AC home made weapons statistics modifications
#6
hahaha Do you think I am your slave, to do what you want???

If you read the description... WE will balance the stuff, test it then send executables...
Here we discuss what might be good. Not random supposed... stuff that you think could hurt someone. (I like the Chainsaw)

About balance: balancing weapons is not a math formule thats connects the universe.
It is making a "Lead Pipe 'n Shield" and a "Portable Cannon" having Pros and Cons and still being both interesting and fun to use against our friends.

And yes, WE'll program the guns and test it ourselves (Little C++ required)

The Dev team gets the beef, we kill the beast.

Got some examples:
Once I mess up with former Cube files, then made a few guns (guninfo stats only, didnt even put a model in it):

Lightmachinegun: 100 rounds per mag. Starts with 0 reserve ammo (100 max reserve ammo), 7 RPS (Rounds per Second). 8000 Millis reload time (Bloody ages)... Poor accuracy, lots of bullets.

Dual Subs: 40 R per mag. Starts with 40 Res ammo (80 Max res ammo), 28 RPS, 3000 Millis reloading. Very poor accuracy. One second earthquake. Very fun to use...

Katana: Countering the knife. 80 Dmg per slash, 800 millis per slash! kills armored bad guys faster... maybe.
Thanks given by:


Messages In This Thread
RE: AC home made weapons statistics modifications - by billyumreal - 23 Apr 12, 07:02PM