BeerBaron

Pimp Weapons

82 posts in this topic

As some of you may know, on RXD maps, players can now purchase pimp weapons through the !weapons command system. Tonight the server was empty ='( so I tested each individual weapon to learn their mysteries. This is what I found out!

Harvesters do not count toward !vkills... wtf!

!pimplaser (3k)

 - Worst adjusted DPS out of all of them. Very fast reload doesnt make up for the fact its a pos by pimp standards. Its only positive characteristic is its accuracy but that is reduced further by its limited range. Its basically an LCG.

!pimpplasma (2.5k)

- Next step up in adjusted DPS. Its reload is faster than grenades or rockets but slower than the rest of the pimp weapons. This is a problem due to its short magazine of only 20 shots. It fires projectiles that do not instantly strike your target, which limits effective range, exactly like the !tibauto but shinier and leaves cool blast marks.

!pimpflechette (3k)

- Better DPS, homing projectile similar to a MRLS. Basically a Halo needler which makes it very difficult to kill infantry. Fucks up vehicles real quick tho ;)

!pimprocket (4k)

- Alot less adjusted DPS than you'd think, but higher than the previous weapons. 1 shot does almost an entire health bar of damage to a harvester but it only carries 2 and has a slow reload. The only real reason to use it is the splash which will kill you more often than the enemy.

!pimpgrenade (3.5k)

- I wanna say 60% more DPS than the rocket, maybe more. About equal to rockets on reload and splash. It will take a while for less seasoned players to get the hang of the arc and I havent actually been able to bounce shots off walls like normal grenades

!pimpflamer (3k)

- The best DPS in all of Renegade. During testing, enemy harvesters wouldnt even get off the airstrip. Anything inside its range that challenges you will die (as long as it isnt a sniper from Germany or a mammy tank with full HP). The range is very short yet still longer than a chem sprayer. And I dont think it has the burn effect of the other sprayers.

!pimprepair (10k)

- Although I havent tested it as extensively, I believe its negative DPS is less than an !srep. Its got the range of rail gun but takes a while to charge. It can instantly disarm c4's or about 75% of an Art/mrls.

!pimpproxy (5k)

- The most enigmatic pimp weapon. It has 2 strategic secrets which I will not reveal. They count on the standard mine limit but only need 2 of these to kill a hotwire/tech instead of 5. I think their blast radius (not the proximity detonator) is bigger than standard mines so stand back if some1 rushes you while planting. They also cause 10 burn damage.

Edited by BeerBaron
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Make them spawn again. Idk whose idea it was to make them buyable. 

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Nicely done, and well written!

Idk if the prices were set up by us or the rxd guys but some of them don't really make sense considering some of these weapons are stronger/weaker than expected. What I mean by this is that no one will buy a pimprep at 10k when IMHO the regular !srep is doing a better. On the other hand, a pimp rocket at 4K on an Under/Field stalemate is a steal considering it completely blocks tunnel access for the defending team.

Looking forward for those first pimpflamer rushes as a change of gunners :P

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Prices definitely need to be adjusted since the Volt has a higher DPS than laser plasma or flechette. But when Shaitan first turned these on they were all around 5k so no doubt their still getting balanced.

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The !pimprepair should be at least 4-5k imo though because while it might not reapir as quick as an srep, its the range your paying for. Also I could forsee a situation where ppl can just hop out of their own tank and give themselves a huge repair jump every so often. It might even be best to just keep that as a crate only weapon. 

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Buyable pimps? 

Bad enough when they spawn randomly.

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15 minutes ago, Mikey said:

Buyable pimps? 

Bad enough when they spawn randomly.

It kinda begs the question - Who decided to make them buyable?

I don't recall any discussion on the subject.

Gumby

Yes, Yes, of course I know. I can read. Just being Devil's Advocate (again).

Edited by StJohn Gumby
Stating the fucking obvious.
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Gumbo, are you Shaitain's brother?

 

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18 minutes ago, Joetorp said:

Gumbo, are you Shaitain's brother?

 

No, I'm his Jiminy Cricket.

Gumby

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39 minutes ago, StJohn Gumby said:

No, I'm his Jiminy Cricket.

Gumby

I am thinking Tinkerbell. 

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23 hours ago, Theboy said:

The !pimprepair should be at least 4-5k imo though because while it might not reapir as quick as an srep, its the range your paying for. Also I could forsee a situation where ppl can just hop out of their own tank and give themselves a huge repair jump every so often. It might even be best to just keep that as a crate only weapon. 

No, the pimp repair takes a good 3-5 seconds to charge before firing.

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2 minutes ago, BeerBaron said:

No, the pimp repair takes a good 3-5 seconds to charge before firing.

Exactly which means I can become an op tank by giving myself a huge health jump every 3-5 seconds...

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you'll get sniped long before that, srep does a better job saving your ass quickly on the field.

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30 minutes ago, masscarriers said:

you'll get sniped long before that, srep does a better job saving your ass quickly on the field.

I think your both missing the point so allow me to elaborate. Currently there is a tactic that involves jumping out of your tank with a rav/pic to deal a double damage sort of thing to an enemy. I could be wrong but personally iv never seen someone get snipped doing this tactic. 

With the repair gun its the same idea but instead of dealing out damage you get to self repair every 3-5 seconds by hopping out for a half a second or so and hopping back in giving yourself a huge advantage in a tank on tank battle. 

You wouldnt hop out of a med tank with an approaching arty or light tank and expect much good to come from srepping yourself in a desperate attempt to stay relevant because you might get snipped or have it stolen and also your tank is immobile during this process. With the tactic im describing makes you mobile and able to shoot back without risking much at all thus making your tank op. 

 

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1 hour ago, Theboy said:

Exactly which means I can become an op tank by giving myself a huge health jump every 3-5 seconds...

It doesn't quite work like that

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Not everything is going to stick, this one was kind of a fluke...I'd just forgotten to turn it off that sbh+weps weekend. Only reason I left it in is because people ingame liked it/use it. Prices wont go down, if anything they'll go up (rocket for sure will double).

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13 minutes ago, Theboy said:

I could be wrong but personally iv never seen someone get snipped doing this tactic.

I did it, quite a few times also :P They always exit at the same place, it's quite easy to pull off if you know what you're doing...

I think you're overestimating the "huge boost", it doesn't repair that much you know. Wouldn't be surprised if the 2-3 seconds you'd be srepping and entering the vehicle with a regular srep would give more hp than the single charged shot from pimprep, for the same time spent outside.

It works well with railgun because the reload time occurs while you're in the tank, in the case of pimprep you have to stay outside the tank to wait for the charged shot. It kind of defeats the purpose.

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The pimped rep is best to stay in cover and rep tanks in field

 

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On 25-10-2016 at 3:04 PM, YesNoMayb said:

Make them spawn again. Idk whose idea it was to make them buyable. 

this

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17 hours ago, Theboy said:

I think your both missing the point so allow me to elaborate. Currently there is a tactic that involves jumping out of your tank with a rav/pic to deal a double damage sort of thing to an enemy. I could be wrong but personally iv never seen someone get snipped doing this tactic. 

With the repair gun its the same idea but instead of dealing out damage you get to self repair every 3-5 seconds by hopping out for a half a second or so and hopping back in giving yourself a huge advantage in a tank on tank battle. 

You wouldnt hop out of a med tank with an approaching arty or light tank and expect much good to come from srepping yourself in a desperate attempt to stay relevant because you might get snipped or have it stolen and also your tank is immobile during this process. With the tactic im describing makes you mobile and able to shoot back without risking much at all thus making your tank op. 

 

That incredibly old tactic that everyone here has known and used for years works because Rails/Pics can fire immediately.While using your pimp repair tool, you have to hold down fire and build up a charge for those 3-5 seconds before it fires. You can not begin the charge from inside a tank. You have to leave your tank and remain outside that entire time.

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They aren't as good as you think, I was using them religiously a few days in a row. Alot of times it wouldn't even fire, the rest was trying to dodge team tanks (you get one shot). Quite abit the tank I'd be repairing would end up dead...unless I swapped to the normal rep gun. 

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20 hours ago, masscarriers said:

I did it, quite a few times also :P They always exit at the same place, it's quite easy to pull off if you know what you're doing...

I think you're overestimating the "huge boost", it doesn't repair that much you know. Wouldn't be surprised if the 2-3 seconds you'd be srepping and entering the vehicle with a regular srep would give more hp than the single charged shot from pimprep, for the same time spent outside.

It works well with railgun because the reload time occurs while you're in the tank, in the case of pimprep you have to stay outside the tank to wait for the charged shot. It kind of defeats the purpose.

Well that makes sense. Guess go ahead and add more crazy buyables that throw off the balance of the game then! 

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