TPS Unofficial Community Patch Thread

I don’t pay attention to it that much though. Probably needs a second player as an observer for a good observation.

Can anyone fix the targeting on the ZX-1? It wold be a lot better if shots didn’t just fly off into space.

About the Gwen’s Other Head, is it possible to remove the side bullet and give It another thing? Like splash to fit the Maliwan barrel?

Not realy but we are buffing/giving continuous dmg to it so it wont be so bad

I think Gwens is only None elemental right? I mean yea we can remove the other bullet and give twice the dmg maybe. or somethin like +60% since you wouldnt always hit the second bullet.

Nope. Any element (although NE is probably more common).

I actually love the 2nd pellet. It makes the thing an absolute monster from close range, especially when ADS. Is there any way to keep that same feeling if you change anything?

Maybe you can change the firing pattern to make the second pellet come out vertically?

TBH i like the gun as is as well. I dunno. Its kinda low on my list. Might give it continuous bonus dmg now that we finnaly figured that out :stuck_out_tongue:

a double accessory would do the same thing

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I was cooking something with Wilhelm and these suggestions came to my mind :

  • Make Power Fist have 5 to 8 seconds Cooldown instead of 12 seconds which is too much.
  • Make Power Fist recieve Damage Boosts from Roid Shields.
  • Make Overcharge regenerate Rocket Launcher ammunition, and last 15 seconds instead of just 10.
  • Make Kinetic Armor viable by boosting the Explosive Feedback (which is ridiculously low, especially for a Tier 5 Skill.)
  • Make Meteor Slam boost Slam Damage (5 or 7,5% per level) as well as Slam Radius.
  • Make Hard to Kill stacks never decay (or decay one by one, instead of just losing them all.)
  • Make Omega-Strike get Explosive Damage boosts.
  • Make First to Fight a Kill Skill instead of what it is.

I don’t know if all of these are possible, but I hope so.

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I hear ya boom but I’m kinda with Chuck on this one. My take is just make sure the laser double Acc is working correctly…straghten out the second shot and maybe boost base damage a tad. And call it a day. Then the gun becomes useful and useable. As is… the wild 2nd shot is both useless and distracting. And its certainly not a gun that people would consider a great piece. Something worth running around for and checking those locations constantly.

I know some folks may actually like it but the guys who do (all two or three of them LOL) are just waaay better players than me.

The goal of the patch…in my mind… is to increase playability and options.

The current gun does neither IMHO.

But what do I know…LOL

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I sincerely doubt that lol.

Anyway, it’s always seemed like more of a play style thing to me. I don’t have problems hitting with the extra pellet whether ADS of hip-firing. I actually find it to be exceptionally easy to use solely because I don’t have to ADS to get great DPS out of it. A cryo variant and face-punching distance will make short work of most anything.

The thing that scares me about the double accessory is that the second pellet will have an unpredictable flight path. As it is now it always come out at about the same place in comparison to the primary pellet. With an accessory, the bullet path wouldn’t be fixed anymore, making it more unpredictable.

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I don’t know if you already said it, but can’t we just change the Double accessory to behave like Gwen’s Other Head’s projectile path ?

wait i am confused. You want The double to make all guns into gwens? how would that be any helpfull?

Just forget that, after thinking about it it’s a terrible idea that would break some guns :neutral_face:

There is a replacer for the double acc on the mod page which is Masher Made by Aaron0000 ported for tps

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What if Claptrap’s Fuzzy Logic had a max grade of 5? I know some don’t like the randomness of the subroutines and this allows people to skip them over entirely, and gives Claptrap access to the melee subroutine and elemental subroutine without needing to pick up any others.
I don’t play a lot of Claptrap, so I don’t know if there’s something I’m missing with this idea or not. The melee bonus might be a little crazy to have on all the time, but that could be reduced of course to compensate.

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i like that idea. ill keep it noted For when we get around to skills. For Now tho we are working on almost anything else xcept skills due to their sheer complexity and univercity projects dragging us down :stuck_out_tongue:
We are Currently Working on Oz Kits Coms and some weapons. We did something interesting that we will add in the next update. We managed to make Snowball on a Always Cryo the target nade which makes it unique and FUN instead of just being a super Dumbed down FastBall

Ill take a look on CoMs pretty soon so if people have suggestion as to what to change on certain CoMs (Mostly Skills But i think the bonuses are changable relatively easy as well)

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No worries mate. I just got through exam week myself.
I’ve been working on Wilhelm’s skills in my spare time and they are definitely a pain. I managed to double the size of Zero Hour’s healing circle, but I still have no idea where Termination Protocols gets its tesla effect from.

COM bonuses are an easy change, you just have to remember to update the UIStatList so they actually show up on the card if you swap them with something else.

You know how to implement em in hotfix? The skill changes. Cause some of em Change on Map Change so its not really an option… For example i had made Cold War A 100% thing for testing but everytime i changed map it reverted back