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AbeX300

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About AbeX300

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  • Birthday 09/26/1995

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  1. AbeX300

    Stamda's art dump

    And because apparently AbeX3000 counts as an answer, I hereby change my Steam Profile name to be AbeX3000. :V
  2. Alright, I have two questions. Considering that this is solo, the fact that you have to fight multiple enemies per spawn, and since there is a big robot at the end of every wave... Should the currency be distributed as normal, or should the prize money only be given from the boss of the wave? Also, should each wave be a checkpoint like normal, should there be less checkpoints, or should there be absolutely no checkpoints and make it like an Arcade game? Edit: Another question, should I try to make variants of the Sentry Buster (Large and Small)?
  3. More like PlayCoOpDammit mode.
  4. Well I was apparently considered a cool guy by Stamda, so... And thanks!I suppose you're right about the Medic being useless on solo. And I doubt we'd be getting a medigun like that, anytime soon (or even just as an unused item attribute).
  5. You know, I'm willing to bet that if mvm_upgrades scripts file actually worked properly, it'd be a lot more easier to try to make the Medic be able to keep up with the other classes (or at least Valve should release an item attribute called "dmg taken from syringes" and "dmg taken from arrows"). But I suppose you're right, for now. And I'll try to find the horde mode. Thanks for the suggestion! (How was it even made before MvM, though?)
  6. Hi! As of now, I got pretty much nothing else to do, so I'm going to start a project that revolves around making Mann vs. Machine compatible for single-player. My goal to achieving this is to make it possible for all classes to beat it (yes, even the Medic), but at the same time, not make it too easy to beat. Currently, I'm starting on making Coaltown single-player. The starting currency is 1,000 credits, and the respawn time is set to 0 as opposed to 3 (it's not instant respawn, though). It may change as the development goes. Before I even start to adjust the waves, I need to work on what completely changes the Engineer's gameplay: The Sentry Buster. The default Sentry Buster has the following stats: Health: 2500Difficulty: ExpertScale: 150%Respawn Cooldown: 35sDamage for Spawn: 3,000Kills for Spawn: 15Attributes:[+] +100% move speed bonus (520HU/s, max speed cap)[+] -50% damage force taken[+] -50% airblast force taken (Never going to happen in Single-Player)[+] Cannot be backstabbed (Also never going to happen in Single-Player)That's quite a mighty Sentry Buster for just one Engineer and his Sentry. Even when he hauls the Sentry and runs toward the Sentry Buster just to activate it, you'd still suffer from having the enemies being able to go past you without a sweat. So I've adjusted it to where I think it's actually viable. Health: 500Difficulty: ExpertScale: 100%Respawn Cooldown: 30sDamage for Spawn: 2,000Kills for Spawn: 10Attributes:[+] +15% move speed bonus (322HU/s, slightly faster than Medic)[+] -50% damage force taken[+] -50% Sentry damage taken[+] Crit damage taken is normal[-] +285% melee damage takenSo now not only is it actually slightly weaker overall, but it's also extremely vulnerable to your melee weapon (though, random critical hits won't do much against it). However, due to it being weakened, it will spawn almost half more often. Any suggestions on the Single-Player Sentry Buster, so far? Edit: I actually didn't realize you can actually change the damage/kill amount for a Sentry Buster to appear. Edited. Edit: Sentry Buster: Lowered health from 1000 to 500, increased melee damage vulnerability from +200% to +285%, and increased sentry damage resistance from +35% to +50%.
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