Added in the JPatch for players who pre-purchased Red Faction: Armageddon.Added in the JPatch as part of the Summer Camp Sale.Added in the SeptemPatch for players who pre-purchased Alien: Isolation.Pyroland weapon, grants access to the Rainblower taunt. Added in the JPatch as part of the Pyromania Update. ![]() Added in the Patch for players who pre-purchased The Witcher 2.Displays hits in feed with this weapon, like the Holy Mackerel, but displays "ARM KILL!" for a kill with the Unarmed Combat rather than "FISH KILL" for a kill with the Holy Mackerel. Added in the OctoPatch for the Very Scary Halloween Special update.Added in the DecemPatch for the Mecha Update.Added in the DecemPatch for the Smissmas 2016 update.Added in the OctoPatch for the Invasion Community Update.Replaces dripping effects with a jigglebone bread monster. Added in the JPatch for the Love & War Update.Added in the DecemPatch for the Smissmas 2014 update.Added in the DecemPatch for the Smissmas 2017 update.Added in the DecemPatch for the Smissmas 2013 update.Added in the DecemPatch for the Tough Break Update update.Added in the DecemPatch for the Australian Christmas 2011 update.I also learned a few new things doing this and I bet you will, too! I learned the pistols, revolver, SMG, and to a degree the syringe gun are basically the same weapon with slightly different stats, as are the shotguns, scattergun, and to a degree the minigun spy's melee attacks hit at the beginning of the swing and heavy and his minigun have a lot of stats to prevent him from being an OP sentry buster). This should be a quick way to learn things that took countless hours of playing to understand. I also extracted the basic class strategies from there. I used the general format and images from the Wiki to create these TF2-style weapon displays. Notably Stickybombs supposedly have a +15%/-50% range in addition to the usual explosive splash falloff - this doesn't seem likely, but who am I to disagree with the wiki? (technically it matches how rockets and sentries work, so I suppose I can believe it) I also had to make rough guesses at explosive self damage by comparing wiki information. Some stats seem odd but it's the best I could understand. I summarized stock weapon stats in this spreadsheet (sometimes choosing one value from several in the wiki): I summarized damage fall-off and ramp-up as +/- % at range which seemed clearer (for example, when you see it on the Rocket Launcher). Those speeds aren't that useful, but I had to put something.įractional seconds aren't very useful, so I left out firing speed and reload times including spin up time, but I added damage per second (dps) which is more useful and is based on firing speed. For projectiles, I used their speed (relative to class speed) and trajectory type to express accuracy. I summarized as many class and weapon facts as I could, especially the ones that aren't obvious, and put them together to make this.Īccuracy spread information is mostly missing in the wiki and I supplemented that from a reddit post that extracted information from the code. I had to make choices when the Wiki has some facts that are vague, inconsistent, or even contradictions. Quotes were those the wiki chose for classes, class strategies are extracted from the same pages.Īll this information is my interpretation of the TF2 Wiki.This display is loosely based on copying the wiki's weapon display html and a lot of manual editing.I left out fractional seconds as confusing minutia for firing speed, reload speed, accuracy recovery, and spin up speed.Values that differ from the wiki, you can probably find the value I used elsewhere on the wiki - it contradicts itself sometimes.Push force & resistance is based on a different reddit post that contained numbers from the code."Recoil" is a word I chose to explain how the first shot is accurate, and accuracy returns if you don't fire for a while. ![]()
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