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+faster firing speed
+faster charge time
?doesnt have a charge meter like the huntsman
-longer reload time
-minicrits on headshot
-bolts cannot be lit on fire
+Much faster charge (maybe 2 seconds)
-Less Damage (maybe 300 on full charge headshot?)
-much longer reload (its a crossbow)
Instant Scope Charge
80%+ Firing Speed
20%- Reload Speed
This weapon deploys 20% slower
This weapon holsters 100% slower
Arrows cannot be ignited
No random critical hits
The instant scope charge because the arrow is already set and ready, as well as the medium stock holding the wearer's accuracy and stopping power down at a certain point.
Heavy firing speed for obvious reasons, and that's because the arrow is manually shot by a powerful string set, which propels the arrows faster and stronger than the web string.
Slower reload speed because it will take time to move the string back, placing the arrow in front of the string, and loading the weapon after such steps.
Slower deploy speed because it's a giant, metal, gun-shaped bow.
Slower holster speed because it's a giant, metal, gun-shaped bow.
Arrows cannot be ignited because they are made of special metal.
No random critical hits as an added nerf because instant scope charge just seems a little unfair.
without random crits
+20% damage
+15% speed of bolt
+33% more ammo can be hold
+1.5x range of bows
-no critical hits when using scope
-bolts cannot be ignited
-much longer reload
-weapon deploys 15% slower
-cannot be fired until the bolt is fully loaded
Projectiles penetrate up to 3 players when scoped in
-15% damage penalty
+25% longer reload time
*Projectiles deal less damage as they penetrate players (Say first hit dealt 100, second deals 80 and third deals 65)*
*Projectile works like the Crusader's Crossbow instead of the Huntsman*
*Headshots don't penetrate*
+20% less arc than the huntsman(meaning it's way more accurate than the huntsman
+10% bolt speed
Arrow to the knee: "it deals mini crits if it hits the knee of an enemy"
-25% reload speed
-10% holster speed
:D
Anyway, if this becomes a thing, it should be something similar to the Crusader's Crossbow, but with headshots. The arc should be minimal to none, as it would scope. This would make the "crossbow" type, which already exist.
Then the stats, they should be balanced and not too many effects together.
As crossbow weapon type already exist, stats should be based off it with 2 extras:
+This weapon can scope
-This weapon can't charge (the arrow is already on place, and shouldn't be overpowered)
The stats of Crusader's crossbow say that it can't headshot, so it is supposed that crossbow type is naturally able to headshot.
Ammo in Crusader's Crossbow is based off syringe gun I believe, that makes sense for the -75% ammo. Ammo of this weapon instead should be based off the bow type, so there shouldn't be a need for such statistic.
Try to create a stat based off these guidelines.
I try first:
+base damage +25% (based off huntsman, this means an arrow hitting anywhere will deal 65 instead of 50. A tradeoff for being unable to charge. This weapon is in the middle between huntsman and sniper rifle for the sniper, so it should shine in medium distance)
(headshots deal 195 damage then!)
No other stuff needed IMHO.
I finish remembering you the natural statistics of crossbow. REMEMBER THIS when trying to make stats:
>it reloads faster than Huntsman
>headshots are easier than sniper rifle due to the larger arrow hitbox
>arrows can't be ignited (you can't ignite the Crusader's Crossbow)
>arrows can be deflected, can impact on other projectiles, have a slow speed
>it is unpractical to really close combat due to the lack of charge, and unpractical to huge distance due to slow speed of arrow (so the natural faster reload balances this)
So, in a nutshell, this weapon is "good enough" for hipfire, but the ability to scope in makes medium range emphasized and really nice. However the lack of charge and slow arrow speed makes too much close range unpractical (Huntsman is better) and long range harder (sniper rifle is better). No weapon gets underpowered or overpowered, and there is an additional choice that shouldn't be abandoned. Balance.
thus the name ''dead air''
+15% faster reload
+30% damage on up close targets
-20% slower scope charge rate
-15% less accurate when not fully charged.
Maybe a bit OP, but i'd like a weapon that can be use up close and from far away. Not pick and choose (Sniper Rifles or Bows)
*hold down primary fire to charge arrows
+%20 extra damage above half-charge
-%20 extra damage below half-charge
-%30 charge rate