[ Transscript of review for Weaponstuff 2 | Posted by Nemephosis on 2003-10-27 | Score: 11 ]
OMFG OLOLOL THIS MOD LETS YUO MAEK YUOR WEAPINZ DO DIFFRENT THINGZ INSTED OF THE THINGZ THEY NORMELY DO BUT THERE IS A HYOOG BUG IN TEH MUD THAT MAKES YOUR WEAPN LIST BIG BUT TAHT SHOULDNT HAPEN SO THIS MOD GETZ GOOD SCORE OMG WTF LOL
Now, that version of this review was specifically for all those who would come onto IRC and flame me about how they don’t like my reviews. This more to your liking?
And now, the real review.
Weaponstuff: not just changing properties anymore!
You can read the Weaponstuff 1.01 review <a href=\"http://modsquad.beyondunreal.com/review.php?id=156\"> here.</a> Check the screeny too cause not much has changed. What HAS changed, however, is the ability to make one weapon go *POOF* to be replaced by another.
Under the new Weapon Properties tab, marked with my killer MS Paint-added arrows and label, you can now change the fire modes of a weapon, and what weapon it replaces. Don’t like the Link Gun secondary? Make it fire like the Minigun! Wanted a BETTER starting weapon? Make the Assault Rifle do more damage! Think it would be funny to watch rockets stream out of your rocket launcher? Make it happen!
What the new “pri. Fire mode” and “alt. Fire mode” tabs do is actually switch fire modes, not just the properties itself. So you can come up with sick and twisted combinations of a shock beam primary and Lightning Gun primary on altfire. It will count as a kill for the LtG if you score a kill with the shock rifle modified this way. You can make any weapon fire Assault Rifle grenades, but you’ll need to charge them just as you were using the AR secondary fire. It sounds like a lot to digest when reading it but it really is not.
The most confusing thing might be the replacer. However with a little bit of trial and error on my part, I got the hang of it. Well, okay, mostly error. You choose a weapon from the list, then you go to the “Selected weapon replaces” tab, and replace the weapon of your choice. Annoyed by the fact that map you really like doesn’t have a Flak Cannon? Simply choose it from the drop down list, choose the weapon you want it to replace in the “selected weapon replaces” box and now you have a Flak Cannon.
The best part is everything can be done on the fly, in game, using the command “mutate weaponstuff config” (without quotes.) Bind it to a key cause you will be using this, a lot.
I don’t have to watch my game anymore! YAY!
Fans of the original WS may remember it being slow on an older computer. Very, very slow. This is because Weaponstuff constantly checked for changes to the weapon settings. 10 times a second, to be exact. This caused a HUGE drag on the game. No more of that! Now WS detects new changes only when they’re made, and only once. It takes a few seconds for the changes to be made, and you’ll know they’re made because the action will stop for a split second while the changes are made. Wait a few seconds after pressing that “save and close” button before opening the menu or you will screw something up big.
There was a tiny little bug in Weaponstuff that could cause duplicate weapon entries in your dropdown list. This has been fixed. You can no longer open the menu while Weaponstuff is writing your weapon changes.
Where this mod really shines is for people like me who download more or less any weapon mod they can get their hands on. Weaponstuff works with all weapon mods. [will wants me to tell you that it works with MOST weapon mods despite the fact I\'ve poited out that realism mods aren\'t suitable for this. Now shut up Will. -Nem] So you can take the primary fire of a railgun from one mod and combine it with a grenade launcher from another mod to get one weapon!
Also new is the ability to fire more than one projectile at a time. You can now make projectile based weapons fire multiple projectiles at a time. The Flak Cannon can now fire as many chunks of flak as you could want, as fast as you want, and the chunks can travel as fast as you want. You can turn it into a shotgun this way. You can drench the battlefield in goo in a matter of seconds when you make it fire 12 blobs per shot. You can create the \"Wall of Death\" like I have, by making the Link Gun fire 100 plasma bolts per shot, have it do 1000% damage, but to make it not so spammy make it fire only once every 5 seconds (it needs to \"recharge\" before you can do it again.)
Not to worry, you can double click the sliders to input a precise value just as last time, so you won\'t be fighting with the sliders anymore.
Due to the nature of realism mods and their reloading, and needing clips etc. Weaponstuff does NOT work well with them. This is not Weaponstuff’s fault, it’s the way realism mods are set up. That’s the way it goes. So this will not be held against WS as it is beyond the authors control.
A Modsquad first
This mod marks a hallmark (not the stupid greeting card) moment for Modsquad. This mod gets the first ever 11. You may think it ridiculous, you may think it impossible, you may think I’m nuts. Well you’d be right on that last one, but you really do need to try this for yourself to see just why it got HIGHER than a ten. For all the things it can do from changing fire modes, to changing how fast they fire, how much damage the shots deal, and even how many projectiles you can fire with each shot, while being under 30K zipped, I can’t see how a ten is enough. Weaponstuff 2 has gone so far above and beyond everything I could have ever hoped for from it. There’s absolutely no excuse NOT to download this.
Nemephosis
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