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vsh-rewrite's Issues

Bonk Boy

Eventually I want VSH to have atleast 1 boss for all 9 classes and not have ninjaspy as a 5th Spy boss. We don't have a scout boss yet, and while I want to keep all VSH bosses related to TF2, Bonk Boy sounds like a best fit for it.

Some ideas and thoughts on how this would work:

  • No super jump, but extra speed and double jump instead. Can have increased jump height or triple jump if needed.
  • With scout's fast melee swing and speed movement, less melee damage is obviously needed. Perhaps somewhere 90-100 dmg for 125hp class to survive 1 hit.
  • Sandman as a melee weapon without rechargeable ball, and bringing back old stun.
  • Rage give several balls to spam the hell out of it, probably scaled with player count.
  • Significant amount of "bonk" sounds to show even more annoyance.

If course some ideas may be changed/replaced, but that's a start.

Player outline

I really don't see why outline needs to be a thing, nor why should boss see you through walls, isn't it the hale's job to find that one engineer hiding somewhere? It only promotes toxic playstyle and less engagement from Hale.

I propose for it to either be removed, only limited to non-wallhack outline, or two-way one, where player and boss see each other at all times. Last suggestion would probably defeat the purpose of outline, but it's existence is questionable in the first place.

Feel free to discuss. Does it make playing as Hale significantly more enjoyable? Do you feel like doing well as red puts unnecessary pressure on you?

Brave jump wait period

Similar to HHH, I suggest to add 7β€”9 seconds cooldown to brave jump after round start to prevent spawncamping by Hale, most maps in rotation can easily be crossed in no time

Can't capture neutral CP while reversing enemy team capture progress

Only affect maps with CP at custom position from config.

To reproduce:

  • Red team start capturing neutral CP, then walk out without finish capturing CP
  • Blue team step on CP to reverse red's capture progress
  • When progress reaches 0, Blue team can't start capturing for its team until walked out of CP then walk back in

Outline notification.

I am not asking for the removal of a gameplay feature, which is a just a genuine retarded take, just a notification, same as when you get milked as hale.
I was informed by the last boss player that despite being invisible as spy I was outlined, thereby removing the entire purpose of cloak.
Please add a notification to avoid such infuriating deaths. Thanks.

Weapon Rework Proposals

Huo-long heater:

  • Trade minigun spray for a full auto shotgun.
  • Reduce ammo down to 50.
  • Infinite clip.
  • Hits on burning targets do more damage and gain mini-crits
  • Hits on burning targets returns ammo to the total.
  • Maybe have each shot unbuffed do 95 damage flat, less than the other shotguns to make up for being fully automatic?

Mann melter:

  • Each hit with the weapon adds 10%-15% Firerate/reload and damage.
  • Holding RMB prevents rage stun/eats projectiles its facing?

Bizarre bargain:

  • No Sniper minicrits
  • Headshots do more damage the more heads you have (less damage than stock until 2 heads, capping out at 300 on non-charged headshots)
    -collected head damage does not apply to body shots

Scorch shot:

  • No direct impact damage
  • Afterburn is only applied by flare explosion
  • Reduced damage for flare jumping
  • Ammo count reduced to 8 flares total

Menu option:
Have the ability to switch to a reskin for specific weapons to allow more unique weapon ideas in the future based on said reskins?

Dragon's Fury repressurization rate

Attempt to use airblast while having less than 100% will lead attribute responsible for repressurization rate to trigger;
basically not being able to shoot/airblast for solid 2 seconds in exchange for nothing.
Attribute 2064 manipulations doesn't do anything.

Limit on spawn

I have a plugin for spawn ammopacks and medkits. Who knows how to set a limit on spawn?

Re-add Weightdown

#56

Allow boss to slam down into the ground while superjumping, looking down and crouching. Also likely will have no knockback whatsoever during weightdown, if that's easy to do.

make neutral dome grey

white is a bit hard to see on some maps and the white flash on your screen when you're near the edge makes it really difficult to see anything compared to the other dome colors

grey would be best option that still represents a neutral color

Nerf/Change Cloak and Dagger

In it's current state it's kinda busted ngl. On top of the speed + Jump boost that you get from it you also:

  • Keep the invisibility even when cloak has ran out
  • Keep the cloak damage reduction from hale hits

If the map has alot of health packs or alot of buildings/objects you can jump on that would normally force hale to superjump then it's not a really fun game for them. So here are my ideas:

  • Disable the cloak when it's energy runs out (and on the topic of that disable ammo pack energy regen maybe)
  • Make the spy recieve more damage if the cloak runs out of energy
    Or alternatively:
  • Make it so the cloak gives you the speed + jump boost for ~5 seconds and keep you invisible but once you run out you will rapidly start losing health and you'll be revealed (5-10 health per second maybe?)

That's all i could've come up with. Still a really fun weapon to play with

VSH breaking stock CP-based modes

Even with no other plugins installed, having the VSH plugin on the server is causing other control point based gamemodes to break, even though the mode should be entirely disabled (with vsh_force_load set to -1) outside of VSH specific maps.

Control Points maps end the round as soon as any point is captured, with a victory for the capturing team.
KOTH allows you to cap, but neither team's timer ever starts.
Territorial Control is all kinds of messed up
Payload, like CP, ends as soon as one point is captured.

These are just the modes I tested.

I don't know if this is some issue with my server specifically but I did disable every other plugin besides VSH and the ones VSH depends on, and it made no difference.

Announcer Minion's Weapons

When announcer shot someone to become minion, 3 problems occurred with weapons:

  • All weapon wearables get removed, which includes soldier boots, demoshield, etc.
  • If player changes his weapon loadout after round starts and before weapon get shot, his swapped weapon get removed, and get nothing in return.
  • Weapon attributes from VSH balances does not get reverted back to what it was (e.g. gas passer explosion is kept after switching to minion).

Possible crash with TF2Items

Full story behind is somewhat complicated, but its possible for server to crash from either mapchange, or plugin reloads mid-game while having TF2Items loaded. VSH and TF2Items both tries to hook GiveNamedItem using SourceHook and some fuckup when this happens.

Team Dome

Lots of ideas by Zane so thanks for that.

Currently dome deals damage to both team, pushing both to near death. However usually only one team need to be in penalty from dome, depending on which team stalls. So this Team Dome idea popped up for this.

  • Dome does not appear/start automatically, But CP unlocks instead. likely using same timer as current dome.
  • Capture time should not be based from map's time, always same/hard set from plugin.
  • Both team can capture. Team cannot block capture progress, but capture rate will be slowed down instead.
  • Once CP is captured, round won't end but dome will spawn instead. Dome color will be same as whoever team captured point.
  • Dome will only deal damage to whoever team not owner of CP capped.
  • Team can recapture CP to flip dome color and damage to opposite team.
  • Dome speed will likely be faster to compensate with cap required to start dome.
  • Dome freeze depends on who captured CP. If attack team, freeze when attack team died. If boss team, freeze when attack team damages boss. This idea is for losing team to counter back captured team, showing less stall happening.
  • Somehow deal with map's new dome pos from config, possibly X radius needing to be nearby CP to capture.

Nerf medic healing sentry

Either reduce fire rate to whatever amount, or give engineer minicrit instead (which would also nerf a lot of combinations with it)

Add preference to add glow outline to boss

If preference is enabled (default), bosses and minion would have white glow outline to easily see where boss is while millions of teammates block view. Outline won't be shown if boss is behind the wall or solid brushes. White outline should also not be shown if sniper rifle's global team outline is shown, to easily indicate boss's glow can be seen anywhere rather than visible areas

Natasha Rework suggestion

Natasha new attributes :

  • Remove hp gained on hit
  • Add the MvM rage meter to turn bullets into rockets for X ammount of time
  • Maybe have a delay between rage recharge

Boss Concept: Samyro

Another Pyro boss that isn't El Muchacho. Samyro is a more vanilla-like boss intended to co-exist with Pyrocar that utilizes an underused feature, Mannpowers, to create a rushdown-type boss.

What is Samyro: A chaotic Blu Pyro that uses a Half-Zatochi and wears The Last Breath and The Flamboyrant Flamenco. People who want more information can go to the wiki page below.
https://tf2freakshow.fandom.com/wiki/Samyro

Theme: https://www.youtube.com/watch?v=qae4OZZKsR4

Basic Statistics

  • Mediocre base health (Comparable to HHH Jr.)
  • Average speed
  • Average damage requirement for rage
  • Uses the Half-Zatochi with the typical Hale Stats.
  • Can wall-climb

Passive: Endless Rage

  • Samyro passively builds up additional rage over time.

M2: Agility

  • At 100% charge, Samyro can use this ability and gains the Agility Mannpower for a short period of time (possibly ~8 seconds).
  • Large cooldown- Atleast 30 seconds.
  • Automatically put on cooldown if rage is activated for the duration of it.
    (The bonuses the boss uses from the Agility Mannpower are the large movespeed increase and the jump height increase)

Rage: Applies the Haste Mannpower and the Battalion Buff for 12 seconds.

  • Overrides the Agility Mannpower
    (The bonuses the boss uses from the Haste Mannpower are the movespeed increase and the firerate increase.)

200% Rage: +2 seconds of rage duration, additionally adds Uber during the duration.

This is the initial idea for the boss and his stats, right now it's open for any changes and recommendations.

Thermal Thruster Suggestion changes

I thought of something to fix the pyros being able to escape you twice in the span of 5 seconds.

  • Make fuel for the thruster build up on damage dealt and not timebased (same to recharge after use)
  • One free use when beginning the match

Airblast Rework proposal

Changing airblast from requiring damage to a simple timer would not only make airblast easier to balance, but also allow it to act like a secondary ability for pyro primaries, allowing them to serve different purposes and give players a reason to use neglected flamethrowers like Degreaser and Backburner.

e.g. Stock being the most basic can have the lowest cooldown airblast (15 seconds)
Dragon's Fury already being unique and has a decreased repressurization rate can have a longer cooldown (20-25 seconds)

As for the Degreaser and Backburner, they need more than just their base stats to stand out as primaries worth using.
Degreaser: +200% airblast force, 30-40 second cooldown. This keeps the Degreasers' niche as a supportive flamethrower, allowing it to forcibly disengage Hale to save teammates or just push them off the map, with a high cooldown to stop it from making a pyro impossible to catch.
Backburner: On a successful airblast, Axtinguisher-like expunge of all afterburn, dealing damage equal to the amount of afterburn damage remaining (not sure how easy this would be to make), 20-25 second cooldown. Gives the Backburner an extra source of burst damage almost like a combo-finisher, focusing on its offensive stats.

balloonicorn pyro boss

base class - pyro

cosmetics - combustible cutie, balloonihoodie, balloonicorn, scorched skirt, crispy golden locks.

boss theme - Do you believe in magic (by the lovin spoonful)

https://www.youtube.com/watch?v=ATY3-8PlCRw < link there if you haven't heard it.

hp - 700 per player

recharge ability - jetpack

melee weapon - lolichop (face melting)

deals around 165 damage per hit

gains rage after taking 3000 damage

rage - grants the pyro an aoe effect (based on the taunt kill of the rainblower)
the rage would set targets on fire that stay in the area and deals afterburn damage.
the aoe area extends out in a small sphere around the pyro (don't really have a set hammer unit size for it, between 600 and 800 sounds like a good range)
it will fade away after 8 seconds of being active.

anyone killed by this becomes a balloonicorn minion with the ability of a jetpack. (using a balloonicorn model on top of a small pyro with a jetpack and fire axe)
the minions don't do a lot of damage, somewhere between 30 and 40 in my opinion sounds fair.

boss passive: everybody on the server visits pyro land :) (applies the pyrovision goggles effect to everyone on the server)

thoughts and feedback would be appreciated, especially if someone could help me out with the ranges for the rage being acquired and the rage radius. (that would be great)

medic healing bug with buildings

if a medic is healing a building and an engineer picks up said building, the medic will continue to be healing it instead of stopping

Redmond Mann spells stop working on the Redmond and Blutarch DUO

Not sure if this is an issue with the server acting up today or if this is a new bug. But if Redmond uses his rage ability to summon a ghost Monoculus and it spawns in an area where it cant spawn, such as a tight door way, it seems to disable both spells. Including his teleport spell and his rage ability. Scouts getting scared upon rage activation still functions, however spells no longer function, as the "cannnot interact" sound effect players instead, indicating that a spell isnt selected.

Vagineer Rage Proposal

Because for an entity with lovecraftian capabilities, the rage being the Vagineer just building sentries is a bit out of place. While the rage itself is fine (and can certainly be reused for another engineer boss if it were to be replaced), a new one that can fit thematically would be better. Coincidentally, we already have something that could be reused for the new rage, which is the Magnet modifier effect. The magnet effect would serve to better fulfill the fantasy of playing as everybody's favorite genitilia faced engineer by forcibly dragging people into certain places they dont want to be in while not being capable of doing much to stop that. The general abilities of the rage at minimum would be:

100% Rage: Magnet effect (Maybe at its strongest a little stronger than normal B1 wind) + Uber
200% Rage: Stronger and Longer Magnet effect (Probably as good as the strong B1 wind) + Uber

No exact duration and range numbers, but around 8-12 seconds for the duration and at least having the range of a 200% Hale range may be fine depending on how the rage plays out in practice. Anyways, I thank anybody who has read this and I hope this may be considered in the future. :)

Announcer: gun suggestions

  1. add better sound on successful hit (current one isn't that noticeable/loud enough)
  2. add some kind of visual indicator on successful hit; could do damage numbers by making it deal only 1 damage, or show text to screen on hit ("player will join your team in x seconds!")
  3. make gun more useful when hitting sentries/buildings in general, currently only does 40 damage like normal revolvers, could potentially make it instakill like legacy vsh

Add ConVar to enable/disable RPS

Nice friendly servers like to last man RPS against hale, but we evil grumpy redsun server don't like that and blocks taunt. Add convar for servers to choose whenever to enable or not

Monoculus Boss proposal

This is a general idea i had for a Monoculus boss.
M1 attack
Rocketlauncher with ammo regen
Rockets would do -25% damage (90max damage)
Normal rockect speed
Normal Blast Radius
Rage:
Monoculus rocket barrage-> Faster firing speed, minicrits rockets, +an amout of rockets (10 for 100%, 20 for 200%)
Passive
Boss will be able to fly at soldier movement speed
M2
Portal: Monoculus shoots a portal that sucks in nearby players; they won’t take damage but they will be an easy target (maybe it can shoot a big sticky that spawns the portal idk)

Boss: The Last Yeti

The Yeti from Jungle Inferno would make a good Heavy boss.
The model is already present in the game (models/player/items/taunts/yeti/yeti.mdl) and has the same armature as the Heavy model, meaning his animations can be used.

If this idea is well received, then I'll personally try to add this boss to the gamemode.

General Description

The Yeti should be a tanky Heavy boss with a lot of HP (800 base HP, +850 HP per player). Super jump and rage gain can also stay the same as Saxton Hale's.
As a trade-off this boss is going to be really hard to miss. A big, white model and loud footsteps will make sure of that.
We have too many sneaky bosses, I want to go rambo mode.

Passive Ability: Ground Slam

Every time the boss lands from a super jump, the ground trembles and everyone in a small radius around the impact takes damage and gets flung up into the air.

Rage: Radial Freeze

Upon activation, the boss slows down all players in a certain radius. After 3 seconds, all affected players are completely frozen for x seconds and can not use any of their weapons. Freeze radius and duration depend on rage percentage.
This allows players with good reactions to escape during the first phase of the rage but leaves them extremely vulnerable if they fail.

Sounds

When it comes to sounds, there are not too many related to the Yeti in the game but I'm sure if we use them effectively this should not be a problem.

Music:
ui/gamestartup27.mp3 - Jungle Inferno music

Round Start:
ambient_mp3/lair/animal_call_yeti1.mp3 to ambient_mp3/lair/animal_call_yeti7.mp3

Yeti roars:
player/taunt_yeti_roar_beginning.wav
player/taunt_yeti_roar_first.wav
player/taunt_yeti_roar_second.wav - Would make a good death sound

Other sounds:
player/taunt_yeti_appear_snow.wav - Can be played to REDs who are in the rage radius
player/taunt_yeti_land.wav - Ground stomping passive

Footsteps:
player/footsteps/giant1.wav
player/footsteps/giant2.wav

'takedamage' and 'attackdamage' tag called when boss is ubered

For example, Your Eternal Reward backstab count still get increased when boss is ubered, Market Gardner announce etc.

4 options to fix this:

  • Go for the lazy way, update every tag functions to add uber target check
  • Disallow takedamage and attackdamage called when boss is ubered, this however will mean sniper rifle able to deal knockback to uber bosses, and possibly some other stuffs
  • Add config filter to check if victim/attacker is ubered or not
  • Add target filter, and use target to check other filters

If we go for route 3, filter config could look like this

"filter"
{
	"victimuber"	"0"	//Is victim not ubered?
}

If we go for route 4, filter config could look like this, however there 4 more ubercharges to check aswell (from TF2_IsUbercharged stock), and adding notcond filter

"filter"
{
	"target"	"victim"	//use victim boss to check below filters
	"notcond"	"5"		//Is target (victim) not in cond 5 (ubercharged)?
}

Likely going for route 3

Degreaser rebalance

Degreaser's stats should be inverted.

The point of the weapon is for pyro to be more agile with its increased switch speed.
So give it a weaker airblast (say 25 or 33% or even 50% weaker) but give it a shorter cool down.

(Idea by Rinzor)

Weapon Reskin Decloning Proposition

There's plenty is gimmicky stuff that could be done and with the amount of reskins there are, they could be used to provide a handful of different options, ranging from having slight differences to pretty much being a new weapon without having to cannibalize an existing weapon in the process.

These are the list of accessible (aka craftable) reskins that could plausibly receive new stats to differentiate from their original counterpart.

  • Three-Runed Blade
  • Unarmed Combat
  • Nostromo Napalmer
  • Maul
  • Postal Pummeler
  • Lollichop
  • Bootlegger
  • Nessie's Nine Iron
  • Scottish Handshake
  • Apoco-Fists
  • AWPer Hand
  • Fortified Compound
  • Wanga Prick
  • Sharp Dresser
  • Conscientious Objector
  • Freedom Staff
  • Bat Outta Hell
  • Ham Shank

An rough example of how one of these weapons could be changed is below.

Nessie's Nine Iron

  • +Movespeed bonus per head
  • -No damage bonus per head
  • -25 Max Health (attribute 125)
  • -No crit boost (attribute 288)

Expanding the options players have, in my opinion, is something that is worth doing while it also helps keep the mode fresh with new stuff for the Red team to play with.

Minigun damages with falloff and minicrit

Current minigun is somewhat similar to TF2, but with minicrit bonus from medic:

  • Medium-long range deals 5-10 dmg per bullet, while missing many shots with bullet spread
  • Close range deals 27-52 dmg per bullet, and likely to get many hits this close. That's about 8-10x more damage than medium-long range in average
  • Medium-long range with minicrit deals 12-24 dmg per bullet. Because minicrit/crit get less effects from damage falloff, thats over 2x more dmg. While minicrit generally only deal 1.35x dmg
  • Close range with minicrit can deal up to 73 dmg per bullet. Thats about 2000 dmg with just 30 bullets.

Removing minicrit from medics is not something i want to do, keeping it simple for "everyone gets X". And even then, 52 dmg per bullet is still quite a lot.

Overhauling damage from minigun could be done. Much less damage from close range, and minicrit bonus more streamlined with 1.35x. Damage from medium-long range shouldn't be changed much, maybe even buff a little.
This idea however won't be easy to do in code, because of falloff and minicrit dmg is not easy to change or detect. Hopefully there a way to do it.

merasmus boss concept.

  1. boss - merasmus

  2. base class - sniper

  3. health tbc,(800 per player is my current proposal)

  4. right click charge ability - halloween rocket jump spell

(after charging up to 50% merasmus gains 1 use of the spell capping at 2 being stored at any given time.)

  1. rage(s) what rage merasmus uses is based on his current rage percentage

rage 1 50% to 100% bombinomicon - merasmus gains a rocket launcher that shoots rockets using the bombinomicon model the rocket launcher starts with a clip size of 10 that should do around 90 damage on hit.

rage 2 101% to 175% reverse shove - players near merasmus are pulled in towards him (sort of like a reverse airblast) range is to be confirmed but around 500 hammer units sounds alright to me considering how big some maps can get.

rage 3 176% to 200% Flares - merasmus raises his staff in the air and pushes all reds into the sky dealing 60 damage and igniting anyone within a 1000 hammer unit radius shooting them into the air at a high speed.

upon using any of the above rages all of merasmus's rage is consumed and any of his previous rage effects that would give him something are nullified (rocket launcher, reverse airblast etc, no stacking effects.)

  1. his melee should simply be the freedom staff until i can find / create an actual model for merasmus's staff (unless that already exsits somewhere.)

  2. the general idea of this boss is to give rage and super jump as an expendable resource for the boss to use to their advantage, requiring a more strategical approach.

  • so, any thoughts on about this boss design? anything at all is appreciated, thank you for your time.

Gamemode noticeably lags when too many bosses/minions/zombies are alive at once

Making an issue so it isn't forgotten. It wasn't always like this, but I wouldn't be able to tell when it started happening. This is easy to reproduce in normal play with multiple battalion soldiers or seeldier rages.

Doesn't seem to matter if the boss is complex and checks stuff every frame (such as multiple pyrocars, though I'd assume it'd add a bit to the lag) or is as simple as a boss could be (such as seeldier minions).

Uber Ranger Concept (Slag FF2 Boss)

Here is your medic boss, straight from slag ff2. Unfortunately, I can't read or write code for shit nor do I have any access to the code for slag ff2 so only ideas here for now.

Origin: https://www.youtube.com/watch?v=q_TP32PujpM

Slag FF2: Uber Ranger went through two iterations during slag ff2, I will dub them "Uber Rangers" and "White Uber Ranger".

  1. The "Uber Rangers": A boss where six players played as the Uber Rangers, each with a super jump and a self uber rage. Each player also had different starting health based on their place in the queue, with the person first in queue having the highest health while the person that was sixth in queue had the lowest. This shit got removed in favor of the White Uber Ranger, partially because of queue points shit and how having six semi competent people playing them would absolutely annihilate everything.

  2. White Uber Ranger: A hybrid between a solo boss and the original Uber Rangers boss. Here my memory of the second iteration is too hazy so I doubt this is going to be completely accurate. The White Uber Ranger is pretty much the Uber Rangers as one boss, but now his rage also summoned a weaker Uber Ranger minion as a miniboss.

Theme and Models from Slag (Shits been dead lmao): https://www.dropbox.com/sh/2abrv34vy6cl8jo/AAAe11wfLUf0EjQGkpqlaKMda?dl=0

With those out of the way, here is how an Uber Ranger would probably be in rewrite, vanity and all.

  • Round Start Sound: Medic_battlecry05.wav

  • Theme: uber_theme.mp3

  • Model: uberranger_white.mdl

  • Melee: Ubersaw with the same damage as most other boss melees, but with the ubersaw slower firing rate kept.

  • Weaker than average super jump.

  • Below average health (Painis level possibly) and average rage damage requirement.

  • 100% Rage: 6 Second AoE Invulnerability Uber + One Uber Ranger miniboss summoned based on one of the current top 3 dead contributors from Red team.

  • 200% Rage: 8 Second AoE Invulnerability Uber + Three Uber Ranger minibosses summoned based on the current top 3 dead contributors from Red team.

  • Uber Ranger minibosses: Tankier than the Seeldier minions with their damage output. Spawns with an Ubersaw and Medigun that can be used like any other Medigun (with gimped healing rate if any).

  • Each Uber Ranger summon has slight diminishing returns, with them having a base health that decreases with each additional summon (Uber Ranger summon order would be Red -> Blue -> Green -> Yellow -> Pink -> Black). Once an Uber Ranger dies, they can't be re-summoned.

Rough draft, but if this idea is compelling enough, than it can be polished with balancing in mind and with coding as well.

Pyrocar Buff Options

So after some time, it has become very apparent that Pyrocar is objectively the worst boss to try and win with out of all the other bosses. From weird quirks such as being unable to get back up from the crevice in vsh_crevice even with the jump pads (as seen in redsun-chat on the discord and what causes that is uhhh ??????),
unknown
to classes with flame resistance items taking longer to kill, with extreme cases being that Zatochi/Targe Demoknights are capable of indefinitely tanking Pyrocar. His rage is decent with that sweet damage one shotting the poor spy who just wanted to play a normal game of vsh, but that is all he pretty much has going for him besides being able to occasionally catch people off-guard by going brrrrrrrr with the flamethrower and the float jump.

Pyrocar should receive atleast one of these buffs.
-A small flat damage buff for the flamethrower.
-Attribute 797 (Attacks pierces damage resistance effects and bonuses).
-Anything else, he needs help and he can't get up on his own.

GRU change

I think the GRU needs a buff. The speed doesnt help against a hale, if he focus you, you are dead and cant do anything, so even as a last resort, it wont really help. Im not sure a second speed buff would be better since gentlespy would have to solo rage him, but something like a climb ability, a small one like (like the sniper) would make it actually more viable. Right now its only usefull against gentlespy

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