Soooo.... new version up.... newer version going up tonight. I've added gametypes and changed the default gametype. My old version is still on there (last). I know you guys will still want to play it even when I'd rather be playing my newer versions, so it's not going away anytime soon.
But, if you want to be setting cap records I guess you should be doing it in ADR CTF now! Mwuahaha all part of my devious plan. *cough* I've perfected the movement mechanics too, I won't make capping possibilities faster again in CTF, so please see what you can do with them!
FerBotz are on. I've worked a lot on them. They're not perfected. They still don't use the trans to its full potential, so don't get around as well as I'd ideally like, don't rocketjump, so not great on many maps. They also have issues on many maps I haven't weeded out yet. Clustering on flag, not properly attacking, getting flag back, etc. Even on good maps some of them will just be broken and not moving from spawn, you won't realize it though because the ones that work are everywhere at once. They're not the best at returning their flags. Now, ALL THAT SAID, they are awesome. Given the right maps they will beat the shit out you, and not just with aim - I have "SuperAim" (LoqueAim) *OFF*. The FerBotz are generated RANDOMLY and have random values! Nonetheless. Given the right map, they will beat the shit out of you. One of the modes I added is 3 Botz vs 1 Player CTF, it scales. That Grinder map, I lost 0-5 in under 5 minutes lol. One was standing between spawns and telefragging me about 7 times in a row before I could do anything, yeah. They are telefragging beasts. They will use it and punting it to get around quite well on the bigger maps, just not EO player mobility yet. They fire grenades behind them, get in your face with shock combos and wreck your shit, snipe your head off, roast you.
The DM mode has an insane number of them that I need to find a way to set a different value for, so it's not a good testing ground yet.
Now, for the changes I've made, too many to list. A lot of polish and balancing has been done. The shock combo is a little more powerful, and I believe if you face the FerBotz with it you will see it's plenty strong enough heheh. Damage value is up to 400 (proximity) with one ball in a shock combo, multiplying per additional ball obv. The SniperRifle has a bigger explosion radius, more explosion damage - but if you're going to hit the ground with it, you're going to do far more damage by hitting in front or behind the player rather than the sides, because it can ricochet now. You hit the ground in front, they're going to take explosive damage and ricochet damage. You shoot through them and hit the ground behind, they take direct hit and explosive. You shoot through them and hit a wall, they take direct and ricochet. Yes, you can shoot through pawns indefinitely. Headshot damage is great. Finally, the speed of the projectile bullet is 10x what it was in my last version. The best skill to gain with the new SR, and there are a lot of them, is to train yourself to track and fire even when they've gone behind a wall, or to bait and use a wall for your protection while still firing when you know their location. Damage values are as follows. 200 damage direct hit, UP TO (proximity) 100 damage explosion (only on level contact), 100 damage ricochet, 400 damage headshot. Combine those values with the usage scenarios I gave and it's very strong.
Ripper is high damaging but avoidable and gives a burning DoT. Pulse secondary fire spawns an expanding flame at impact that will put a burning DoT on anyone it touches.
For the version going up tonight! Pulse is now a greater accuracy primary fire much narrower cone. Since I'm picking up on that you guys don't like excessive effects, I'm toning down many of them. Shock combos and rocket explosions have new effects.