Neue Antwort erstellen
Die letzte Antwort auf dieses Thema liegt mehr als 365 Tage zurück. Das Thema ist womöglich bereits veraltet. Bitte erstellen Sie ggf. ein neues Thema.
Vorherige Beiträge 9
-
-
Wieso wird das Topic eigentlich jedes Mal unsticky, wenn ein Mod oder Admin postet? :bash:
-
OK, dann gib die Quelle an: Internet
-
Dann bleiben die Passagen, die nicht überarbeitet sind, trotzdem eine Urheberrechtsverletzung, weil mindestens die Quelle angegeben werden müsste. Mit sowas darf ich mich jedes Semesterende rumschlagen
-
Das ist nur bedingt richtig. Ich habe einige Passagen überarbeitet
-
Pfui.. ich rieche Urheberrechtsverletzungen und einen Plagiatsversuch
-
statt das kommentarlos zu posten hätteste auch den link zur faq bei disastrous consequences setzen können, die haben das gute stück ja verfasst! zwar auf der basis von mysterials arbeit... aber immerhin.
-
nice, thx!
-
Damage
Range: -3 to 5
A weapon with no text, only a +/- rating (e.g. \"Rocket Launcher +3\")
deals 10% more (for +) or less (for -) damage for each +/- (so a Bio
Rifle +3 deals 30% more damage).
Draining
Range: -2 to -1
This weapon takes adrenaline from you equal to 2% of the damage
caused by it for each minus.
Energy
Range: 1 to 3
Each + gives you adrenaline equal to 2% of the damage caused by it
and deals an additional 3% damage.
Force
Range: 1 to 5
Each + makes projectiles shot by this weapon 20% faster and do an
additional 2% damage.
Freezing
Range: 3 to 6
Slows the target down. Each + deals an additional 2% damage and
slows the target down for an additional second. And yes, you can
freeze yourself.
NOTE: Freezing weapons do not affect the flag bearer in CTF games,
nor do they affect the ball carrier in bombing run games.
Harm
Range: -3 to -1
Each minus deals an additional 1% damage to you.
Healing
Range: 1 to 3
(Max Healing is +50)
This weapon heals teammates (including pets and yourself in the case
of weapons such as the bio rifle). A message is displayed showing
you who has healed you. You can now also gain 10% experience for
healing others. You do not gain exp for healing yourself, or for
healing self-damage (e.g. if Arcadun hits himself with his own flak,
you can heal him but you do not gain exp for healing that portion of
the damage).
Infinity:
Range: -2 to 4
This weapon has infinite ammo. Each + (or -) does 3% more (or less)
damage.
Knockback
Range: 2 to 6
The attributes of this weapon type are harder to express due to it\'s
complexity. At a high level, the more damage you do, the further
back your opponent will be pushed, and the more often you can repeat
the knockback. Each + deals an additional 2% damage.
NOTE: Knockback weapons do not affect the flag bearer in CTF games,
nor do they affect the ball carrier in bombing run games.
Luck
Range: 2 to 7
While holding this weapon, fortune smiles upon you. Useful pickups
seem to materialize out of thin air in front of you! Each + deals an
additional 1% damage.
Misfortune
Range: -1
You aren\'t so lucky with this weapon. For some reason, pickups seem
to spontaneously combust right before you get to them.
Null Entropy
Range: 1 to 6
Stops the target dead in it\'s tracks for a split second. Each + adds
2% more damage, and makes the rapidness at which you can repeat the
Null Entropy quicker. You can Null Entropy yourself.
NOTE: Null Entropy weapons do not affect the flag bearer in CTF
games, nor do they affect the ball carrier in bombing run games.
Penetrating
Range: -2 to 4
Shots fired by this weapon go through any players they hit (like the
zoom instagib beam does). NOTE: This does not apply to monsters,
only to human players. Each + (or -) does 2% more (or less) damage.
Piercing
Range: -2 to 6
Damage from this weapon ignores damage reduction. Each + or - deals
2% more (or less) damage.
Poison
Range: 1 to 4
This weapon poisons those hit with it, causing additional damage to
them over time.
Protection
Range: 1 to 4
Each + reduces the amount of damage you take by 10% and deals an
additional 1% damage. In addition, if you are hit for lethal damage
(i.e., you take more damage than you have health), this weapon will
reduce you to 1 health instead (NOTE: this only applies to the first
lethal hit you take. After that, you\'re on your own.).
Quickfoot
Range: 1 to 5
Each + adds a 5% quicker walk and 2% more damage.
Rage
Range: 6 to 10
This weapon deals a lot of damage, but also hurts you in the
process. Each + deals an additional 10% damage. 10% of the damage
you deal hits you as well (NOTE: This self-inflicted damage will not
drop you below 80 health).
Reflection
Range: 1 to 7
This weapon has a chance to reflect damage dealt to you by energy
weapons (such as Skaarj energy). Each + increases your chance of
reflecting the damage. Each + adds 2% more damage.
Slowfoot
Range: -5 to -1
Each - adds a 5% slower walk and 2% more damage.
Slow Motion:
Range: -1 to -6
This weapon slows down your projectiles or freezes them.
Sturdy
Range: -1 to 4
Enemy fire can\'t push you around while holding this weapon. Each
plus adds an additional 2% damage.
Vampiric
Range: 3 to 7
(Max Vampire is +50)
+3 = 6% more Damage and 7.5% Vampire
+4 = 8% more Damage and 10% Vampire (same As level 2 Vampire skill)
+5 = 10% more Damage and 12.5% Vampire
+6 = 12% more Damage and 15% Vampire (same As level 3 Vampire skill)
+7 = 14% more Damage and 17.5% Vampire
Vorpal
Range: 6 to 10
Has a % chance to instagib. You\'ll know when it does, it\'ll make
neat noises. Be careful, you can instagib yourself if you shoot it
and it reflects back at you (because of a wall, a shield, etc.).
+6 = 60% more Damage and 1% chance to instagib
+7 = 70% more Damage and 2% chance to instagib
+8 = 80% more Damage and 3% chance to instagib
+9 = 90% more Damage and 4% chance to instagib
+10 = 100% more Damage and 5% chance to instagib