Tier+Tactical - Tier 2AUploaded by Panopticon
Dec 26th 2019, 3:23 AM
Bushido's iconic weapon pack, this time with a fresh coat of paint!
Codenamed "Kai", this update includes a boatload of bugfixes, an overhauled ammo system, and all new preferences for you to play around with. The classic look and feel of the weapons have been left mostly untouched.
Here's a quick rundown:
- T+T1 ammo mode finally works after all these years
- New Arena ammo mode: bottomless magazines and limited ammo, for an authentic Quake-Like experience
- Patched ammo system: no negative ammo or your money back, should also work with SetInventory and other weird item events
- Lots of preferences, compatible with both Glass and RTB
- Miscellaneous bugfixes and enhancements
- Fully working easter eggs
A full description of all preferences can be found at: https://forum.blockland.us/index.php?topic=324336.0
Tier 2A contains:
The Sniper Carbine
The Sniper Carbine is essentially a Sniper Rifle cut down to be useful at close ranges, hence the name. By using smaller rounds and using a different kind of action, the Sniper Carbine fires quickly, but maintains its punch; the biggest caveat not an issue of brawn, but an issue of ease-of-use: Because of the way the attached red dot sight works, one must actually aim down the sights (rather than just fire from the hip) to pull off criticals and to get optimum accuracy, and even then you have to fight an uphill battle with the recoil. But, if you can master these mechanics, the Sniper Carbine will be a force to be reckoned with.
Uses 7.08 "Heavy Rifle" rounds.
Bullpups, and all their bullpuppy brethren, all operate by firing 3 rounds—in quick succession—in a single "burst" when you pull the trigger. You can still hold it down and fire on what could be called "automatic", but the idea is that single trigger-bursts will kill enemies in two or three goes, saving on ammo but losing on overall control of fire. This issue can be fixed, of course, by skill and finesse—get good with it, and the Bullpup'll be your best friend!
Uses 5.56 "Little Rifle" rounds.
The Machine Pistol
The Machine Pistol is the perfect sniper sidearm—just like the Pepperbox, it covers large areas with light damage very quickly, but through sheer volume of fire rather than spreading rounds. And also just like the Pepperbox, it keeps back enemies at very close range—pushing them faster as they get closer. What sets it apart from other self-defense sidearms is sheer magazine size: one can literally use a Machine Pistol as a (slightly weaker) SMG in a tight spot, or should their primary weapon be out of ammunition. Much like its competition, the Magnum, the Machine Pistol stands tall on its own—but it stands taller with a friend.
Uses 9mm rounds.
An unorthodox weapon that doesn't care who knows, the Crossbow is a converted civilian hunting tool: but all we really did was make it out of plastic and attach a scope. An artifact from a bygone era, Crossbows hit harder than they ever did, through the power of modern equipment like "synthetic furniture" and "composite arms" and "rubber", but don't let the weapon's sleekness go to your head: this is not an assault weapon. It's a powerful, no-nonsense metal-chucking device. And that's why we love it.
Uses standard steel bolts.
A single SMG is a fine bullet-spewing machine, but perhaps a bit too quick to dump out its entire magazine onto a single target. That's no good if you find yourself in a room full of mutated spiders and giant earwigs. How did that even happen? Let's just say that some scientists got a little too creative with radioactive waste. As a byproduct of their research, they discovered that time spent reloading an SMG might become time spent skewered by a wasp stinger or having your face melted off by acid. The advent of Dual SMGs solved this problem, namely by killing everything in the room before the ammo ran dry.
Uses 9mm rounds.