Difference between revisions of "User:AbeX300"
(→Userboxes) |
(→Userboxes) |
||
Line 55: | Line 55: | ||
| {{User Mann Co Cap}} | | {{User Mann Co Cap}} | ||
| {{User Horsemann Headtaker}} | | {{User Horsemann Headtaker}} | ||
+ | |- | ||
+ | | {{User Credit to Wiki}} | ||
|} | |} | ||
Revision as of 22:00, 25 November 2010
“ | Tired of the Force-a-Nature, killing you with two clean shots, from unexpected places? I'll decrease the damage further and remove the double jump. Tried to kill people with the Backburner, but never succeeded at doing so? I'll give it a high speed boost. Want a new Ubercharge? Too bad. Ask me for a weapon customization. I'll even make it into a video!
— AbeX300, about customizing weapons.
|
” |
Hi. You might know me from YouTube or the Steam Forums. I'm usually a bored person, lurking the Internet to find things to do. But afterwards, I still get bored.
Contents
Links
My Concept of In-Game Customizing Weapons
Userboxes
|
| |||||||
|
||||||||
|
||||||||
|
|
| ||||||
|
Misc.
Oddburner
The Oddburner is one of AbeX300's custom weapons. It is a primary weapon for the Pyro class and replaces the Flamethrower. As the level cannot be changed on custom weapons, it is Level 10 Flamethrower in the loadout menu, like the Backburner. The Flamethrower grants an amazing boost of defense, and full-resistance to fire, and, like the Backburner, deals guaranteed critical damage behind an opponent. But in exchange, it does half the damage as the Flamethrower, never randomly crits, and has a massive health penalty, which leaves the player at 20 Health.
Damage
- Base damage is based upon range (or, by extension, particle lifetime), and is rounded at the end of all calculations (after Critical multipliers, et cetera).
- From 0 to 200 units: 3.565 per particle (80.2 per second).
- From 200 to 384 units: linear decrease from 3.565 to 2.14 per particle (48.15 per second, 60% of max) (384 is maximum range)
- There is very slight variability (±0.04 per particle) because some particles are at an angle, slightly varying their travel time.
- Afterburn damage: 3 damage every 0.5 seconds for 10 seconds (60 damage total)
- Mini-crit afterburn damage: 4 damage every 0.5 seconds for 10 seconds (80 damage total)
- Mini-Crit: 1.35× base damage, then round to nearest whole
- Critical Hit: 3× base damage, then round to nearest whole
- DPS at <200 units: 236.25
Note: Damage-Per-Second values assume all particles find victims.
Base damage changes over particle lifetime, instead of distance from player (all other weapons affected by distance measure from player to player). Damages are approximate and determined by community testing.
Function times
- Attack Interval: 0.04
- Ammo Consumption Interval: 0.08
All times are in seconds. Times are approximate and determined by community testing.
Trivia
- Originally, there was going to be a custom weapon called the W+M1, and as it's name applies, is a weapon used for Pyros who just rushes in with the Flamethrower. But it was replaced by this weapon.
AbeX300's Flare Gun
“ | FIRE!!!
— The Heavy from Abe's painful Flare Gun.
|
” |
The Flare Gun is one of AbeX300's custom weapons. It is a secondary weapon for the Pyro class and replaces the Shotgun. It is one of Abe's personal favorite custom weapons, as this weapon's way of damaging is a bit interesting.
When the flare hits its target, there is no initial hit damage, but it causes a critical afterburn. For each 0.5 seconds, the target takes 9 damage, and it lasts up to 10 seconds. If not taken care of, it will do a total damage of 180, which is quite powerful for an afterburn, since it makes any flare kill a Scout, Demoman, Engineer, Medic, Sniper, or Spy in one hit. While the target is burning, the next flare will either do 41 damage (short-/medium-ranged) or 90 damage (long-ranged).
However, there are draw backs. It cannot randomly critical hit, and it is completely useless against Pyros.
Damage
- After burn damage: 9 damage every 0.5 seconds for 10 seconds (180 damage total)
- Mini-Crit: 41
- Critical hit: 90
Function times
- Attack Interval: 2.02
Trivia
- This is the first of AbeX300's custom weapon to not have a unique name, instead using the name as the original Flare Gun.
- Assuming the classes are at full health, without overheal, and assuming each flare is hit right after the afterburn is gone, it takes 7 seconds to kill a Scout, Engineer, Sniper, or Spy, 9.5 seconds to kill a Demoman, 10 seconds to kill a Medic (because of his healing ability), 11.5 seconds to kill a Soldier, and 17 seconds to kill a Heavy. Pyros can't die from this Flare Gun.
AbeX300's Revolver
“ | Just for practice, you'll want to have the Revolver to have the accuracy of a Sniper Rifle, the damage of a Grenade Launcher, shoots rockets, 200 ammunition in a clip, and shoots five times faster. No, I am not on LSD.
— AbeX300 on Chapter 2-3 from his tutorial.
|
” |
The Revolver is one of AbeX300's custom weapons. It is a primary weapon for the Spy class. As it was purely meant to be a demonstration of making custom weapons by editing it's own file, it doesn't hold much interest.
Damage
- Base: 112
- Max Ramp Up: 125% (140 damage)
- Max Fall Off: 53% (59 damage)
- Splash Damage Reduction: 1% per 2.88 Hammer Units away from epicenter to a minimum of 50% at 9 feet (144 Hammer Units)
- Splash Radius: 9 feet (144 Hammer Units)
- Point Blank: 130-139
- Medium Range: 62-112
- Long Range: 56-74
- Mini-Crit: 151
- Critical hit: 335
- (Splash at 3 ft/1m: 281 Crit, Splash at 6 ft/2m: 174 Crit)
- Rocket Jump Damage to Self: 27-46
- Critical Hit: Deals same amount of self damage as a regular rocket jump (27-46).
- Splash Damage to Self: 27-89
- Critical Hit: Deals same amount of self damage as regular self damage (27-89).
Medium range is defined as the main resupply door to the opposite wall on the upper level of ctf_2fort. Long range is defined as battlement to battlement on ctf_2fort. Base damage is the damage done at 512 units before damage variance or bullet spread. Ramp up maxes out at 0 units. Fall off maxes out at 1024 units. Explosive damage varies depending on how it hits a player, the larger the classes hit box and the closer you are to the explosion the more damage you will take, the further away from the explosion the less damage you can take. Explosions do the most damage when they happen at the mid point of a player model, the explosion will cover more of the hit box and thus do the most damage. Damages are approximate and determined by community testing.
Function times
- Attack Interval: 0.1
- Reload: 1.16
All times are in seconds. Times are approximate and determined by community testing.
Projectile Speed
- 1100 Hammer Units per second / 68.75 feet per second / 46.875 MPH / 75.438 KPH
Trivia
- This is the only demonstration custom weapon to have it's own video.
- This is the first custom weapon to use a different projectile.
- This is the second of AbeX300's custom weapon to not have a unique name, instead using the name as the original Revolver.
- This is one of the most overpowered custom weapons by AbeX300.