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djargon
March 30 1988 (36 year old)
  
 Forum index » General Discussion » Pulse's Server Forums
Pulse gameplay modification suggestion
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djinghis
Newbie poster

Joined: 25 Sep 2014
Posts: 554
 Pulse gameplay modification suggestion
From the map xr_kinixxx

Key >> dv=default value
strike through example=not applicable
green=more abstract suggestion



//---Balance modifications---\\

//increasing DMG.
objedit human_incinerator
objSet damage 8 //(6 dv)

Not sure of the current settings after 1.3 blah but it may be sufficient now.

//reducing ATTSPD/ increasing DMG/ increasing ammo cost.
objedit human_fluxgun
objset refreshtime 65 //(50 dv)
objedit damage 14 //(12 dv)
objSet ammoCost 10 //(9 dv)

This is a solid solution to the perceived stamina drain that flux causes, it actually reduced server lag especially multiple fluxers and the increase dmg to reduced hits / second ratio is a seamless transition.

//removing eject/sprint //adding ammo/nerfing damage.
objedit human_ballista
objset caneject 0
objset cansprint 0

Was never popular for a lot of vets, also reduces the incentive to camp.

objedit ballista_weapon
//objset damage 500 //(dv 1500)
//objSet ammoMax 45 //(dv 15)
//objSet ammoStart 45 //default 15

objSet trailEffect "weapon_ice_trail"
objSet trailPeriod 50 50


This was originally tested on many nerfing levels - the fact that you can't kill in 1 shot was not popular in the slightest, and one hit kills is essential for those shield saving moments.

//all weapons can now defuse demolition charge.
objedit human_demo_pack
objset meleeOnlyVulnerable 0

This was submitted to newerth some time ago and the general consensus was we don't really give a shit, but I find it adds a new level of game-play tempesting demos to diffuse them from range can be quite fun, and the human can block the shots as well )

//removing behe slow state
stateedit behe_slow
stateSet speedMult 1.000000
stateSet jumpMult 1.000000
stateSet effect ""

Due to popular demand, slow was removed as behe baseball is in full swing.

//removing mana stone ability
objedit beast_mana_stone
objSet isSelectable 0

This feature was never implemented properly i/e having to wait 3 seconds before you can pick up your own crystal - and not making sense that you have to throw the crystal in order to use it in the first place.

//removing outpost
objedit human_outpost
objset race null
objSet icon "/assets/outpost_disabled.s2g"
objSet selectionIcon "/assets/outpost_disabled.s2g"

Generally an unwelcome'd addition, not tested with upgradable burrows/outposts currently.

//removing burrow
objedit beast_burrow
objset race null
objSet icon "null"
objSet selectionIcon "null"


//removing goodiebags
sv_goodiebags 0


This "auto-gold" commonly referred to, is a lot of fun and has zero chance of ppl stealing your gold ), ofc it's a drastic change from savage having to pick up your gold/ammo etc. Some ppl like repetition of that nature.

//increase siege cost
objedit human_ballista
objSet playerCost 5000
objedit human_catapult
objset playerCost 10000
objedit beast_summoner
objSet playerCost 5000
objedit beast_behemoth
objSet playerCost 10000

Quite obvious and yet looked over solution to siege spamming/camping, as a fully equipped legionnaire for example should not cost more than a powerful siege weapon. Once again encouraging gameplay and not siege camping.

//effects

efedit fx_ballista_explosion
vfedit 0
vfset blue 1 1

stateedit fire_shield
stateSet icon "assets/djins_fireicon.tga"
stateSet model1 ""
stateSet effect "djins_fireshield"
stateSet effectPeriod 20 20

objedit beast_recharge
objSet icon "/models/beast/items/icons/full_restore"
objSet powerupEffect "djins_recharge"

set cl_autoweather 0


Tried and tested with max population 30 players, seems ok. Some of the more drastic suggestions like removing burrow/outpost would bring savage back to it's more humble beginnings (when savage was popular). I've tested the arse out of burrows and outposts on pub, and I have to say that building a gar/sub is just better on all fronts. The complication of what you can and can't spawn and having to destroy them to collect the stone plus not being able to build workers at them is a overly complex convoluted system based on a ill conceived concept. But I strongly suggest the flux (fix) and the siege cost increase for a more balance game. Additionally, Pulse spawn times are just too fast atm, I know ppl like fast paced action but killing the same person 3 times in a row on the way to where they're spawning is a bit droll ).

PostPosted: Thu Jun 22, 2017 8:34 am
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djinghis
Newbie poster

Joined: 25 Sep 2014
Posts: 554
map: xr_kinixxx

In-Game Statistics
Game plays 2135
Game draws 155
Human wins 985
Beast wins 995
Avg. minutes 20


Balance much, so wow Smile

PostPosted: Thu Jun 22, 2017 8:44 am
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