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Quake 2 super shotgun
Quake 2 super shotgun




You'll inevitably have to Drop weapons to pick up ones you want to use. Total splash radius is increased to 300, to make it more dangerous for the shooter and reward hitting closer to the target.įor more discerning gameplay, this variety of the mod also limits the number of weapons you can carry, requiring more strategic planning over which weapons you will use. So the lasers are more lethal but otherwise the weapon is not as effective. BFG loses its spray damage attack, and instead the Lasers either do 2x damage. This puts a crimp on the Hyperblaster and BFG by forcing the Railgun to share the same ammunition.Īnd likewise leaves you with less ammo for the Railgun if you use those weapons.Īnd yet at the same time produces more Cells on the map. Slugs are now replaced with Cell Packs and the Railgun uses 5 Cells per shot. This makes the railgun slightly less effective. Railgun does 90 damage against someone who has No Armor, otherwise it does 100 normally.īasically its going to take 2+ shots to kill someone unless they're already wounded. And rocket jumps should still work the same. makes rocket whoring more difficult, and a direct hit more rewarding. Fire Rate reduced to 1 shot every 1.25 seconds.ħ5 impact damage and 75 splash damage, with a total splash radius of 120. The cone of potential trajectories starts out quite small, and jumps to its normal size after the first 3 consecutive shots. Machinegun has staged accuracy degredation.

quake 2 super shotgun

Thus its faster and not necessarily a subpar weapon. Shotgun skips reloading frames (it only recoils a little). All blaster projectiles travel 2x as fast. Weapons dropped by opponents, or picked up from refreshed weapon spawns only give normal ammo. The shotgun, SSG, Chaingun, and Rocket Launcher start with double ammo. Some spawned weapons give more ammunition. This also makes it feasible to Drop weapons, since you cant just go grab the same weapon again. This would be a per-player kind of thing, the weapon may be available to someone else but not you, in which case it will not be translucent to them. If you die all the weapons become available to you again. Weapon Stay: If you come across a spawned weapon it gives you ammo, and the weapon (if you don't have it) and then becomes unavailable for 30 seconds (it becomes translucent).

quake 2 super shotgun

Spawn Protection: For 2 seconds after spawning all opponent weapons deal 1/2 damage to you (rounded down). If anything its just a good place to brainstorm. But maybe it'll give someone ideas or something. Not only am I not a programmer I don't even know where to find the stats for the weapons and stuff in the code.

quake 2 super shotgun

Okay here's that mod I keep talking about on chat.






Quake 2 super shotgun