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Messages - Swollow

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Add-Ons / Re: [Weapon Pack] SWeps v2.0.1 + MORE
« on: April 13, 2019, 11:44:54 AM »
what happened to revolver spinning?
its still there

Add-Ons / Re: [Weapon Pack] SWeps v2.0.1 + MORE
« on: April 13, 2019, 12:37:20 AM »
melee weapons are being reworked, armor was never released, you can rip it out of mad max dump if you really want it, its incomplete

Add-Ons / Re: [Weapon Pack] SWeps v2.0.1 + MORE
« on: April 11, 2019, 01:03:39 PM »
I love the Ext. pack, really adds more of the same quality stuff.
Thanks for the explanation too on the last page, really shows how much thought went into designing the pack.
Overall, great pack!
hey lordician, great to see you, its been a while

tell me the Easter eggs
there are 5-7 secret weapon animations (depending on what you classify as) and 2 usable easter eggs

Add-Ons / Re: [Weapon Pack] SWeps v2.0.1 + MORE
« on: April 10, 2019, 10:26:32 PM »

Add-Ons / Re: [Weapon Pack] SWeps v2.0.1 + MORE
« on: April 10, 2019, 10:03:54 PM »
just cause we can use more content doesnt mean we’ll get it. i could really use a few hundred hours to decompress and work on stuff thats been building up but the laws of space time refuse to let me pause time
id say a bit more than a few hundred hours is about how much time was put into this pack LOL
Are there any planned updates as of right now?

well either way it should
theres a grand total of 5 custom sweps one of which doesn't work I think we could use the extra content
Since you did understand my message, let me really spell it out for you
this pack is very heavily quality over quantity, there's no point for 4 shotguns or 8 assault rifles
each gun fills its own role and is balanced together with the rest of the pack, this is a complete package

Heres a quick rundown of how the weapons were designed with an extremely strong emphasis on gameplay in mind

All the secondaries fill a different role as a secondary, its important to talk about them first as each one is supposed to be used in tandem with a respective
primary weapon from the pack

+the pistol compliments all primaries as being a little bit of kick when you need it

+the sub machine guns are good at preventing enemies from escaping and for gouging people from the side, they won't win in a 1v1 with an assault rifle, also the sub machine gun is the only gun that will notably mess with your movement by affecting your velocity, its perfect for tagging enemies

+the revolver is a high risk reward weapon the is heavily biased towards skill, the DPS for missed shots is abhorrently low compared to every gun in this pack, it stands out in this regard as the pro secondary a proper dodge with crouch or evasive maneuvers will render it worthless compared to the other secondaries

They excel at close range high damage encounters and should be paired with a strong secondary to make up for the lack of range, like the revolver or SMG
the double barrel shotgun is the absolute up close and personal weapon, its great for sneaking up on people or enclosed areas
the combat shotgun sports a much longer damage range and requires more aiming than the db shotgun

+Assault Rifles
These excel at all ranges and are all around the most meta weapons, they are meant to be paired with the pistol as they are strong in their own regards
the assault rifle has superior accuracy over the AK47 but less ammo, they both do virtually the same DPS although the assault rifle fires very very slightly faster, the ak47 is harder to master but is better at killing multiple people with the increased ammo, where as the assault rifle can take out enemies at a range more efficiently, although they can both fill both roles, each of them shines in their own regard

Depending on the focus of the gamemode you may want to weaken snipers, these weapons go very well with pistols to finish off close range opponents
If you want snipers to be a strong class then they should be paired with a sub machine gun, but never the revolver
the lever rifle is simple a combat sniper, it does high damage all around and has a low rate of fire if youre following so far, most primaries have a similar but different functioning weapon, which would be the crossbow, has a much lower fire rate, but its very hard to track projectiles from the crossbow making it sneakier, and also does higher damage, killing even with upper body shots, the trade off is the crossbow is probably one of the worst weapons at close range in the entire pack

These weapons are unlike eachother but all hold a special role

the m60 or LMG is a special weapon, it has a high ammo capacity very high firerate, and very high damage, and incredibly bad spread control, its main purpose is to be terrifying and it does so at most ranges but is very vulnerable to both rushers and snipers designed in mind for use by a tankier slow player or as a reward, optionally its power can be limited with ammo rarity

the flamer is also a special weapon, it is the other weapon intended to be absolutely terrifying by blinding your opponents with fire and killing them extremely quickly, you see someone with a flamer you get the forget away

the grenade launcher is a good weapon at range at eliminating vehicles and enemies inside buildings, its extremely powerful but very slow at firing, its intended to have its power limited by ammo, so it does become a little over powered when used with unlimited ammo, it is the only explosive firing weapon, when it really comes down to it, a rocket launcher is just a grenade launcher except better, so theres no loving point in making one as the grenade launcher is already over powered as it is


The grenades are split into 3 categories respectivley: Offensive, Mid/Utility, and Defensive

+the frag grenade is the perfect anti camp weapon, learning how to use it properly, how long to cook it, the angles will open up so many possibilities in combat, either killing people out in the open or people behind walls or in buildings
+the molotov is intended to either flush people out of areas you don't want them in or to prevent them from going in certain areas, its easy to avoid but you cannot stay in the location, it is used to control people, this weapon is less direct in the way it works but it can be used to entrap players or to escape them
+C4 is a defensive grenade that can be used to prevent people from chasing you or by camping with it to kill unsuspecting people, but can absolutely not be used offensively

+the health syringe is its own item... simple, it heals you, no other variant of this needs to exist

the additional weapons that don't fit into the two main packs were either made for fun or for specific gamemodes
+the flare gun is a utility weapon used to signal to people from long distance
+the UMP is actually a compliment to the SMG, although they are very similar the UMP has better accuracy but a lower fire rate and less ammo, the SMG doesnt need the UMP to stand as a secondary though
+the silenced pistol has a lower rate of fire and less damage than the pistol but its very hard to tell where youre being attacked from giving the user an advantage, it should only be used in asymmetrical gamemodes and is not intended to be thrown into any gamemode with this weapon pack
+the wasteland sniper is only intended for giant open maps and is extremely butt forget overpowered, it was created for the mad max gamemode, and the entire mad max gamemode is balanced around the sniper rifle, it will really offset the balance of any map or game if you do not take it into account
+the tommygun is just a joke weapon it was made for funsies

In conclusion each weapon was designed to fill a specific role or niche, they all function better or worse in specific gamemodes, this pack is designed to fill every possible role that should be necessary, along with an extreme attention to detail including but ABSOLUTELY not limited to every single bit of the model, animation, sound, and effects are crafted to in my eyes what i would perceive as perfection not even including easter eggs and additional things I have hidden into them just for the experience, along with all aforementioned concepts every gameplay mechanic is considered with each weapon individually and as a pack as a whole; every gun is supposed to feel good to use and serve its role as designed

tl;dr: forget you, I make addons for myself and spend extra countless hours of time just to make them usable for other people to enjoy

Add-Ons / Re: [Weapon Pack] SWeps v2.0.1 + MORE
« on: April 10, 2019, 06:48:25 PM »

Add-Ons / Re: [Weapon Pack] SWeps v2.0.1 + MORE
« on: April 01, 2019, 11:17:26 AM »
does this pack mess with fov in any way?
not under normal circumstances
only with one extremely specific easter egg that you have to go out of your way to activate

Add-Ons / Re: [Weapon Pack] SWeps v2 + MORE
« on: March 31, 2019, 04:13:50 PM »
what happened to those cool vehicles in the mad max battle royale thing
they aren't part of the weapon pack...
the code for them is in one of my content dumps i posted a while ago but theyre really embedded in the gamemode, eventually i might take them out and make them stand alone

Add-Ons / Re: [Weapon Pack] SWeps v2 + MORE
« on: March 31, 2019, 01:23:26 PM »
So glad you did this. You’re truly one of the greatest people we’ve ever had for this game.
This makes me moist.
hecking nice
thank you, if it werent for the constant support I would never bother to release anything

i feel like shooting legs should have some sort of strategic value rather than just being 0.75 damage. maybe a temporary slowdown debuff that stacks to a certain point?
legs having lower damage discourages leg aiming which is a trend i noticed evolve from blockland combat because of the crouching hit box and uniform damage of weapons meaning with most blockland weapons you have absolutely no reason not to aim for the legs since your bullets will then hit them whether or not they are crouching, the combat flow that evolves from this weapon pack encourages the use of strategic crouching to avoid damage in the right scenarios, you are rewarded heavily for shooting players higher up on the body, crouching poses a significant risk since it will increase the damage you recieve by ~110% but will decrease your hitbox

also worth noting the smgs actually have a stacking slow debuff on them because the knockback is a lot higher than the other guns making it difficult to move while being shot by them

Also: released an update to the silenced pistol to make it more balanced and viable

Add-Ons / Re: [Weapon Pack] SWeps v2 + MORE
« on: March 31, 2019, 01:27:24 AM »

/!\ NOTICE /!\

If you have SWeps_Ak47 or SWeps_GrenadeLauncher
delete these from your addon folder as they are now part of SWeps and SWeps_Ext respectively

Every one of your Sweps addons must be updated to the ones here, otherwise stuff may not work properly

Prefs [^]
$Pref::Swol_ReserveAmmo       booltrueTurns on reserve ammo, requiring you to pick up ammo
$Pref::Swol_NoAmmoboolfalseGuns do not need to reload at all
$Pref::Swol_NoBulletWhizboolfalseDisable bullet fly by sound effects
$Pref::Swol_BulletWhizOutOfMinigameboolfalseAllow bullet fly by effects to happen outside of minigames
$Pref::Swol_SWepsBloodbooltrueEnables the blood effects in the gun pack
$Pref::Swol_SWepsRicochetsDamageboolfalseAllows bullet ricochets (on revolver and lever rifle) to deal 33% damage[/td
$Pref::Swol_SWepsPrefLeverRifleScopeboolfalseputs a scope on the model of the lever rifle (not useable but looks nice) (requires restart)
$Pref::Swol_SWeplovetraAmmoBoxesboolfalseadds additional ammo datablocks for model variety (mostly adds closed ammo box variants and heavy crate)
$Pref::Swol_SWepsDisableAmmoBoxDB           bool        false          disables the ammo box items (only use if you dont plan on using reserve ammo and want less clutter in item menu) (requires restart)

Partial ChangeLog from v1.3 -> v2 [^]

Many changes were made, these are the major ones i can remember and am allowed to legally disclose

You must now hold down the trigger for 0.18s to fire the revolver

Added to the pack
3 shots, does headshot damage

looping distant sound effect system added
firerate increased
firing sound made better
damage increased
spread increased
heat spread increased
ammo capacity decreased from 200 -> 75

added to the pack
heat spread increased considerably, making it no longer deadly accurate when spraying

Assault Rifle
ammo decreased from 30 to 20
model updated

damage increased from 20 -> 25 considerably buffing the pistol

spread increased, damage decreased


Add-Ons / Re: [Weapon Pack] SWeps v2 + MORE
« on: March 31, 2019, 01:12:29 AM »
Extra Addons that don't fit into a pack  [^]

Flare Gun
The war boys are coming

When fired into the air explodes into a flare to alert
deals fire damage

Download SWeps_Flaregun

Tommy Gun
Its starting to feel like the 20s

.45 ACP
17 DMG
50 Ammo
High ROF

Download SWeps_TommyGun

Generic AF

Small Rounds
17 DMG
25 Ammo
High ROF

Download SWeps_UMP

Silenced Pistol
Fires sneaky bullets

Small Rounds
20 DMG
12 Ammo

Download SWeps_SilPistol

Wasteland Sniper
Control the entire map

Sniper Rounds
50 DMG (250 DMG Headshot)
Instant Raycast
Right click to scope
If you have selectiveghosting, will create lens flares at a distance
5 Ammo

Download SWeps_WSniper


Giant melee package, it has its own topic here:

View SWeps_Melee

Add-Ons / [Weapon Pack] SWeps v2.0.2 + MORE
« on: March 31, 2019, 01:12:02 AM »
Table of contents
Misc Weapons

06/02/2019   Fixed a bug which caused the dbshotgun to not work
03/31/2019   Oops fixed a major issue, if you are one of the 20 people to have downloaded prior you should.. redownload
03/31/2019   Fixed the damage on the silenced pistol and decreased its ROF
03/30/2019v2 Released, v1.3 -> v2 changelog

SWeps [^]
Version 2.0.1

Hey forgeters, massive SWeps update

over 2 years of fine tuning
blood effects
wonderful soundwork (some credit to arekan)
incontestable quality and detail
See what the critics are saying

Bullets make a whizzing sound when they fly by you
Weapons have a heat system, if you spray your aim will suffer
Weapons have damage falloff based on distance and gun (shotguns unaffected)
Weapons deal damage depending on where on the body they hit (shotguns unaffected)
Stomach    x1

A sidearm to pair with any primary

Small rounds
25 DMG
12 Ammo

A box that sprays bullets

Small rounds
13 DMG
32 Ammo
High ROF

A handheld cannon

Magnum rounds
Must hold down trigger to fire
48 DMG (250 DMG Headshot)
6 Ammo
Very Low ROF

DB Shotgun
Hasta la vista, baby

Shotgun rounds
12*30 DMG (360 Max) (Wide Cone)
2 Ammo

Combat Shotgun
Did somebody call SWAT?

Shotgun rounds
14*14 DMG (196 Max) (Narrow Cone)
6 Ammo

Assault Rifle
Government imposed terrorism

Medium rounds
Better recoil control
25 DMG
20 Ammo
Medium ROF

The perfect gun to liberate a country with

Medium rounds
Weaker recoil control
25 DMG
30 Ammo
Medium ROF

Lever Rifle
Get to that grassy knoll

Magnum rounds
50 DMG (150 DMG Headshot)
3 Ammo

The fatherforgeter of all conventional firearms

Heavy rounds
Shots ring out loud and true across the map
40 DMG
75 Ammo
High ROF

SWeps EXT [^]
Version 1

Sneaky sniper

Crossbow bolts
95 DMG
1 Ammo
Very Low ROF

Grenade Launcher
No gods no kings

40mm Grenades
Boom DMG
1 Ammo
Very Low ROF

I just want to start a flame in your heart

Flamer Fuel
Low Range, Extreme Damage
Weapon does not reload, uses any flamer ammo you have
Fire DMG

Frag Grenade
Get behind cover!

Fires out shrapnel, if you aren't behind cover when this thing explodes near you, you will die
Boom DMG

Control any mob with gasoline in a bottle

Fire DMG

Wait for it....

After throwing out some C4, trigger it with right click, can pickup your own c4 by clicking on it
Boom DMG

Mix with my blood

Heals you for 75 hp over time

Download SWeps

Download SWeps_Ext

General Discussion / Re: what was your first server on blockland?
« on: March 26, 2019, 11:32:44 AM »
paper mario thousand year door rp, got banned 2 minutes in for spawning a rocket launcher and just repeatedly shooting the only two people on the server

Off Topic / Re: *sips* Heh, Tier+Tactical was a good modpack.
« on: March 07, 2019, 12:53:33 PM »
T+T1 > T+T2

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