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Lower the bonus healing from all sources value for non extra modded servers.
Don't know what remark to make for Increased Melee range
This is not true from what I've tested. It increases the duration of the canteen effects, too, on top of the discount.
I'm not sure what the benefit is. Care to explain?
It was more of an experiment. Demo's swords all have 37% increased range, and the Soldier's Disciplinary Action has 70% increased range.
Canteen duration, seems good. But since it is hardcoded
to be medic exclusive, I don't think this may help.
Melee range may become powerful due to increased melee range for weapons you mentioned. You can keep that value for extra modded I guess.
Make the damage upgrade a little more expensive (250 - 300?) and just four tiers. A Shovel with X2 damage one hit kills 125 health classes. Good for extra modded.
Crit resists might be good to be added back with low value resisted since the universal damage resisting doesn't do much to crit boosted bots.
Do the on kill attributes work in char?
It isn't, it works as intended for all classes.
In my missions, I'm going to make giants deal +75% damage bonus, but lower their swing rate to be -150% slower. It will definitely be worth it then!
Disciplinary Action already has +70% range, so it can't receive the upgrade. Swords can, however.
I might do this. I wanted the lower cost to add more flexibility with upgrades, but I'm not sure if this works.
Since this is medieval, I thought that crits (and the like crits-on-kill) would be more scarce. Plus standard resistance does put tanks back on the map (mostly for Heavy) and it would be helpful for the increased giant damage I plan to add.
Yep, tested it. It works.
+5 HP regen - 4 upgrades, $300
-15% dmg resist - 4 upgrades, $200
On Kill: +4s minicrits - 2 upgrades, $200
+15% speed - 3 upgrades, $200
+20% healing - 5 upgrades, $150
On Kill: Heal pack - 1 upgrade, $100
I realized +health is a lot more useful than -damage. I want slow/tankier classes (soldier, heavy) to have better standing than the other lighter classes early on.
+Health basically multiplies almost every other resist stat positively. Heal-on-kill, health from packs, and effectively damage resist. That is why it's more expensive.
General rule I wanted to follow was damage upgrades are cheap, but body upgrades are expensive. Included, if I'm buying an upgrade, it should cost as much as it upgrades. This means resists should be more expensive but do more and have a lower max upgrade. Cheaper upgrades mean you get them sooner but have less punch.
Since there will be no crit resist, the standard damage resist has to be cheaper to compensate.
I might increase +damage for weapons, but make them slightly more expensive. We'll see.
I changed it up a little. Minicrits go for $250 credits up to 2 seconds, up to 8 seconds, and they are now a weapon attribute. Base Health on Kill is now a Body Attribute.
In addition, I removed the health pack on kill and added ammo regen. This gives room for a new attribute for all weapons, so I added a new attribute... Which I would like to be a surprise when you try the missions!
I released the custom upgrades in the Content Request thread. It will work for two missions: Target Practice and Hillside Hell. Target Practice was also reworked for the new upgrades.
227.5 + (227.5 * 35%) = 307.125 [mini crit]
Rounds off to 307 dmg
Normal crit - 195
rats this powerful o_o
just information lol
idk if this balanced o_o
That math works for melee I think, but for whatever reason I get 780 for crit arrows. Whyyyyy
EDIT: Hey, after 15 minutes, I finally got it!
50 (base) + 70 (charged) = 120
With the damage multipliers, I guess it only multiplies the (charged) damage, not base+charged.
50 + 210 = 260 * 3 (for crit) = 780
I worked hard on this and would greatly appreciate it if they made a spot on the server.
Thank you.