Ideas to make the Blaster actually useful

Make it like CSGO revolver

Probably “my brainstorms” deserve separate threads-

But, ultimately- I want the engine to be scriptable in the sense that you package “models/sounds/etc…” + some scripted code which details how/when it works and ultimately how it’s amunition works.

So such that,

wep-lcannon.pk3 would additionally include the necessary code for it’s logic.

A system like this, would allow a server plugin-play with arbitrary type weapons, without any modification to game code.

Ultimately meaning, no server/client or game updates required. Just drop in your new “rifle” and it’s available.


Similar thoughts on buildables…

but I’ve derailed enough.


Blaster is 100% useless to me unless it allows me to humiliate an player on the alien team.

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Pre-nerf, too! Kappa

No weapon has damage dropoff over range in Tremulous
2x rate of fire of shotgun is 500ms (two shots per second); this is faster than the blaster (700ms)
shotgun speed reload is 2000ms (two seconds to reload)

Similar to how I’ve modified the portalgun; which now “accelerates”; we could have an “deceleration” on hit-scan wepaons (anything with 'bullet’s"- and scale the damage relative to the speed of impact.


In such a case (epic5 being my go-to), getting shot from far away could do less damage (in addition to a degrade in bullet’s velocity, and scale that down the damage.

^^ Just an idea

With how small the majority of Tremulous maps are, this would probably be more effort than it’s worth. Very few Tremulous maps have long enough range areas that this would heavily affect damage (e.g. enough to lower a rifle bullet from 5 to 4 or a blaster hit from 9 to 8). There’s no decimal point for health so it would be difficult and also largely pointless.

I think it might help with the mdriver camp- assuming it had special fall-off characteristic’s.

Nothing wrong with MD camp, it’s a very costly weapon and has shitty DPS. If you wanted to nerf that just lower the total ammo capacity so they have to return home more.

Damage drop off suits massive games like Battlefield, not Quake3 arena.

This was actually REALLY OP in F, humans could strafe using the blaster and escape a rant or reach places where aliens couldn’t, so I don’t think it is a very good idea. Unless you guys have plans on modifying it but keeping the idea intact.

main problem with blaster is DPS. outside of the adult industry we call this damage per second. btw what i mean is, if u r using a weapon like chainguin, u can quickly transfer bullets from ur gun into the alien. the result is that the alien quickly loses damage. but if ur confused wait. it doesn’t have to be a high amount of bullets. it can be a low amount of bullets, but they are very high dmg bullets. like mass driver. which allows u to instantly kill dretch.

so basically what i’m suggesting about the blaster is, u need a way to increase the DPS. to increase damage per second u either need to increase damage or decrease seconds. have u ever played the game Halo? now this is my idea. in the game Halo i played w/my brother there is a plasma pistol. sort of like blaster. it runs on energy instead of bullets. BUT u can charge it by holding the trigger until u release a huge damage all at once. i think trem blaster should have the same feature. but in Halo when u fire a bullet that was charged, it does high damage but it flies very slowly. to make up for this, u can fire the plasma pistol very quickly if u just want the lowest possible damage. i think trem blaster should work the same way… u should be able to hold down the trigger to fire a slow moving shot that does a very high amount of damage. but ppl should also have the option to fire a weaker shot that moves very fast, so u can also use blaster for sniping with that option. the thing is u don’t want people holding down the trigger forever (like in Halo) so u need to make it so the blaster blows up in ur hands after a certain amount of time if u don’t fire it. i think if u implement all these things ppl will find more uses for the blaster without imbalancing the game. thx

That is pretty much what the luci does (we are currently testing the luci with having its velocity higher for lower charges). Actually part of the luci’s description in-game is:

Blaster technology scaled up to deliver devastating power.


I think we should add “new” weapons for testing/concepting etc while leaving the existing weapons alone.

e.g., A-B, testing + plus new weapons; sounds like win win to me.

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Based off xonotic’s blaster:

And for tihs last one, skip to 11:45

The blaster encourages dretches to use their wallwalking ability because if they don’t and get hit by the blaster, they fly a bit.

But of course, this isn’t actually too suitable for a game like Tremulous where large latency is a common thing because then I’ll warp around like shit when I get hit by blasters on grangerhub’s american servers.

IIRC the balanced I used were:
-Knockback equivalent to 100 damage (Q3 rockets equivalent)
-Direct hit 9 damage (typical tremulous)
-Splash damage max 9 damage… I think
-Basilisk is resistant to knockback when grabbing a human, and even more resistant if only damaged by slash
-Holds a max of 6 ammo, with no clips, but regenerates once per second or something like that
-Featured (at the time, now it’s bugged) rapid weapon switch to allow rapid firing and/or weapon combos (as seen in first video with the rifle)
-As usual, bigger aliens are resistant to knockback as well, so don’t expect a dragoon to fly because you hit them.
-Ammo doesn’t regenerate when blaster not selected so you’re not so OP.
-The fire rate with the weapon double toggle feature and the knockback is enough to levitate a dretch and possibly a granger.

Oh and regards to the double toggle, it works on other weapons too, though I need to prevent it being used on the lasgun since that made it bloody OP (up to 90 DPS if scripted), but suits the shotgun quite nicely: (1:47)

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For lack of ideas, perhaps the blaster could work like a mini lucifer cannon.
Or simply make it have a charge so that you can fire a number of shots but once discharged the gun would have to cool down for a bit.
Or one could make some kind of secondary attack too.

I really think the blaster is a bit of a lame sidearm, improvments there would be nice.

Also having a it exchangeable for a costy revolver or smg might be cool too.

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Could try the poison effect for granger barb too, though tbh it looks a bit OP. Maybe a once-per-10 second regeneration timer with like 5 blobs at max. Based off NS2’s gorge bile ability: