Difference between revisions of "TF2Tightrope"
CoolJosh3k (talk | contribs) (Project Ghost 1.4.7 + Project Beta 2.2.16 + minor fixes to improve readability) |
CoolJosh3k (talk | contribs) m (Project Beta update and a few fixes to (hopefully) make things easier to read.) |
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{{buff|Sentry fire rate increased by 90%}} | {{buff|Sentry fire rate increased by 90%}} | ||
{{buff|Sentry has infinite range}} | {{buff|Sentry has infinite range}} | ||
− | {{buff|Sentry gun bullet damage | + | {{buff|Sentry gun bullet damage increased by 50% at long range}} |
{{buff|While being wrangled, sentry gun bullets do 200% more damage}} | {{buff|While being wrangled, sentry gun bullets do 200% more damage}} | ||
+ | {{buff|On wearer: move speed increased by 15%}} | ||
+ | {{nerf|On wearer: metal gain decreased by 25%}} | ||
{{nerf|Sentry deals only 13% bullet damage}} | {{nerf|Sentry deals only 13% bullet damage}} | ||
− | {{nerf| | + | {{nerf|Wrench deals 90% less damage on hit}} |
− | {{nerf|Sentry gun bullet damage | + | {{nerf|Sentry gun bullet damage decreased by 50% at short range}} |
− | |||
{{nerf|No random crits}} | {{nerf|No random crits}} | ||
{{note|Whilst being wrangled, sentry gun fire rate is not increased}} | {{note|Whilst being wrangled, sentry gun fire rate is not increased}} | ||
+ | {{note|Bullet damage is unaffected by fallout or ramp up damage modifiers}} | ||
+ | {{info|Ranges are considered as greater than that of a normal sentry, or closer than half, respectively}} | ||
|- | |- | ||
! {{item icon|Short Circuit|100px}}<br/>The Supply Chain | ! {{item icon|Short Circuit|100px}}<br/>The Supply Chain | ||
Line 87: | Line 90: | ||
{{buff|Max health is based on Ubercharge amount}} | {{buff|Max health is based on Ubercharge amount}} | ||
{{nerf|Deals 50% less damage}} | {{nerf|Deals 50% less damage}} | ||
− | {{nerf|- | + | {{nerf|-2 health drained per second on wearer}} |
|- | |- | ||
! rowspan="1" | [[File:Leaderboard_class_sniper.png|62px]] <br/><br/> [[Sniper]] | ! rowspan="1" | [[File:Leaderboard_class_sniper.png|62px]] <br/><br/> [[Sniper]] | ||
! {{item icon|Hitman's Heatmaker|100px}}<br/>The Barrel Roll | ! {{item icon|Hitman's Heatmaker|100px}}<br/>The Barrel Roll | ||
| | | | ||
− | {{buff|No | + | {{buff|No move speed penalty while aiming}} |
{{buff|Hold Fire to unleash a barrage of bullets}} | {{buff|Hold Fire to unleash a barrage of bullets}} | ||
− | {{nerf| | + | {{nerf|Deals %20 less damage}} |
− | {{nerf|Clip size reduced by | + | {{nerf|Clip size reduced by 75%}} |
{{nerf|No ammo from dispensers when active}} | {{nerf|No ammo from dispensers when active}} | ||
{{nerf|Cannot charge}} | {{nerf|Cannot charge}} |
Revision as of 07:45, 22 August 2015
“ | That's what I'm talking about!.
Click to listen
— The Scout on weapon balance.
|
” |
TF2Tightrope is a collection of server mods. They aim to be a community-run version of the official beta by testing out new weapons, maps, game modes and balance changes.
Contents
Project Beta
About
Project Beta is about testing new weapons, while tweaking old ones. Changes are heavily based on community feedback.
New Weapons
Class | Item Type Replaced and Name | Function |
---|---|---|
Scout |
The Subatomic Punch |
On use: gain up to 150 health |
Soldier |
The Battle Plan |
On wearer: move speed is equal to 50% of user's current health |
Pyro |
The Intensifier |
On hit: target is marked for death |
Heavy |
The Heavy Lifter |
While deployed: lifts user upwards |
Engineer |
The Overclocker |
50% faster attack speed |
The Supply Chain |
On wearer: user gains 50 metal every 5 seconds | |
Medic |
Blut Säge |
Max health is based on Ubercharge amount |
Sniper |
The Barrel Roll |
No move speed penalty while aiming |
Other Weapon Changes
Class | Modified Item | Changes |
---|---|---|
Scout |
Sun-on-a-Stick |
On hit: target is engulfed in flames |
Pyro |
Sharpened Volcano Fragment |
On wearer: 60% of fire damage dealt is received as healing |
Misc
- Festive weapon varieties function as the non-modified version of their non-festive counterpart.
Known Bugs
- Some weapons that should deal no damage on hit may do 1 damage.
Project Ghost
About
Played on certain arena maps, each round the entire player roster is forced into a specific class, with specific weapons (defined as a set). At the start of each round, a dice is rolled to determine what set will be used for the round, as well as if there will be a bonus condition.
Gameplay demonstration
Current possible rounds
Bonus Conditionals
Condition Name | Effect |
---|---|
Milky |
All players start with Mad Milk effect applied |
Kritz |
All attacks become crit-boosted |
Speedy |
All players move approximately 35% faster |
Pee Pee |
All players start with Jarate effect applied |
Ghost |
Player models become mostly transparent |
Tiny |
All players become 50% smaller |
Low Grav |
Gravitational effect on players becomes approximately 33% weaker |
Trail |
All players leave a bright, team-colored trail |
Third Person |
All players are forced into a third person perspective view |
David Vs Goliath |
One team becomes slightly larger |
Fragile |
Players start with just 1 hp |
Psychoactive |
Colours and players perspective become skewed |
Sixth Sense |
Players will have an alternate perception |
Extreme Speed |
Players move at 173% speed |
777 Super Bonus Round 777 |
All players move approximately 35% faster |
Known Bugs
- Some weapons can be received that are not part of a round. These are non-functional however and cannot be used.
- At the start of the round, sometimes players may hear the battlecry of the wrong class.
External links
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