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1 player=17% not health and damage
2=34
3=51
4=68
5=85
6=102
7=119
8=136
9=153
10=170
Scout, engineer,sniper spy bot stock health values
1 player=21 health
2=43
3=64
4=85
5=106
6=128
7=149
8=170
9=191
10=213
Medic bot health values
1=26
2=51
3=77
4=102
5=128
6=153
7=179
8=255
9=230
10=255
Demoman,pyro bot health values
1=30
2=60
3=89
4=119
5=149
6=179
7=208
8=238
9=268
10=298
Soldier bot health values
1=34
2=68
3=102
4=136
5=170
6=204
7=238
8=272
9=306
10=340
Heavy bot health values
1=51
2=102
3=153
4=204
5=255
6=306
7=357
8=408
9=459
10=510
For each 100 damage a robot would normally deal, this is what it does based on player count
1=17
2=34
3=51
4=58
5=85
6=102
7=119
8=136
9=153
10=170
-add fire resistance
-200 cost
-25% resistance, 25% shorter afterburn time
-3 levels
-Add pyro fire resistance
-150 cost
-30% resistance
-3 levels
-Add explosive resistance
-250 cost
-25% resistance, ignore explosion if in outer 15% range
-3 levels
-bullet resistance
-250 cost
-25% resistance, immune to bullet rampup
-3 levels
-Melee resistance
-175 cost
-30% resistance, melee attackers take the damage you resisted (melee does 100 damage, you resist 30, they take 30 damage)
-3 levels
-knockback resistance
-150 cost
-take 30% less knockback and airblast
-3 levels
-critical resistance
-175 cost
-take 25% less extra critical damage, level 2 ignores damage rampup from minicrits, level 3 makes crits and minicrits that hit you affected by falloff
-3 levels
-maneuverability
-350 cost
-10% movement speed, 20% jump height, 50% air control, 50% charge turn control
-3 levels
When canteens are coded in, we can have these ideas
-Incendiary rounds
-for your current life, all attacks inflict 5 seconds of afterburn that deals double damage (6 damage per tick, 2 ticks per second, 5 seconds, 60 max damage)
-100 cost
-Explosive rounds
-for your current life, all attacks cause small 25 damage explosions (5 damage for minigun and sentry, 1 for flamethrower, 3 for shotguns, as it is for each individual pellet or fire particle or bullet)
-150 cost
-Overdrive
-for 5 seconds
-dispensers heal, give ammo, and generate metal infinitely
-sentries shoot 2x faster, can target Invis and cloaked spies, do not use ammo
-Teleporters recharge instantly, invincible to sappers, temporarily have 2-way tele if you don't yet have it
-engineer only
-300 cost
-double up
-for 5 seconds, fire twice the amount of projectiles/bullets/pellets as normal
-60 cost
-Uber
-5 second uber, sentry doesn't take damage
-cost 75
-crits
-5 second crit boost doubles sentry fire rate
-100 cost
-Teleport to spawn
-applies short speed boost once used, cannot be shared by medics
-cost 10
-Refill ammo
-refills clip, offhand ammo, rechargables, metal, dispenser's metal supply, sentry ammo, sappers, and cloak
-cost 30
-building upgrade
-upgrades all active buildings to max, fully repairs them, and removes active enemy sappers
-engineer only
-50 cost
-Medical Excellency
-doubles heal rate, overheal cap, overheal rate, and uber charge rate for 5 seconds
-medic only
-90 cost
-Tradeoff
-doubles all equipped weapon's stats, except stock for 5 seconds
-50 cost
--------------------------------------
-Canteen specialist (upgrade for medigun)
-reduces canteen costs by 15, shares used canteens with target, canteens last 1.5 seconds longer. Each level increases the amount of canteens you can hold by one, and let's you buy 2,3,4, or 5 different types of canteens at once
-having different canteen types makes a menu popup, showing your current different types of canteens equipped, for you to pick the one you wish to use at the moment, when you press the canteen button.
-4 levels
-300 cost
-Peripheral
-lets you see enemy health, equipped weapon name, and ammo
-100 cost
-1 level
- costs 50 for spy, since he already see's health
-costs 25 for medic with solemn vow, as he already see's health with the melee but gives up the use of other melee's for this
I have more coming
-Uber mastery
-increases uber duration by 3 seconds, increase uber build rate by 15%, enhance the medigun's uber effect
-3 levels
-600 cost
-uber enhancements at level one (effects only active during uber)
-medigun; 50% knockback and airblast Resistance
-kritzkrieg; buffs heal targets damage by an extra 50%
-quickfix; increase healing by an extra 100%
-Vaccinator; increases chosen damage resistance by another 8%
-blitzkrieg; applies the busted booster effect as well and applied to teammates in a radius 25% of the range of a normal banner
-Booster shot; increases overheal cap, heal rate, and overheal rate by another 50%
-chriropractor's chameleon;can store 2 ubers in 50% increments
-tank; increases shield damage by 50%, shield damage against tanks by another 50%, and blocks 33% of a sentry buster's explosion damage
-at level 2
-medigun; resists all knockback and airblast, uber does not lose duration when switching heal targets during uber
-kritzkrieg; buffs heal targets damage by an additional 100% (instead of another 50%)
-quickfix; heals another 200% faster(instead of another 100%)
-vaccinator;resists another 15% of the selectted damage types(instead of another 7.5%
-blitzkrieg; applies wartime warmth and busted booster effects, applied to teammates in radius 50% of the size of the normal banner radius
-Booster shot;increases overheal cap, heal rate, and overheal rate by another 100%(instead of another 50%)
-chriropractor's chameleon; can store 3 ubers in 33% increments
-tank;increases shield damage by 100%, increases damage against tanks by another 100%, and blocks 66% of a sentry buster's explosion damage(instead of 50%, 50%, and 33%)
-level 3
-medigun; can uber a target and switch away to a different target, and the first target stays ubered until the uber ends (so you can uber a teammate, switch away, and they stay ubered for the remaining duration instead of only one more second)
-kritzkrieg;boosts heal targets damage by an additional 150% (instead of 100%)
-quickfix;heals ana additional 300% faster(instead of 200%)
-vaccinator; another 22.5% resistance of selected resistance (instead of 15%)
-blitzkrieg;also applies busted booster, wartime warmth, and king mannup powerful. Applies all effects in radius 75% the size of normal banner
-booster shot; increases max overheal, heal rate, and overheal rate by an additional 150% (instead of 100%)
-chiropractor's chameleon; can build up to 4 ubers in 25% increments
-tank; increases shield damage by 150%, additional damage against tanks by another 150%, and blocks 99% of a sentry buster's explosion damage
Some notes:
Normally the medishield is incapable of blocking the sentry buster's explosion
The vaccinator's upgrades apply to the passive damage resist
Level 0: 10%
L1: 18%
L2: 26%
L3: 34%
Uber resist
L0: 75%
L1: 83%
L2: 91%
L3: 99%
Vaccinator only gets an additional 1 second Instead of 3 per mini uber
Mini uber duration
L0: 2.5
L1:3.5
L2:4.5
L3:5.5
While this MvM plugin was being made. Canteens weren't working, but we will add it once it's working.
That will most likely happen, so it would draw more people to play on them.
Can we create a separate thread for them so as to not clog up the main weapon thread?
Change the expensive -25% damage taken decrease to the normal mvm resistance upgrades.
I have 2 reasons for this.
1. The upgrade is expensive and difficult to afford.
2. It removes some strategy to it. In normal mvm you have to get the resistances for that wave and refund them the next to get the needed resistance for that wave.
Also, if you do this, you might want to add refunding for resistances seperate from the rest of the upgrades (dont know if thats possible.)
"High Noon:
(+) While scoped in: slowly fade to be almost fully transparent
(+) Silent killer: No death noise from kills
(+) On headshot: Your next shot will charge 50% faster"
No.