Chef Boyardeeznuts
Strange
goem
Online
- Joined
- May 29, 2017
- Messages
- 12
UberUpgrades can get pretty stale after a while due to lack of diversity in high-level strats. I think that there's some untapped potential in certain in-game attributes that are not used in UbUp. Attribute values included for coding convenience.
Weapon Deploy Time (772) & Weapon Holster Time (773) -- This could be important for a few classes, notably Pyro or hybrid melee builds. Upgraded to max, it would allow for some combo potential.
Scattergun Has Knockback (44) & Scattergun Knockback Mult (518) -- These attributes allow you to put Force-a-Nature knockback on other single-fire hitscan weapons, and increase the knockback scaling.
Absorb damage while cloaked (50) -- Reduces damage while cloaked. Would need to either have a low cap like 50%, be very expensive, or be paired with something like slower decloak speed in a Special Tweak.
Mod shovel damage boost (115) -- Applies the Equalizer's missing-health-to-damage-bonus attribute. Contrary to the name, it doesn't only work on shovels.
Slow enemy on hit (32) -- Gives a % chance to slow the victim on hit. Could be used on stuff like Medic primaries or Short Circuit, etc., weapons that are kinda shit currently.
Override Projectile Type (280) -- This has been used to let medic shoot bullets, but there are many more uses for it. Here's a list of known projectile IDs. This would let us do things like make any grenade launcher shoot cannonballs or make a minigun shoot rockets.
Fire rate bonus with reduced health (651) -- old Panic Attack effect
Flame reflect on collision (838) -- Makes flames bounce off surfaces, simple geometry style
Flame gravity (841) -- Makes flames have gravity. Could be used as part of a new Special Tweak
Weapon Deploy Time (772) & Weapon Holster Time (773) -- This could be important for a few classes, notably Pyro or hybrid melee builds. Upgraded to max, it would allow for some combo potential.
Scattergun Has Knockback (44) & Scattergun Knockback Mult (518) -- These attributes allow you to put Force-a-Nature knockback on other single-fire hitscan weapons, and increase the knockback scaling.
Absorb damage while cloaked (50) -- Reduces damage while cloaked. Would need to either have a low cap like 50%, be very expensive, or be paired with something like slower decloak speed in a Special Tweak.
Mod shovel damage boost (115) -- Applies the Equalizer's missing-health-to-damage-bonus attribute. Contrary to the name, it doesn't only work on shovels.
Slow enemy on hit (32) -- Gives a % chance to slow the victim on hit. Could be used on stuff like Medic primaries or Short Circuit, etc., weapons that are kinda shit currently.
Override Projectile Type (280) -- This has been used to let medic shoot bullets, but there are many more uses for it. Here's a list of known projectile IDs. This would let us do things like make any grenade launcher shoot cannonballs or make a minigun shoot rockets.
Fire rate bonus with reduced health (651) -- old Panic Attack effect
Flame reflect on collision (838) -- Makes flames bounce off surfaces, simple geometry style
Flame gravity (841) -- Makes flames have gravity. Could be used as part of a new Special Tweak