Approved (VSH) Pyro Update Item Balancing

Discussion in 'Suggestions' started by The Pansmith™, Jan 9, 2019.

Tags:
  1. The Pansmith™

    The Pansmith™ Sufficiently Lethal Scout Contributor Master Mapper

    Steam:

    The Pyro Update Items haven't been given any balancing to make them semi-decent in VSH.

    Dragons Fury:
    I think its good as it is.

    Thermal thruster:

    +Can Relaunch While in Midair
    +Push force increased from 1.5 to 2.5 (that means you fly farther)
    Code:
    "1179"
            {
                "name"    "The Thermal Thruster"
                "item_class"            "tf_weapon_rocketpack"
                "craft_class"    ""
                "craft_material_type"    "weapon"
                "capabilities"
                {
                    "nameable"        "1"
                }
                "item_logname"    "rocketpack"
                "item_iconname"    "rocketpack"
                "show_in_armory"    "1"
                "item_type_name"    "#TF_Weapon_RocketPack"
                "item_name"            "#TF_ThermalThruster"
                "item_description"    "#TF_ThermalThruster_Desc"
                "item_slot"            "secondary"
                "equip_region"        "back"
                "anim_slot"            "ITEM4"
                "image_inventory"    "backpack/weapons/c_models/c_rocketpack/c_rocketpack"
                "image_inventory_size_w"        "128"
                "image_inventory_size_h"        "82"
                "inspect_panel_dist"                 "60"           
                "model_player"    "models/weapons/c_models/c_rocketpack/c_rocketpack.mdl"
                "attach_to_hands"    "1"
                "attach_to_hands_vm_only"    "1"
                "extra_wearable" "models/weapons/c_models/c_rocketpack/c_rocketpack.mdl"
                "item_quality"    "unique"
                "propername"    "1"
                "min_ilevel"    "1"
                "max_ilevel"    "100"
                "visuals"
                {
                    "player_bodygroups"
                    {
                        "backpack"        "1"
                    }
                }
                "used_by_classes"
                {
                    "pyro"    "1"
                }
                "static_attrs"
                {
                    "min_viewmodel_offset"                    "10 0 -9"   
                    "damage force increase hidden"    "2.5"
                    "taunt attack name"        "TAUNTATK_PYRO_GASBLAST"
                    "taunt attack time"        "4.7"
                    "item_meter_charge_type"                        "1"
                    "item_meter_charge_rate"            "30"
                    "holster_anim_time"        "0.5"
                    "falling_impact_radius_pushback"    "1"
                    "thermal_thruster"                    "1"
                    "thermal_thruster_air_launch"                    "1"
                }
                "taunt"
                {
                    "custom_taunt_scene_per_class"
                    {
                        "pyro"    "scenes/player/pyro/low/taunt_gasblast.vcd"
                    }
                    "custom_taunt_prop_per_class"
                    {
                        "pyro"    "models/player/items/taunts/matchbox/matchbox.mdl"
                    }
                }
                "visuals_red"
                {
                    "skin" "0"
                }
                "visuals_blu"
                {
                    "skin" "1"
                }
                "mouse_pressed_sound"    "ui/item_metal_weapon_pickup.wav"
                "drop_sound"        "ui/item_metal_weapon_drop.wav"
            }
            "1180"
    Gas Passer:
    +Ignited enemies explode
    +Start round with a can
    Code:
    "1180"
            {
                "name"    "The Gas Passer"
                "item_class"    "tf_weapon_jar_gas"
                "craft_class"    "" 
                "craft_material_type"    "weapon"
                "capabilities"
                {
                    "nameable"        "1"
                }
                "show_in_armory"    "1"
                "item_type_name"    "#TF_Weapon_Jar_Gas"
                "item_name"    "#TF_GasPasser"
                "item_description"    "#TF_GasPasser_Desc"
                "item_slot"    "secondary"
                "item_quality"    "unique"
                "min_ilevel"    "1"
                "max_ilevel"    "100"
                "attach_to_hands"    "1"
                "propername"    "1"
                "anim_slot" "MELEE_ALLCLASS"
                "image_inventory"    "backpack/weapons/c_models/c_gascan/c_gascan"
                "image_inventory_size_w"        "128"
                "image_inventory_size_h"        "82"
                "model_player"    "models/weapons/c_models/c_gascan/c_gascan.mdl"
                "used_by_classes"
                {
                    "pyro"    "1"
                }
                "static_attrs"
                {
                    "min_viewmodel_offset"                    "10 3 -7"               
                    "item_meter_charge_type"                        "3"
                    "item_meter_charge_rate"            "60"
                    "item_meter_damage_for_full_charge"            "750"
                    "item_meter_starts_empty_DISPLAY_ONLY"    "1"
                    "item_meter_charge_type_3_DISPLAY_ONLY"    "1"
                    "meter_label"                            "#TF_Gas"
                    "explode_on_ignite"                            "1"
                }
                "visuals"
                {
                    "animation_replacement"
                    {
                        "ACT_VM_DRAW"                "ACT_ITEM2_VM_DRAW"
                        "ACT_VM_IDLE"                "ACT_ITEM2_VM_IDLE"
                        "ACT_VM_PRIMARYATTACK"        "ACT_ITEM2_VM_FIRE"
                        "ACT_MP_ATTACK_STAND_MELEE_ALLCLASS"        "ACT_MP_ATTACK_STAND_ITEM2"
                        "ACT_MP_ATTACK_CROUCH_MELEE_ALLCLASS"        "ACT_MP_ATTACK_CROUCH_ITEM2"
                        "ACT_MP_ATTACK_SWIM_MELEE_ALLCLASS"            "ACT_MP_ATTACK_SWIM_ITEM2"
                        "ACT_SECONDARY_VM_INSPECT_START"        "ACT_ITEM2_VM_INSPECT_START"
                        "ACT_SECONDARY_VM_INSPECT_IDLE"        "ACT_ITEM2_VM_INSPECT_IDLE"
                        "ACT_SECONDARY_VM_INSPECT_END"            "ACT_ITEM2_VM_INSPECT_END"
                    }
                    "custom_particlesystem"
                    {
                        "system"    "energydrink_milk_splash"
                    }
                    "player_poseparam"
                    {
                        "r_hand_grip"        "16"
                    }
                    "sound_deploy"    "Weapon_GasCan.Draw"
                    "sound_single_shot"    "Weapon_GasCan.Throw"
                    "sound_special1"        "Weapon_GasCan.Explode" 
                }
                "mouse_pressed_sound"    "ui/item_bottle_pickup.wav"
                "drop_sound"        "ui/item_bottle_drop.wav"
            }
    
    Hot Hand:
    + Slows hale on hit for a short time.

    Code:
        "1181"
            {
                "name"    "The Hot Hand"
                "capabilities"
                {
                    "nameable"        "1"
                }
                "tags"
                {
                    "can_deal_damage"            "1"
                }
                "item_class"    "tf_weapon_slap"
                "craft_class"    "" 
                "craft_material_type"    "weapon"
                "item_type_name"    "#TF_Weapon_Slap"
                "item_name"    "#TF_Weapon_HotHand"
                "item_description"    "#TF_Weapon_HotHand_Desc"
                "item_slot"    "melee"
                "anim_slot"    "MELEE_ALLCLASS"
                "item_quality"    "unique"
                "item_logname"    "hot_hand"
                "item_iconname"    "hot_hand"
                "min_ilevel"    "1"
                "max_ilevel"    "100"
                "image_inventory"    "backpack/weapons/c_models/c_slapping_glove/w_slapping_glove"
                "image_inventory_size_w"        "128"
                "image_inventory_size_h"        "82"
                "model_player"        "models/weapons/c_models/c_slapping_glove/c_slapping_glove.mdl"
                "model_world"        "models/weapons/c_models/c_slapping_glove/w_slapping_glove.mdl"     
                "attach_to_hands" "1"
                "propername"    "1"
                "used_by_classes"
                {
                    "pyro"    "1"
                }
                "static_attrs"
                {
                    "damage penalty"                    "0.8"
                    "speed_boost_on_hit_enemy"            "1.0"
                    "slow enemy on hit"            "100"
                }
                "attributes"
                {
                    "disable weapon hiding for animations"
                    {
                        "attribute_class"    "disable_weapon_hiding_for_animations"
                        "value"    "1"
                    }
                }
                "visuals"
                {
                    "animation_replacement"
                    {
                        "ACT_VM_IDLE"                "ACT_ITEM3_VM_IDLE"
                        "ACT_VM_DRAW"                "ACT_ITEM3_VM_DRAW"
                        "ACT_VM_HITCENTER"            "ACT_ITEM3_VM_PRIMARYATTACK"
                        "ACT_VM_SWINGHARD"            "ACT_ITEM3_VM_PRIMARYATTACK"
                        "ACT_MELEE_VM_INSPECT_START"        "ACT_ITEM3_VM_INSPECT_START"
                        "ACT_MELEE_VM_INSPECT_IDLE"            "ACT_ITEM3_VM_INSPECT_IDLE"
                        "ACT_MELEE_VM_INSPECT_END"            "ACT_ITEM3_VM_INSPECT_END"
    
    
                        "ACT_MP_ATTACK_STAND_MELEE_ALLCLASS"        "ACT_MP_ATTACK_STAND_ITEM3"
                        "ACT_MP_ATTACK_CROUCH_MELEE_ALLCLASS"        "ACT_MP_ATTACK_CROUCH_ITEM3"
                        "ACT_MP_ATTACK_SWIM_MELEE_ALLCLASS"            "ACT_MP_ATTACK_SWIM_ITEM3"
                    }
                    "player_poseparam"
                    {
                        "r_hand_grip"        "15"
                        "r_arm"                "3"
                    }
                    "sound_deploy"    "Weapon_Slap.Draw"
                    "sound_melee_miss"    "Weapon_Slap.Swing"
                    "sound_burst"    "Weapon_Slap.SwingCrit"
                    "sound_special1"    "Weapon_Slap.SwingFire"
                    "sound_special2"    "Weapon_Slap.SwingFireCrit"
                }
            }
    
     
    • Agree Agree x 2
  2. dope

    dope Spectacularly Lethal Soldier

    Steam:

    +1, but i'd want this in FF2 too.
     
    • Agree Agree x 1
  3. Pepe ツ

    Pepe ツ Sufficiently Lethal Scout Contributor

    +1
     
  4. Chairius™

    Chairius™ Spectacularly Lethal Soldier

    Steam:

    +1, maybe decrease the rate pyros can airblast with all primaries to solve many problems with hales raging and dumb pyros airblasting like crazy
     
  5. Stove™

    Stove™ Mildly Menacing Medic

    Steam:

  6. True Darkian

    True Darkian Notably Dangerous Demo-Knight

    +1

    Can we also fix Invasion weapons not having crits or Machina's damage system while we are at it?
     
  7. Droplet

    Droplet Totally Ordinary Human

    Steam:

    +1
    Fix the razorback too while you’re at it
     
  8. Bottiger

    Bottiger Administrator

    Steam:

    In the future please specify the item number, attribute number https://wiki.teamfortress.com/wiki/List_of_item_attributes and the value.

    It is not possible to edit items file like that.

    I also don't know how to start the gas passer with a full can, doesn't seem to be an attribute for that.
     
  9. The Pansmith™

    The Pansmith™ Sufficiently Lethal Scout Contributor Master Mapper

    Steam:

    Will make the item number and attribute numbers more visable
     
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