little time for ze hurting"
Engineer's pistol
Primary

Alt pistols:
Nerfed pistols for medic and sniper like for the shotguns

Sniper:
The Sydney Shooter
-15% damage penalty
-15% clip size
Model would be a 9mm

Medic:
The Heiler's Hurter
-35% clip size
-15% firing speed
Model would be a PPK
image

Map suggestion

Can you add Powerhouse or something like Powerhouse reborn?
This is personally my favorite control point map.

Random Crits

Random crits wont be removed, but it has been on the table to turn them into a positive attribute with most weapons having them disabled.

Original Issue #18

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