samedi 18 juillet 2015

KF New Perk: Sub-Machine Gunner / Sub-Gunner

First of all, just to show I'm not kidding around, this and this are what I have so far.

I have yet to finish it, so in the meantime it's sitting on a custom server that I admin (where they were nice enough to let me experiment online with it).

One of the issues I [might] have is that fact that everything other than the Beretta 93R, Kriss Super V (non-medic Schniedzekk), and MAC-10 unsilenced were made by other people, and I tweaked their coding to reflect their IRL counterparts' stats. Not sure how tolerable that might be.

As for the perk itself, I gave it a movement bonus so they could basically keep up with Berserkers running around a map. Their lower weight limit is to balance that out, and while all their weapons are relatively low-weight, I want to give them all enough recoil to make prolonged hip-firing prohibitively wasteful, at least for lower-level/non-users of the perk.

Since their damage output is kept low (to reflect that they're mostly shooting .45s and 9x19s), in order to let them do more damage on higher difficulties, I added a grenade-replacing piece of code from the base Firebug perk, and made a Shock Grenade that causes the zap effect when it explodes. There's also Zedeks' K-Volt port, whose firing code I altered so its shots also apply zap when they connect. I've never played Crysis, but from the gun's description I read, it ought to be reasonable to let it shock enemies as well as cause some ballistic trauma.

Anyway, I'll post again, after I finish tracking down who made what gun. I'll put them in a spoiler text so people can see what's in the perk already, maybe a yay-or-nay on what should be kept or added.


KF New Perk: Sub-Machine Gunner / Sub-Gunner

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