STEAM GROUP
Custom TF2 Weapons cTF2w
STEAM GROUP
Custom TF2 Weapons cTF2w
847
IN-GAME
5,162
ONLINE
Founded
19 June, 2015
Language
English
Location
United States 
Showing 91-100 of 192 entries
77
Suggestions for Changes for the MvM Servers
Originally posted by Loreknight:
Bullet resistance
3 levels
325 cost
25% bullet resistance per level
First level causes you to take no extra damage from bullet rampup
Second level causes you to take no damage at all from bullets that would have suffered from falloff
Third level causes you to take no damage at all from bullets that would have had rampup

Explosive resistance
3 levels
325 cost
25% explosive resistance per level
Each level causes you to ignore damage you would take if you were in the outer 25%, 50%, or 75% of an explosion, respectively

Fire resistance
3 levels
175 cost
25% fire resistance per level
Each level causes afterburn to last 30%, 60%, or 90% less time on you, respectively

Crit resistance
3 levels
175 cost
30% crit resistance per level
First level causes minicrits you take incapable of dealing rampup damage
Second level causes crits and minicrits you take to be affected by damage falloff
Third level causes critical damage that you resisted to be reflected back at the offending robot

Example of third level:
You take a 300 damage critical hit
100 base damage, 200 critical damage
You resist 180 of the critical damage.
The robot that dealt the damage takes 180 damage

Terms:
Falloff; the mechanic where the farther the shooter is from the target when his attack hurts the target, the less damage it does than base.

Rampup; the mechanic where the closer the shooter is to the target when his attack hurts the target, the more damage it does than base.

Crit resistance explanation
When you take a critical hit, it takes the damage, and adds double of it.
100 damage
Crit adds 200 damage

Only the 200 damage is critical, therefore only the 200 is resisted.
Updated.
Upgrades all cost 25 more to compensate for improved quality
3,550
Suggestions for New Weapons (or New Attributes)
77
Suggestions for Changes for the MvM Servers
Originally posted by AwesomeGuyDj:
Originally posted by Loreknight:
Bullet resistance
3 levels
400 cost
25% bullet resistance per level
First level causes you to take no extra damage from bullet rampup
Second level causes you to take no damage at all from bullets that would have suffered from falloff
Third level causes you to take no damage at all from bullets that would have had rampup

Explosive resistance
3 levels
400 cost
25% explosive resistance per level
Each level causes you to ignore damage you would take if you were in the outer 25%, 50%, or 75% of an explosion, respectively

Fire resistance
3 levels
300 cost
25% fire resistance per level
Each level causes afterburn to last 30%, 60%, or 90% less time on you, respectively

Crit resistance
3 levels
300 cost
30% crit resistance per level
First level causes minicrits you take incapable of dealing rampup damage
Second level causes crits and minicrits you take to be affected by damage falloff
Third level causes critical damage that you resisted to be reflected back at the offending robot

Example of third level:
You take a 300 damage critical hit
100 base damage, 200 critical damage
You resist 180 of the critical damage.
The robot that dealt the damage takes 180 damage

Terms:
Falloff; the mechanic where the farther the shooter is from the target when his attack hurts the target, the less damage it does than base.

Rampup; the mechanic where the closer the shooter is to the target when his attack hurts the target, the more damage it does than base.

Crit resistance explanation
When you take a critical hit, it takes the damage, and adds double of it.
100 damage
Crit adds 200 damage

Only the 200 damage is critical, therefore only the 200 is resisted.
why dont you just add the normal resistance?
These are cooler
Showing 91-100 of 192 entries