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Author Topic: BUTW–Balanced Unreal Tournament Weapons  (Read 5964 times)
krimich117
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« on: Sun 16.01.2011 14:03:01 »

Hi all
BUTW–Balanced Unreal Tournament Weapons
by gavitur(scripting), idea by Potros#1tel, supporting and sponsoring by  UT3 russian community =)
BUTW is a UT3 weapons mutator designed for TDM and duel.
Version:beta.

Sound changes:
Radious of foot steps and jumps has been lowered.

Weapon Changes:

Switch speed to other weapons have been increased..

=Shock rifle=
Secondary damage per shot reduced from 55 to 40hp.
Radius of combo has been lowered by 20%.
Damage of combo has been reduced to 200 hp.
=Stinger=
Primary damage reduced to 11hp.
=Flak Cannon=
Primary damage reduced to 153hp.
A scatter of primary fire has been lowered by 10%.
Spell damage of alternative fire has been lowered by 10%.
=Rocket Launcher=
Spell damage has been lowered by 20%.

Installation:
BUTW.u extract to the UTGame\Published\CookedPC\Script folder.
UTBUTW.ini extract to the UTGame\Config.
Downloads:
http://depositfiles.com/files/wypz1gt4m
http://narod.ru/disk/3549995001/BUTW.ZIP.html
News about mutator. Welcome!
http://utforum.ru/index.php?showtopic=8854
Bloody.Bender
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« Reply #1 on: Sun 16.01.2011 15:56:17 »

combo radius is nonsense imho. But the damage decrease is good. Especially the stinger decreas to 11!

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joaoFCB
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« Reply #2 on: Sun 16.01.2011 16:58:56 »

seems good. but i agree, i would leave combo radius the same, and decrease stinger to 5hp or less  Roll Eyes

and imo, if you decrease stinger, why not decreasing enforcer and full bio by 50%?
« Last Edit: Sun 16.01.2011 16:59:47 by joaoFCB »

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Bloody.Bender
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« Reply #3 on: Sun 16.01.2011 17:06:24 »

Wtf 5hp or less? Are you kidding me? Way too underpowered then. And there already is a mutator to decrease enforcer damage called nerforcer. Enforcer causes 13hp damage then. Full bio should get decreased to 150hp imho.
« Last Edit: Sun 16.01.2011 17:07:14 by Bloody.Bender »

Let them say I walked with giants. Men rise and fall like the winter wheat, but these names never die. Let them say I lived in the time of Narcisuss, sculptor of physiques. Let them say I lived in the time of Zyzz.
krimich117
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« Reply #4 on: Sun 16.01.2011 17:07:11 »

and imo, if you decrease stinger, why not decreasing enforcer and full bio by 50%?
TGM mutator changes Enforcer and bio.
We hear your ideas.
Bloody.Bender
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« Reply #5 on: Sun 16.01.2011 17:07:46 »

krimich please talk to llonewolf. He has some ideas he wants to share with you.

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joaoFCB
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« Reply #6 on: Sun 16.01.2011 18:56:27 »

Wtf 5hp or less? Are you kidding me? Way too underpowered then. And there already is a mutator to decrease enforcer damage called nerforcer. Enforcer causes 13hp damage then. Full bio should get decreased to 150hp imho.
how so? it's a fucking automatic machine gun. 11hp dmg won't make a big difference, it will only make stinger suers want to use it more cuz it takes 2 or 3 secs more to kill the enemy. at leats 5hp they know it'll take long time to kill him, and that way it can be used as "finisher" weapon like many people like to call
doesn't each small shaft from link gun alt-fire take 5hp aswell?

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Bloody.Bender
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« Reply #7 on: Sun 16.01.2011 19:58:27 »

But as you might know its not that easy to hit with stinger even with 14 hp damage most ppl need around 70 bullets for 1 kill^^

Link Gun

Primary fire
Type: Projectile
Damage: 26
(vs vehicles: 15)
(vs nodes: 20)
Fire rate: 6.9/s

Secondary fire
Type: Hitscan
Damage: 110/s
(vs vehicles: ~88/s)
Veh. heal: ~38.5/s
Node heal: 110/s
Ammo drain: 9.4/s

Ammunition
Weapon pickup: 50
Weapon locker: 100
Ammo pickup: 50
Maximum: 220

Primary Fire
Fires white, hot plasma projectiles. The rate of fire appears to have been significantly increased, however it does a little less than half the damage to compensate.

Secondary Fire
Fires a beam. This beam is team-colored when healing vehicles or power nodes. When attempting to heal a fully intact vehicle or node, no ammo is consumed. Note that the vehicle healing rate in the info box is a theoretical value. Due to rounding errors after down-scaling individual "health chunks", the actual healing rate probably is much slower, maybe around 5-10/s.
Players wanting to combine the power of their Link Guns simply move closer together to create a kind of "power grid". Power boosts are received automatically from any nearby equipped Link Gun that isn't currently being fired. Using only one link boosts damage values by 50%, using two or more links doubles the damage output. More than two links have no further power boosting effect.
« Last Edit: Sun 16.01.2011 20:00:00 by Bloody.Bender »

Let them say I walked with giants. Men rise and fall like the winter wheat, but these names never die. Let them say I lived in the time of Narcisuss, sculptor of physiques. Let them say I lived in the time of Zyzz.
joaoFCB
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« Reply #8 on: Sun 16.01.2011 21:35:25 »

well then make it 11 or 14hp dmg but lower fire-rate :p

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VegasKill
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« Reply #9 on: Sun 16.01.2011 23:55:41 »

I guess it's too late now for lowering the damage of hammerjumps...

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DeadlySev
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« Reply #10 on: Mon 17.01.2011 00:05:15 »

I played on the multiplay bta server (had ultralags) and they had a mutator which allows to load the hammer in less than 1sec ( u could combine hj in a crazy way) and which didnt cost 50 lp, dunno exactly but it cost maybe 10lp!!! Awesome 4 vctf xD

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joaoFCB
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« Reply #11 on: Mon 17.01.2011 01:09:16 »

lol Sev. it's not like that:
Whether you just "shoot" it or charge full power, it takes you 3hp damage. and a single push on fire button gets you pretty far. if you fully charge it, plus jumpboots, it would take you from onse ide of suspense to the other eznp. It's a feature from BTA, and it's editable.

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DeadlySev
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« Reply #12 on: Mon 17.01.2011 07:04:27 »

I WANT THAT!

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VegasKill
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« Reply #13 on: Mon 17.01.2011 12:29:04 »

If you'd be able to fix the avril reload/weapon switch, I'm pretty sure this mutator would run on some vctf servers. At least after 2-3 seconds you should be ready to fire an avril or use the next weapon...


IMO for gametypes with hoverboard, reducing the stinger's firerate is better than reducing it's damage. You'd not fall of the board that easily.

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krimich117
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« Reply #14 on: Mon 17.01.2011 14:55:33 »

If you'd be able to fix the avril reload/weapon switch,
What a problem with Avril?
joaoFCB
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« Reply #15 on: Mon 17.01.2011 15:19:15 »

What a problem with Avril?
sometimes, when you fire the avril, it starts to load, and it doesn't let you to change to other weapons.

that happens to me many times, but what i do is scroll down/up again and again till it changes. usually 3times is the max i have to scroll till it changes. sometimes one is enough.

Specially for air flaks!
incoming scorpions --> avril them --> they use self desc and i immediately change to flak --> self desc denied --> air flak on "ejected" enemy --> <3333
« Last Edit: Mon 17.01.2011 15:19:39 by joaoFCB »

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DeadlySev
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« Reply #16 on: Mon 17.01.2011 15:23:19 »

U dont have avrilbugs? Its the most bugged weapon in ut...sometimes u shot and absolutely NOTHING comes out :(

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l3oomer
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« Reply #17 on: Mon 17.01.2011 15:59:29 »

U dont have avrilbugs? Its the most bugged weapon in ut...sometimes u shot and absolutely NOTHING comes out :(

i guess he's a DM player, therefore he never used AVRiL
krimich117
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« Reply #18 on: Mon 17.01.2011 16:01:39 »

I played in VCTF and WAR, but not see or not know what this a bug. Thanks.
« Last Edit: Mon 17.01.2011 16:02:06 by krimich117 »
Mordsspass
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« Reply #19 on: Tue 18.01.2011 19:26:06 »

Nice idea, but I like all weapons the way they are.

I think Epic with many, many years of UT experience have figured out the balance pretty well Wink
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