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January 28, 2020, 01:35:31 AM
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Offline JaxOf7

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JWep
« on: January 28, 2020, 01:35:31 AM »
the goal of this mod is to balance the game's weapons around (T)LMS loadouts and generally improve weapon quality

to that end, this mod includes
team projectile colors ( http://cutstuff.net/forum/index.php?topic=11117.0 )
lms loadouts ( http://cutstuff.net/forum/index.php?topic=9980.0 )
and whatever weapon edits i feel like

the file itself
https://allfearthesentinel.net/zandronum/download.php?file=jwepv1b6.pk3

addon files
"Meta LMS" ( http://cutstuff.net/forum/index.php?topic=11712.0 )
https://allfearthesentinel.net/zandronum/download.php?file=jwepv1b5-metalms.pk3
"Meta LMS Alternator" ( see meta lms thread )
https://allfearthesentinel.net/zandronum/download.php?file=metalmsalternator2.pk3
"Team Imbalance" ( http://cutstuff.net/forum/index.php?topic=7198.0 )
https://allfearthesentinel.net/zandronum/download.php?file=jwep-teamimbal4.pk3
"No Weapon Pickup" (Also no ETanks/MTanks/RushJet…)
https://allfearthesentinel.net/zandronum/download.php?file=jwep-noweaponpickup2.pk3
"Bootleg CBM" (Simple classes that use the core weps)
https://allfearthesentinel.net/zandronum/download.php?file=jwep-bootlegcbm5.pk3

look for release posts for weapon change details

January 28, 2020, 01:35:44 AM
Reply #1

Offline JaxOf7

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Re: JWep
« Reply #1 on: January 28, 2020, 01:35:44 AM »
https://allfearthesentinel.net/zandronum/download.php?file=jwepv1b1.pk3
https://allfearthesentinel.net/zandronum/download.php?file=jwepv1b1-metalms.pk3

v1b1
just team projectile colors and loadouts. has all weapons so it's bad.

https://allfearthesentinel.net/zandronum/download.php?file=jwepv1b2.pk3
https://allfearthesentinel.net/zandronum/download.php?file=jwepv1b2-metalms.pk3

v1b2
bans the following weapons. good start point.
magnet missile
top spin
skull barrier
dive missile
plant barrier
homing sniper
hornet chaser

https://allfearthesentinel.net/zandronum/download.php?file=jwepv1b3.pk3
https://allfearthesentinel.net/zandronum/download.php?file=jwepv1b3-metalms.pk3

v1b3
seekers are back!
magnet missile seeks to its sides once
dive missile locks on to where its aimed
homing sniper works like dive missile but needs some range before locking
hornet chaser easier to outrun
changes to following weapons
gemini laser - each segment is its own shot
knight crush - doesn't rip, also non-weapon-restrict type boomerang
super arm - debris bounces for a bit when first spawned
shadow blade - will bounce back when hitting terrain
flame blast - wall flame blast
spark shock - splash damage

https://allfearthesentinel.net/zandronum/download.php?file=jwepv1b3b.pk3

v1b3b
added loadout's force random setting

https://allfearthesentinel.net/zandronum/download.php?file=jwepv1b4.pk3
https://allfearthesentinel.net/zandronum/download.php?file=jwepv1b4-metalms.pk3

v1b4
Top spin is back
but none of the melee weapons are as you remember...
Top Spin - damage nerf, but does higher damage from high drops. stumble a bit after use. provides air jump.
Charge Kick - rip through people like old tengu blade charge.
Slash Claw - hold forward to thrust like old charge kick.
Flame Sword - slash ground to make far reaching sparks.
Tengu Blade - removal of charge attack, now you can just run fast before each slash.

addon files
"Meta LMS Alternator" ( see meta lms thread )
https://allfearthesentinel.net/zandronum/download.php?file=metalmsalternator2.pk3
"Team Imbalance" ( http://cutstuff.net/forum/index.php?topic=7198.0 )
https://allfearthesentinel.net/zandronum/download.php?file=jwep-teamimbal2.pk3
"No Weapon Pickup" (Also no ETanks/MTanks/RushJet…)
https://allfearthesentinel.net/zandronum/download.php?file=jwep-noweaponpickup.pk3

January 29, 2020, 01:47:08 AM
Reply #2

Offline Bittybud

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Re: JWep
« Reply #2 on: January 29, 2020, 01:47:08 AM »
Given the "stumble after use" with Top Spin, does it still spin the camera on itself?

January 29, 2020, 01:50:33 AM
Reply #3

Offline JaxOf7

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Re: JWep
« Reply #3 on: January 29, 2020, 01:50:33 AM »
fixing a math error
https://allfearthesentinel.net/zandronum/download.php?file=jwep-teamimbal3.pk3

Given the "stumble after use" with Top Spin, does it still spin the camera on itself?
Top Spin does in fact still spin the user.

February 11, 2020, 01:02:59 AM
Reply #4

Offline JaxOf7

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Re: JWep
« Reply #4 on: February 11, 2020, 01:02:59 AM »
v1b5
https://allfearthesentinel.net/zandronum/download.php?file=jwepv1b5.pk3
https://allfearthesentinel.net/zandronum/download.php?file=jwepv1b5-metalms.pk3
Plant Barrier and Skull Barrier are back.
Only touched Plant Barrier though. Less regen, amps health pick ups.
It was more work than it sounds. Especially getting it to work with TeamImbal. (which now also nerfs pickups for the buffed player)
oh also this metalms now also has the log cvars command

https://allfearthesentinel.net/zandronum/download.php?file=jwep-teamimbal4.pk3

also update to this, old method crashes bots
https://allfearthesentinel.net/zandronum/download.php?file=jwep-noweaponpickup2.pk3

March 02, 2020, 03:53:32 AM
Reply #5

Offline JaxOf7

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Re: JWep
« Reply #5 on: March 02, 2020, 03:53:32 AM »
v1b6
https://allfearthesentinel.net/zandronum/download.php?file=jwepv1b6.pk3
Team color update: opgenl voxel fix
miscellaneous wep edits/buffs
*quick boomerang quicker
*firestorm does splash damage
*silvertomahawk has +noexplodefloor
*thunder beam creates vertical shots on death
*metal blade somewhat coasts along terrain
*ice slasher does more hitstun
*screw crusher adjusted, semi-aimable
*needle cannon goes through walls as a small short range needle
(code update of magnet missile, dive missile, homing sniper, knight crusher)
homing sniper buff
(code update meleethru)

March 02, 2020, 10:37:48 AM
Reply #6

Offline JaxOf7

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Re: JWep
« Reply #6 on: March 02, 2020, 10:37:48 AM »
https://allfearthesentinel.net/zandronum/download.php?file=jwep-bootlegcbm5.pk3

Didn't actually post this on the forums yet.
If classes were made using just core weapons, ammo regen, and simple stat edits.
Why did I make this? Eh, unspoiler for design philosophy.
Spoiler for Hiden:
1. Robot Masters as a master of their weapon.
So I felt part of the point of CBM was that each robot master would be able to use their weapon to a capacity equal or better than megaman. A "master of their weapon" is what I believe we called it. I think we've achieved this to mixed results. Yeah Frost Man can freeze people with his ice wave, but he has to charge it, so he doesn't really have the reliable ranged DPS of Mega's Ice Wave. CCBM recently made a bomb man who can't even bounce his bombs on the floor, so the master of Hyper Bomb doesn't even have anything like Hyper Bomb. Quick Man can't use his rapid fire boomerang until entering some mode, etc.
So this mod has that as priority, and I think something's gone wrong if you can do things with primary weapons here that you can't do in the more fleshed out (C)CBM.
2. Balancing classes with a loadout megaman in mind.
So I always wanted loadout megaman in CBM because it was consistent and matched the class dynamic of "choosing your playstyle," but loadout megaman didn't really catch on in CBM because core is... core. But with JWep, I designed with loadout in mind and reworked problematic weapons. So now that a loadout megaman is here and fighting robot masters who use the same weapons with regen, what I want to see is just how strong do those classes have to be in order to be a match for him?
Just how strong is megaman's versatility compared to the specialized robot masers?
3. What exactly separates "a true class" from "a bootleg class"
Bootleg classes are just 2 core weps slapped together with regen and stats, loadout megaman is just 5 core weps. I've seen a lot of class mods where the classes are just a couple attacks thrown together in much the same way. This just strikes me as uninteresting class design. I think a class should have abilities that wouldn't work as copyweps. I think a class should focus on unique ability interactions that make the class more than the sum of its parts.
Basically don't be one of these classes.