WepMod Performance mod - Panic

Welcome to Project Crescent
It's so awesome to see you. Sign up and join the party!
Sign Up

Pigeon

Pijon mustard
Crescent Infinity
Joined
Aug 8, 2019
Messages
269
I have two variations of this depending on how hard the first variation is to code

Essentially, it would be tighter spread proportional to your current health, and increased fire rate inversely proportional to your current health.

Tier 3:
Spread reduced by (30% - 8x%), where x = missing health/10, and caps out at +25% spread (giving a range of -30% to +25% spread depending on health.)
Fire rate reduced by (15% - 5x%), where x = missing health/10, and caps out at +15% fire rate (giving a range of -15% to +15% fire rate depending on health.)

Tier 2:
Spread reduced by (25% - 8x%), where x = missing health/10, and caps out at +25% spread (giving a range of -25% to +25% spread depending on health.)
Fire rate reduced by (17% - 5x%), where x = missing health/10, and caps out at +13% fire rate (giving a range of -17% to +13% fire rate depending on health.)

Tier 1:
Spread reduced by (20% - 8x%), where x = missing health/10, and caps out at +30% spread (giving a range of -20% to +30% spread depending on health.)
Fire rate reduced by (20% - 5x%), where x = missing health/10, and caps out at +11% fire rate (giving a range of -20% to +11% fire rate depending on health.)


Alternatively, if this proves to be awkward to code, or too much for the server to calculate all the time, flat numbers could be used instead of percentages, at intervals of 25 instead of 10 so that the mod description isn't too long.

The numbers have some thought put into them, but they are definitely up for debate. At full health, this is a worse version of precision, and at the low health caps, this is a worse version of rapid fire. The advantage of this is that you get both, and can somewhat control how much of one buff or debuff you get at any time, giving you a lot more versatility during the round.