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Randomizer Custom Weapon Suggestions

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FlaminSarge
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Randomizer Custom Weapon Suggestions

Unread post by FlaminSarge »

Alright, so I want to add more weapons to Randomizer than there are in the game. That means weapons that use current weapon models but with different attributes. Current ones include Trilby's Texas Ten-Shot, Ludmila, and The Army of One.

Texas Ten-Shot: (Frontier Justice Mod)
10 shot clip
Temporary Damage buff on hit (extra damage for consecutive hits)
40 max ammo
Much longer reload
I also made it have a domination sign on it to differentiate it from the normal Frontier Justice

Ludmila: http://wiki.teamfortress.com/wiki/Ludmila

The Army of One: (Black Box mod)
+400% Damage
+200% Blast Radius
-75% Clip Size
-70% Projectile Speed
-100% Max ammo
(Single-shot slow nuke)

Can you guys come up with any others? They gotta be kinda balanced, with some pros and cons.

All the available attributes are here: http://pastebin.com/XhFzEPhg

Feel free to name it.

Thanks for the help!

EDIT: Trilby messaged me this:
12:17 AM - Aeon: A different kukuri for the sniper
12:17 AM - Aeon: LEMME GRAB MY PAPAERS
12:18 AM - Aeon: is there an increas weapon swing attribute
12:19 AM - Aeon: Cause I was thinking of a increased swing weapon, with a slightly boosted attack and no random crits
12:19 AM - Aeon: Sound good nuf?
12:21 AM - Aeon: Call it the Fighter's Falcata
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Re: Randomizer Custom Weapon Suggestions

Unread post by Trilby »

Let me get my brain going again then, just threw you an idea over steam....... Huh never noticed you ALREADY put the idea there.
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Re: Randomizer Custom Weapon Suggestions

Unread post by Egonny »

The Airblaster

+ Only uses 1 ammo per airblast
- Does no damage
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Re: Randomizer Custom Weapon Suggestions

Unread post by Celtic »

Eternal Failure
(Eternal Reward mod)

-Cannot disguise
+Killing enemy instantly disguises as them
-No instant backstab kills
+100% damage
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Re: Randomizer Custom Weapon Suggestions

Unread post by Yulond »

All I can say is the spy needs a the fire retardant suit.

well, not a suit but, maybe a revolver with:

Fire retardant
-66% clip size
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Re: Randomizer Custom Weapon Suggestions

Unread post by FlaminSarge »

I did that already Yulond. It's just not in the Randomizer roll list because of the attribute, which is apparently spy-only (meaning its useless for other classes).
Maybe with valve updates they changed it. I'll see.
Oh, I made it an actual suit, btw (as much as I could, its still an ambassador). Fire Retardant, but -100% Damage done. Replaces the Revolver. I might set it to 0 ammo by default too so nobody tries pulling it out.

Also, Celtic, did you even check the attributes list? I'm fairly certain "can't backstab" isn't on there.... Neither is disguise on non-backstab... The other ones should be on there though...
I want everyone to take a look at "charged airblast". It's fun. Very fun.
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Re: Randomizer Custom Weapon Suggestions

Unread post by Yulond »

Well, In that case... here are some more

A syringe gun that gives:

+2% Uber on hit
-20% Clip size

That would really only help the medic and only slightly...

A grenade launcher with 6 shots with less damage:

+20% Clip size
-30% Damage

or a grenade launcher with somewhat the opposite

+50% Damage
+30% blast radius

-75% Clip size

I'm not that creative with names though so if any are implemented someone else will have to name them.


Edit: now that I think about it, can you even make grenade launcher mods since it has no unlock?
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Re: Randomizer Custom Weapon Suggestions

Unread post by FlaminSarge »

Yulond wrote:Edit: now that I think about it, can you even make grenade launcher mods since it has no unlock?
Yes, yes you can. You can either modify the default grenade launcher or modify the "upgradeable" grenade launcher index that valve uses for customized weapons like the Name Tag'd weapons.
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Re: Randomizer Custom Weapon Suggestions

Unread post by BILLY MAYZING!!! »

opposite of direct hit

300% blast radius
40% damage done
150% clip size
DRINK OXYCLEAN
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Re: Randomizer Custom Weapon Suggestions

Unread post by Trilby »

BILLY MAYZING!!! wrote:opposite of direct hit

300% blast radius
40% damage done
150% clip size
Indirect Hit, it's been mentioned a lots before

ANYWAYS NEW IDEA (SMG replacement)

The <insert creative word here> machine gun

+20% damage done
+10% Accuracy
-10% firing speed

(I should get payed for this flamin)
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Re: Randomizer Custom Weapon Suggestions

Unread post by FierySnake »

The Red Box

(black box mod)

Deals Bleeding for each hit
40% less DMG
No critical hit
Heal 20 health for each hit
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Re: Randomizer Custom Weapon Suggestions

Unread post by FlaminSarge »

I don't get paid (correct spelling) for Randomizer or anything else... :?
Also, FierySnake, why not just name it the OrangeBox and be horribly derpy...
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Re: Randomizer Custom Weapon Suggestions

Unread post by FierySnake »

No offense, but I like the color red better, but orange box is lol. :awesome:
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Re: Randomizer Custom Weapon Suggestions

Unread post by LaN »

Inferno Sword

-Range of the Eyelander
-15 Seconds of crits when kills someone
-Cause Foes To burn on hit

For negatives I'm thinking you lose hp every sec or half your hp is gone.
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Re: Randomizer Custom Weapon Suggestions

Unread post by FierySnake »

For FlaminSarge ( thanks for the clarification)

Orange Box

+ 5 second critical for every kill.
+ 20 % more critical DMG
- 1/2 DMG done if not in critical mode
- 50 less health ( spleenter want it to be balanced :neutral: )
( more balanced)
Last edited by FierySnake on 16 Nov 2010, 08:13, edited 3 times in total.
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Re: Randomizer Custom Weapon Suggestions

Unread post by spleenter »

FierySnake wrote:For Flaming Sarge

Orange Box

+ 20 second critical for every kill.
+ 20 % more critical DMG
- 1/2 DMG done
- 10 less health
that is no way at all balanced.
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Re: Randomizer Custom Weapon Suggestions

Unread post by LaN »

FierySnake wrote:For Flaming Sarge

Orange Box

+ 20 second critical for every kill.
+ 20 % more critical DMG

- 3/4 DMG done if not in critical mode
- 50 less health ( spleenter want it to be balanced :neutral: )
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Re: Randomizer Custom Weapon Suggestions

Unread post by Trilby »

FierySnake wrote:For Flaming Sarge

Orange Box

+ 20 second critical for every kill.
+ 20 % more critical DMG

- 3/4 DMG done if not in critical mode
- 50 less health ( spleenter want it to be balanced :neutral: )
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Re: Randomizer Custom Weapon Suggestions

Unread post by FlaminSarge »

1, I am not "Flaming Sarge"...
2, It will be balanced if it only crits against burning players, like the axetinguisher.
3, LaN, the Inferno Sword, I can do health loss, but I think if I use the eyelander model it will have that gain heads property. I can make the eyelander burn though. And possibly -25 hp on kill, to offset the eyelander's boost.
Something like that.

Fighter's Falcata is prolly going in. Maybe the Trilby SMG. Indirect hit, also a maybe.

That syringe gun. Maybe call it the "Ubersauger" (UberSucker... ironic).

Red box looks ok too.

I'm gonna also try getting the Khopesh Climber from MechaWare's Advanced Weaponiser. Good stuff.

If you can't think of anything... viewtopic.php?f=6&t=27372
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Re: Randomizer Custom Weapon Suggestions

Unread post by LaN »

can you increase speed of fire. A sword that rapidly hits but only does 2-3 damage.
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Re: Randomizer Custom Weapon Suggestions

Unread post by PhrozenFlame »

If you can do that, might as well call it the "Gash and Burn".
Life is whatever.
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Re: Randomizer Custom Weapon Suggestions

Unread post by FlaminSarge »

Everything I can do is in the attributes list. Is fire rate in the attributes list? Did you look in the list?.... -.-

Falcata is working perfectly at the moment, but I have one question: The falcata is from spain, how did the sniper get a hold of it? There's no doubt he would use a weapon like it... but from where did he get it? (One question, restated :P)

LaN, it'd be much easier to go with inferno axe (skullcutter), btw. Just so the eyelander heads thing doesn't take over.

Giro appears to be good coming up with witty names. If you're having trouble.... ask him for a name?
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Re: Randomizer Custom Weapon Suggestions

Unread post by Divine Fate »

The Heavy Jumper
Level 0 Minigun

Fires Rockets
-100% Damage
(-50% HP?)
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Re: Randomizer Custom Weapon Suggestions

Unread post by FlaminSarge »

That, I can do. Rapidfire rocket launcher that does nuzzing. I might call it the Lagbeam though. or something.

Updated randomizer with Falcata: http://forums.alliedmods.net/showthread ... ost1308831

capn should put this on the server too: http://forums.alliedmods.net/showthread.php?t=141962
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Re: Randomizer Custom Weapon Suggestions

Unread post by Trilby »

FlaminSarge wrote:Everything I can do is in the attributes list. Is fire rate in the attributes list? Did you look in the list?.... -.-

Falcata is working perfectly at the moment, but I have one question: The falcata is from spain, how did the sniper get a hold of it? There's no doubt he would use a weapon like it... but from where did he get it? (One question, restated :P)

LaN, it'd be much easier to go with inferno axe (skullcutter), btw. Just so the eyelander heads thing doesn't take over.

Giro appears to be good coming up with witty names. If you're having trouble.... ask him for a name?
Your asking me about something I came up with at 2 in the morning? The answer is that he killed a museum curator for work and stole it? I dunno I just woke up
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Re: Randomizer Custom Weapon Suggestions

Unread post by Yulond »

Since it seems that none of my other grenade launchers will make it in (and there NEEDS to be another one) I will try my best at a third


The scouts grenade launcher (If you can think of something better be my guest)

+33% speed
+100% fire rate

+50% reload speed
-50% clip size


hopefully one of my ideas can get in.
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Re: Randomizer Custom Weapon Suggestions

Unread post by FlaminSarge »

Relax, Yulond, they'll go in eventually. Right now I just fixed Health bugs (now, the Dalokohs actually does something other than go NOM NOM NOM!)
As well as removing razorbacks, targes, gunboats, and danger shields if the secondary isn't assigned to "normal".
After that, it's a cvar to set the percentage that are rolled "normal".
THEN I'll put in new weapons. The Falcata was a test to see if i could mod the kukri, a default wep.
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Re: Randomizer Custom Weapon Suggestions

Unread post by spleenter »

FlaminSarge wrote:Relax, Yulond, they'll go in eventually. Right now I just fixed Health bugs (now, the Dalokohs actually does something other than go NOM NOM NOM!)
As well as removing razorbacks, targes, gunboats, and danger shields if the secondary isn't assigned to "normal".
After that, it's a cvar to set the percentage that are rolled "normal".
THEN I'll put in new weapons. The Falcata was a test to see if i could mod the kukri, a default wep.
how about the immortal glitch?
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Re: Randomizer Custom Weapon Suggestions

Unread post by Trilby »

I bring you, MORE weapon ideas...wait....wait, I don't think you can mod the sapper...

ANYWAYS, idea being The Rouge's Repeater a L'etranger remodel that does the normal revolver damage, but leaches 5% uber from medi-guns but can only mini-crit.

Another, The Bolshevik's KPV (Natasha re-model)
It has a faster spin up speed, but can't crit along with 10% fire vulnerability.

Finally, The M25 Launcher (Direct hit re-model)
Only has 3 rockets,
Larger splash range,
Boosted attack power
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Re: Randomizer Custom Weapon Suggestions

Unread post by Divine Fate »

spleenter wrote:
FlaminSarge wrote:Relax, Yulond, they'll go in eventually. Right now I just fixed Health bugs (now, the Dalokohs actually does something other than go NOM NOM NOM!)
As well as removing razorbacks, targes, gunboats, and danger shields if the secondary isn't assigned to "normal".
After that, it's a cvar to set the percentage that are rolled "normal".
THEN I'll put in new weapons. The Falcata was a test to see if i could mod the kukri, a default wep.
how about the immortal glitch?
How about the buff banner/backup/wrangler's not doing anything? Might as well just remove them from the randomized rotation.
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