Author Topic: Ten Percent Mod  (Read 1627 times)

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Offline mxyzptlk

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Ten Percent Mod
« on: November 03, 2007, 10:21:24 pm »
This weapon modification buffs every single weapon by as close to 10 percent as possible. It makes every stat 10% better.

Code: [Select]
[Info]
Name=Default mod
Version=1.4.1

[USSOCOM]
Damage=188
FireInterval=11
Ammo=13
ReloadTime=59
Speed=198
BulletStyle=1
StartUpTime=0
Bink=0
MovementAcc=1
Recoil=0

[Desert Eagles]
Damage=196
FireInterval=21
Ammo=8
ReloadTime=80
Speed=209
BulletStyle=1
StartUpTime=0
Bink=0
MovementAcc=1
Recoil=0

[HK MP5]
Damage=112
FireInterval=5
Ammo=33
ReloadTime=95
Speed=208
BulletStyle=1
StartUpTime=0
Bink=-11
MovementAcc=1
Recoil=0

[Ak-74]
Damage=113
FireInterval=9
Ammo=44
ReloadTime=135
Speed=264
BulletStyle=1
StartUpTime=0
Bink=-16
MovementAcc=2
Recoil=0

[Steyr AUG]
Damage=80
FireInterval=6
Ammo=33
ReloadTime=104
Speed=286
BulletStyle=1
StartUpTime=0
Bink=-22
MovementAcc=2
Recoil=0

[Spas-12]
Damage=142
Fireinterval=29
Ammo=8
ReloadTime=158
Speed=152
BulletStyle=3
StartUpTime=0
Bink=0
MovementAcc=1
Recoil=0

[Ruger 77]
Damage=278
FireInterval=36
Ammo=5
ReloadTime=90
Speed=363
BulletStyle=1
StartUpTime=0
Bink=10
MovementAcc=3
Recoil=0

[M79]
Damage=186500
FireInterval=5
Ammo=2
ReloadTime=198
Speed=111
BulletStyle=4
StartUpTime=0
Bink=40
MovementAcc=3
Recoil=0

[Barret M82A1]
Damage=545
FireInterval=216
Ammo=11
ReloadTime=330
Speed=605
BulletStyle=1
StartUpTime=25
Bink=100
MovementAcc=7
Recoil=0

[FN Minimi]
Damage=94
FireInterval=8
Ammo=55
ReloadTime=225
Speed=297
BulletStyle=1
StartUpTime=0
Bink=-12
MovementAcc=4
Recoil=0

[XM214 Minigun]
Damage=55
FireInterval=3
Ammo=110
ReloadTime=330
Speed=319
BulletStyle=1
StartUpTime=50
Bink=-6
MovementAcc=1
Recoil=0

[Flamer]
Damage=2090
FireInterval=5
Ammo=220
ReloadTime=4
Speed=116
BulletStyle=5
StartUpTime=0
Bink=0
MovementAcc=1
Recoil=0

[Rambo Bow]
Damage=1200
FireInterval=10
Ammo=1
ReloadTime=25
Speed=210
BulletStyle=7
StartUpTime=0
Bink=0
MovementAcc=1
Recoil=0

[Flamed Arrows]
Damage=800
FireInterval=10
Ammo=1
ReloadTime=39
Speed=180
BulletStyle=8
StartUpTime=0
Bink=0
MovementAcc=1
Recoil=0

[Combat Knife]
Damage=247500
FireInterval=5
Ammo=2
ReloadTime=2
Speed=66
BulletStyle=11
StartUpTime=0
Bink=0
MovementAcc=1
Recoil=0

[Chainsaw]
Damage=2100
FireInterval=2
Ammo=150
ReloadTime=90
Speed=76
BulletStyle=11
StartUpTime=0
Bink=0
MovementAcc=1
Recoil=0

[M72 LAW]
Damage=165000
FireInterval=27
Ammo=2
ReloadTime=432
Speed=253
BulletStyle=12
StartUpTime=21
Bink=0
MovementAcc=1
Recoil=0

[Punch]
Damage=36300
FireInterval=5
Ammo=1
ReloadTime=2
Speed=55
BulletStyle=6
StartUpTime=0
Bink=0
MovementAcc=1
Recoil=0

[Grenade]
Damage=165000
FireInterval=72
Ammo=1
ReloadTime=18
Speed=55
BulletStyle=2
StartUpTime=0
Bink=0
MovementAcc=1
Recoil=0

[Stationary Gun]
Damage=198
FireInterval=9
Ammo=110
ReloadTime=330
Speed=393
BulletStyle=14
StartUpTime=0
Bink=0
MovementAcc=1
Recoil=0

Download below

"While preceding your entrance with a grenade is a good tactic in
Quake, it can lead to problems if attempted at work." -- C Hacking

Offline O.R.I.O.N.

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Re: Ten Percent Mod
« Reply #1 on: November 05, 2007, 02:46:18 pm »
...uhm. What exactly is the point behind this? >_>
To sum up my point: We had a multipage debate about toilet padding. (Putting TP in the water so you don't get splashed.)
And we still don't know if dead guys can keep a stiffy.

Offline gedazz

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Re: Ten Percent Mod
« Reply #2 on: November 05, 2007, 02:52:56 pm »
...uhm. What exactly is the point behind this? >_>
I was about to ask this too.
Yea, mxyzptlk, explain this to us, please :)

Offline Duck Boi

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Re: Ten Percent Mod
« Reply #3 on: November 05, 2007, 03:11:13 pm »
...uhm. What exactly is the point behind this? >_>
All guns are 10% percent better in everyway?

You have way to much time on your hands..

Offline mxyzptlk

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Re: Ten Percent Mod
« Reply #4 on: November 05, 2007, 03:47:25 pm »
It was an expiriment to see how it would react to a uniform buff. It is actually pretty fun to play.

"While preceding your entrance with a grenade is a good tactic in
Quake, it can lead to problems if attempted at work." -- C Hacking

Offline O.R.I.O.N.

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Re: Ten Percent Mod
« Reply #5 on: November 05, 2007, 05:10:51 pm »
Faster deaths? Meh, like realistic mode minus the realistic.

Now, what about a de-buff'd mod...
To sum up my point: We had a multipage debate about toilet padding. (Putting TP in the water so you don't get splashed.)
And we still don't know if dead guys can keep a stiffy.

Offline Lord Frunkamunch

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Re: Ten Percent Mod
« Reply #6 on: November 05, 2007, 05:15:07 pm »
That would be harder; depending on how much you wanted to debuff it you'd have to accommodate for the fact that 1-hit-kills should always kill in one hit, so doing something like halving the power would be out. Which would require one having to change some other values to balance the fact that the damage on the barrett, for example, would have to stay the same of be turned into a drastically worse weapon. [/walloftext]

Either way it seems like a bit of a waste of time.
I attend grammar school, last grade, and ignorance is all around me. Well, good for them. Ignorance is bliss.

Offline mxyzptlk

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Re: Ten Percent Mod
« Reply #7 on: November 06, 2007, 09:12:47 am »
No, it's not quite a "realistic" improvement. It just makes it faster paced; faster bullets, more damage, larger clips, less bink/moveacc.

"While preceding your entrance with a grenade is a good tactic in
Quake, it can lead to problems if attempted at work." -- C Hacking