Author Topic: Scenery's TOURNAMENTS - SEASON THREEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE  (Read 105848 times)

WHEN THE PREMIERE ACTION SERVER IS BACK AGAIN
« Last Edit: September 14, 2016, 10:46:03 PM by kongo »


ok the server is back online and we're going to be making updates over the next few weeks
planned updates:
- double elimination tournaments
- best out of 3 rounds (we're not doing this forget you you for telling me that we were doing it)
- stuff that you can buy with paperbags and cheaper hat acquisition
- more music
- an official tournament at some point where the winner will get a gifted steam game or some stuff
- balancing out weapons before the official tournament begins
- a statistics system so you can see how many matches you've won/lost and how many bullets you've fired or some bullstuff
- an official release in the gamemodes section once all this stuff is done

also hat data is saved so don't worry about losing your hats or anything
« Last Edit: September 17, 2016, 08:46:38 PM by Gytyyhgfffff »

Oh hello everyone welcome back to the game
Don't forget to collect your paperbags at the entrance.

ok one update already:
hats now cost 3 paperbags instead of 3 party hats
1 paperbag is awarded every match win
3 paperbags are awarded every tournament win

edit: update 2:
something like this appears at the start of every round in your chat
« Last Edit: September 14, 2016, 11:45:13 PM by Gytyyhgfffff »

nooo dont reveal all the cards in the opponent's hand at the beginning of the fight that removes so much of the depth

forget me i forgot how good this server is

i take it back it barely changes anything proceed


wait is it BACK
i can railgun people for my homeland once more

« Last Edit: September 15, 2016, 06:17:37 PM by Gytyyhgfffff »


sidearm tier list
exact placement doesnt matter only tier

-a tier-
guns that are so good they are almost mini primaries or fill a niche so absurdly well they force an opponent to continuously play around them

shotgun
rocket punch
fireball launcher

-b tier-
very good weapons a few screws loose of a tier. while all of them have some slight weaknesses these guns aren't to be messed with

twin smgs
twin bayonets
nailgun
saw! tomahawk!
rotary grenade
assault rifle
micromissiles

-c tier-
more gimmicky weapons that aren't overtly terrible and certainly find themselves places in niche builds but their gimmicks aren't good enough to carry the weapon.

gravity grenade
fire wave
wave rifle
beam rifle
static beam

-d tier-
weapons that just suck. all of them have better alternatives in the higher tiers that completely invalidate their existence or are just awful. buffs or mechanics changes are necessary.

target shotgun
twin shotguns
« Last Edit: September 16, 2016, 04:04:15 AM by DestroyerOfBlocks »

Absolutely agreeable.
Some good combos I'd say are:

Rocket Punch + Sniper: Hitting with both of these weapons in any order is a kill. The knockback from hitting with rocket punch sets the sniper for an easy kill. Hitting with sniper first allows you to break the shield if you're still approaching.
Rocket Punch + Gas Op: Same with sniper, except provides more mobility. Downfall is, the sniper performs much better as a weapon on it's own for when you find troubles closing a gap, and unless there's a wall, or you're willing to crouch to get a better impulse angle, you can't really open with the gas op.
While the above two will get killed by a super shotgun at rocket punch range, you still hold the mobility/range advantage with your primary.

Fireball + Sniper/Warhead: Sometimes these weapons can be a pain in the ass to use if your opponent keeps running to recover their shield. Tagging them with fireball will cause their shield regen to stop, and most times, deplete again before you're ready to shoot. Letting you secure those sweet kills.

Gravity + Warhead: Especially effective against an opponent using a weapon they need good aim with. The gravity can repeatedly put them where they don't want to be, while potentially putting them in warhead kill situations.

-d tier suggestions-
Twin shotguns could maybe get some sort of 'combo' buff. If you only hit with the right shot, does normal damage. If you only hit with the left shot, still only normal damage. But if you hit with right, the left will do much more damage. Possibly killing an unshielded opponent, or severely wounding them otherwise. It would have a range advantage over rocket punch, but a disadvantage in overall damage, considering the skill required and slower firing speed.
Target Shotgun: I'm not sure why, but I'd like to see some kind of 'horizontal-only' knockback. Kind of like a "forget you get off" without the chaotic unpredictability of throwing them into the air.

weapon ideas:

primaries

Mobeel Satellite • a bot that fires a machine gun at the enemy if it can see it. has perfect accuracy, but can be shot down, the projectiles do noticable knockback (pushing the enemy out of optimum range) and the projectiles travel slowly enough that outside of a short range (16 bricks or something) they can easily be dodged and the satellite can destroyed- you can replace it the instant it goes down, but it takes 4 seconds to prime after placing. has 150 hp
Satellite Missiles • the same as above but instead of firing a machine gun it fires a missile that explodes at a consistent range and can take more damage. has 300 hp, takes 8 seconds to prime. deals higher per-shot damage

for now just use the machine gun / missile storm models with a transparent player, and mount it to their hip

both satellites are designed as decoys / extra fire density weapons. destroying a satellite causes it to explode like a rotary grenade, potentially killing anyone nearby. they're especially useful as anti-rushdown tools but probably won't get a kill unto themselves

Plasma Star • a glowing blue bolt that suddenly stops exactly 1 second out of the barrel, then becomes a glowing 'star' of energy before suddenly exploding exactly 3 seconds later to deal surprising (40~) damage over a wide (larger then the missile launcher) area. the Plasma Star fires 3 shots in a bullpup-length burst.
Heavy Star • designed for area denial. rapidly fires an area of effect projectile that flies in an arc, as opposed to the stock Plasma Star. the Heavy Star also fires exactly 5 stars in a long burst, which can more then kill a target, but due to poor alpha strike damage it's more of a trapping weapon

use one of your many laser models

directly hitting an enemy with a Star weapon will cause the Star to bounce off and for the enemy to take some knockback and some inconsequential damage (like, 10 per hit). it's a zoning weapon, and a weapon that forces enemies out of cover

Trick Missile • 'fires' very slow missiles (like the missile storm) that creep out of the barrel and slowly fly toward their target, but when you release the trigger all the missiles suddenly shoot out at normal missile speed. walking into the missiles also causes them to detonate (potentially causing you to kill yourself). you can switch to another weapon and fire it to make better use of your trick missiles, which will still fire when you release the trigger allowing for you to attack from two places at once
RC Missile • fires a missile that can be 'refired' toward wherever the player is currently aiming by pressing the fire button again. the missile is just a stock missile launcher missile, but only one missile can be out at a time making the reload time effectively much longer except at very short ranges

use the drunken missiles model

Charge Beam • click and hold to charge beamu. charging the beam causes a slowly growing explosion to appear from the barrel of the gun, until the explosion completely eclipses your player character. release at any time to fire a beam that deals damage and causes an explosion that increases with the amount of charge you've put into the beam until it's a warhead-sized explosion that instantly kills on a direct hit and busts shields if only the explosion hits, after 20 seconds of charging. you can 'store' a charge by just putting the gun away before you fire it, and at 7 seconds of charging it's already basically a superior version of the railgun (and at 0 seconds, it's just the beam rifle). taking a hit takes a second off your charge, and while the charge is standing by it slowly loses charge at the same rate that it gains charge

use the railgun model

this is a weaponized timer scam

secondaries

Flash Armor • a secondary 'weapon' that just makes you invincible for half of a second, to resist things like airshots and direct shotgun attacks. sacrifices your actual secondary weapon, however, and can only be used every 8 seconds (and increases every time you use it, to 12, to 16, to ultimately 20 which is like the entire rest of the round). also clears fires

forget i dunno

other stuff

turn down missile l's rocket jump impulse (as in, the self damage impulse) to like 70%
« Last Edit: September 16, 2016, 04:58:06 AM by Bushido »