Pufulet Posted June 18, 2011 Share Posted June 18, 2011 Before anyone says anything about it thats op, its not, as I have thought it carefully through many scenarios.About the snipers to necro: They are supposed to do alot of dmg especially to heads or else they are not snipers.Dodging perk fits as the marksman does not get dmg resistance and only has 90 hp. MarksmanHp: 90Pros:Specialises in sniper rifles and crossbows and is agile.Cons:Is not very strong at close range.PerksCoe*2+1 = x% More Speed.Lvl 0 = 3% More Speed.Lvl 1 = 5% More Speed.Lvl 2 = 7% More Speed.Lvl 3 = 9% More Speed.Lvl 4 = 11% More Speed.Lvl 5 = 13% More Speed.Lvl 6 = 15% More Speed.Coe*2 = x% chance to ignore zombie strike.Lvl 0 = 2% chance to ignore zombie strike.Lvl 1 = 4% chance to ignore zombie strike.Lvl 2 = 6% chance to ignore zombie strike.Lvl 3 = 8% chance to ignore zombie strike.Lvl 4 = 10% chance to ignore zombie strike.Lvl 5 = 12% chance to ignore zombie strike.Lvl 6 = 14% chance to ignore zombie strike.Coe*7 = x% More headshot damage.10 Base Damage BulletLvl 0 = ( 7% Extra + Base )10.7dmgLvl 1 = ( 14% Extra + Base )11.4dmgLvl 2 = ( 21% Extra + Base )12.1dmgLvl 3 = ( 28% Extra + Base )12.8dmgLvl 4 = ( 35% Extra + Base )13.5dmgLvl 5 = ( 42% Extra + Base )14.2dmgLvl 6 = ( 49% Extra + Base )14.9dmgCoe*4 = x% To spawn with a crossbow or sniper.Lvl 0 = 4% To spawn with a crossbow or sniper..Lvl 1 = 8% To spawn with a crossbow or sniper..Lvl 2 = 12% To spawn with a crossbow or sniper..Lvl 3 = 16% To spawn with a crossbow or sniper..Lvl 4 = 20% To spawn with a crossbow or sniper..Lvl 5 = 24% To spawn with a crossbow or sniper..Lvl 6 = 28% To spawn with a crossbow or sniper..SNIPERS / CROSSBOWSCrossbowModel: Hl2 CrossbowBase Damage: 60 4 Shots To Normal ZombieAmmunition Full: 1 / 30Ammunition Starting: 1 / 15Lvl 6 Headshot w/ crossbow 89.4dmgG3SG/1Model: G3SG/1 CSSAmmunition Full: 20 / 40Ammunition Starting: 20 / 10Base Dmg: 35 7 Shots To Normal ZombieLvl 6 Headshot w/ G3SG/1 52.15dmgSG 550 - Will Not Spawn with at StartModel: SG 550Ammunition Full: 30/50Ammunition Starting: 30/10 Base Dmg: 45 5 Shots To Normal ZombieLvl 6 Headshot w/ SG 550 67.05dmgAWP - Will Not Spawn with at StartModel: AWPAmmunition Full: 10/30Ammunition Starting: 10/10Base Dmg: 75 3 Shots To Normal ZombieLvl 6 Headshot w/ AWP 111.75dmgScoutModel: ScoutAmmuntion Full: 10/40Ammunition Starting: 10/20Base Dmg: 55 4 Shots To Normal ZombieLvl 6 Headshot w/ Scout 81.95dmgLevel Requirements:To Get Lvl 1:Do 600 HeadshotsDo 150000 DmgTo Get lvl 2:Do 1200 HeadshotsDo 300000 DmgTo Get lvl 3:Do 100000 headshot dmg.Kill 300 undead with a crossbow or sniperTo Get lvl 4:Do 250000 headshot dmg.Kill 700 undead with a crossbow.To get lvl 5Dodge 500 Zombie Strikes.Survive 150 Rounds.To get lvl 6Dodge 1000 Zombie Strikes.Survive 300 Rounds. Quote Link to comment
Damien Posted June 18, 2011 Share Posted June 18, 2011 I like it pufulet . Its hard to say if it is balanced or not, but its not really bad to have a bit op class at start. Zerk was op to at start. Quote Link to comment
Silver Dot Posted June 18, 2011 Share Posted June 18, 2011 (edited) postI don't think you can make a code that tracks the 'zombie strikes'. Plus zombie melee attacks are pretty uncoordinated, thus rendering the whole leveling system for levels 5 and 6 null and void.Secondly, honestly, ANOTHER agile class? Please, god, no.Thirdly, two pros and one con? That one con is pretty generic. "Not an army guy" basically means you're weaker than a military soldier, and HOW is that true? How about making a 'set-up' option to make your sniper way more accurate. Like a bipod or whatever. If you choose not to set up the sniper, you won't get an accuracy bonus.Remember balance. I don't think one hit kills for any body part but the occipital lobe (for simplicity's sake, this is basically a part in the head) should be included for the class. Edited June 18, 2011 by Silver Dot Quote Link to comment
Pufulet Posted June 18, 2011 Share Posted June 18, 2011 (edited) post1I don't think you can make a code that tracks the 'zombie strikes'. Plus zombie melee attacks are pretty uncoordinated, thus rendering the whole leveling system for levels 5 and 6 null and void.2Secondly, honestly, ANOTHER agile class? Please, god, no.3Thirdly, two pros and one con? That one con is pretty generic. "Not an army guy" basically means you're weaker than a military soldier, and HOW is that true? How about making a 'set-up' option to make your sniper way more accurate. Like a bipod or whatever. If you choose not to set up the sniper, you won't get an accuracy bonus.4Remember balance. I don't think one hit kills for any body part but the occipital lobe (for simplicity's sake, this is basically a part in the head) should be included for the class.1. It will act like the upgrade cheat death, only in the form of a perk. When it gets activated that counts as 1 dodge.2. It will replace zerk so it would be an agile class, but it will be much less agile as you dont get dmg resistance or heal from zombies. The class will also consist of snipers and crossbows so running around trying to shoot with them is a bad option.3.Pros would be that it handles snipers/crossbows, and that its a fairly agile class. The main con is that its not a good class at short range and is quite weak because of the health it has.4. None of the weapons above insta kill zombies. You would need a minumum of 3 shots to actually kill 1 zombie. Take in consideration that there are swarms of poisons,zombines,howlers with sheilds,headcrabs. In that scenario the class itself is useless by itself and has to be in a team. Edited June 18, 2011 by Pufulet Quote Link to comment
Pufulet Posted June 18, 2011 Share Posted June 18, 2011 Serious problem with poison headcrabs.http://steamcommunity.com/id/pufulet500/screenshot/560911634048410368?tab=publicThere are dangerously out of control now and most of the newcomers just play them. Quote Link to comment
Tennisballesser Posted June 18, 2011 Share Posted June 18, 2011 I know that you are busy with you exams NECROSSIN, but PLEASE get rid of poison-headcrab Quote Link to comment
QTesla Posted June 18, 2011 Share Posted June 18, 2011 (edited) Nope I agree. D: Edited June 18, 2011 by QTesla Quote Link to comment
Guest Posted June 19, 2011 Share Posted June 19, 2011 (edited) . Edited April 3, 2015 by Guest Quote Link to comment
Darkstar Posted June 19, 2011 Share Posted June 19, 2011 Perhaps (and I know some people may not like this) limit the amount of poison headcrabs at one time? Quote Link to comment
Pufulet Posted June 19, 2011 Share Posted June 19, 2011 Another idea for how to get weapons would be that when a zombie is killed, there is a chance that a random weapon will drop, depending on the infliction. So the higher the infliction. The better weapons that might drop. Quote Link to comment
Guest Posted June 19, 2011 Share Posted June 19, 2011 (edited) . Edited April 3, 2015 by Guest Quote Link to comment
kuszkusz Posted June 19, 2011 Share Posted June 19, 2011 Another idea for how to get weapons would be that when a zombie is killed, there is a chance that a random weapon will drop, depending on the infliction. So the higher the infliction. The better weapons that might drop."chance", "random", "might": I don't want to see these words when getting new weapons. 1-2 years ago, when weapons fell from the sky, you could run half the round with fists or some pistol, because of the random mechanic. What's the problem with the present weapon system, btw? Quote Link to comment
Guest Posted June 19, 2011 Share Posted June 19, 2011 (edited) . Edited April 3, 2015 by Guest Quote Link to comment
Mr. Darkness Posted June 19, 2011 Share Posted June 19, 2011 (edited) Another idea for how to get weapons would be that when a zombie is killed, there is a chance that a random weapon will drop, depending on the infliction. So the higher the infliction. The better weapons that might drop."chance", "random", "might": I don't want to see these words when getting new weapons. 1-2 years ago, when weapons fell from the sky, you could run half the round with fists or some pistol, because of the random mechanic. What's the problem with the present weapon system, btw?Indeed... Edited June 19, 2011 by Mr. Darkness Quote Link to comment
Pufulet Posted June 20, 2011 Share Posted June 20, 2011 (edited) Well, I have refined the weapon system idea which serves as another way to aquiring weapons and ammunition apart from the skillshop.When a zombie has been killed, there is a chance that it will drop a weapon. The weapon will depend on the infliction, and the zombie type.For example:Zombie killed at infliction 10% would drop a pistol most likely, while a zombie killed at infliction 80% would drop an smg.If you killed a normal zombie you would not get a very strong weapon and the best weapon you would get would be an smg.The best drop from killing a poison zombie would be an assault rifle, but getting a pistol is still possible from it, only the chance of getting the pistol would be higher.Now for the ammo part:Zombies would also drop ammo packs which when pressed E on, you would get around 10% of your maximum ammo of the weapon you are holding. If the ammo pack is not used after 10 seconds it would disappear. Before it disapeares, it would start to go red to show the player that they dont have much longer to get it.To avoid loads of weapons on the floor that nobody wants:If a weapon with no ammo is dropped. It would eventually disappear just like the ammo pack after 10 seconds. Edited June 20, 2011 by Pufulet Quote Link to comment
Tennisballesser Posted June 20, 2011 Share Posted June 20, 2011 The poison spam is really getting outa hand, fix it , NOW !I dont want to whine or something, but 40 % of the players choose poison-headcrab at the moment Quote Link to comment
mogadonskoda Posted June 20, 2011 Share Posted June 20, 2011 (edited) For example:Zombie killed at infliction 10% would drop a pistol most likely, while a zombie killed at infliction 80% would drop an smg.So u get a pistol at 10% and i thought SMG's were one step up from themSo you shotguns at 99.999999999999999999%? Edited June 20, 2011 by mogadonskoda Quote Link to comment
mogadonskoda Posted June 20, 2011 Share Posted June 20, 2011 you could limit the number of "poison spits" each headcrab has to stop lot s of people using that class Quote Link to comment
Guest Posted June 21, 2011 Share Posted June 21, 2011 (edited) . Edited April 3, 2015 by Guest Quote Link to comment
shadows Posted June 22, 2011 Share Posted June 22, 2011 should make some new hats http://www.garrysmod.org/downloads/?a=showimg&v=122353_2 like these Quote Link to comment
Raptor Posted June 22, 2011 Share Posted June 22, 2011 Yeah, new hats would be great Quote Link to comment
Weo Posted June 22, 2011 Share Posted June 22, 2011 poison spit is ruining the game once again? Quote Link to comment
Tennisballesser Posted June 22, 2011 Share Posted June 22, 2011 poison spit is ruining the game once again?Nope, its got deleted( after 2 months of asking for that ) Quote Link to comment
Pufulet Posted June 22, 2011 Share Posted June 22, 2011 poison spit is ruining the game once again?Nope, its got deleted( after 2 months of asking for that )and all it took was me asking necro to do it and it got removed on the same day Quote Link to comment
Tennisballesser Posted June 22, 2011 Share Posted June 22, 2011 poison spit is ruining the game once again?Nope, its got deleted( after 2 months of asking for that )and all it took was me asking necro to do it and it got removed on the same day Quote Link to comment
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