Tier+Tactical - Tier 1Uploaded by Panopticon
Dec 25th 2019, 7:35 PM
Bushido's iconic weapon pack, this time with a fresh coat of paint!
Note: Emote_Critical, a non-Glass add-on, is not required but if it is enabled there will be a critical hit effect on headshots. Projectile headshots still do full damage without Emote_Critical, but raycast headshots will be disabled.
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 1 contains:
The Pistol, despite the forces of rebalancing, repurposing and renovation, continues to stay true to form. Just like the T+T1 version before it, the new Pistol is a super-solid sidearm that no soldier should look past. Making up for its weakness through sheer volume of fire and incredible accuracy, it stands tall against its larger cousins like the Magnum and the Machine Pistol. Use it to deliver a coup de grâce to weakened enemies, or chip away at long-ranged foes before switching to your primary weapon.
Uses 9mm rounds.
Akimbo Pistols are, in a sense, a poor man's machine pistol. Due to the diminutive size of handguns (and relative lack of recoil) one can, quite easily, wield one in each hand: thereby doubling the mass of fire and ammunition on-hand at any given time. Because of the way they're designed, one can reload two pistols almost as fast as one- the only real fallacies to this otherwise-stalwart weapon is the loss of the ability to "hammer" on the trigger, and the amount of ammo expended: because let's be honest, when you have a powerful weapon in each hand, who WOULDN'T start pumping lead into everyone nearby?
Uses 9mm rounds.
The Pump Shotgun
The Pump Shotgun, much like its brother-in-arms, the Pistol, remains relatively unchanged in transition from T+T1 to T+T2; which, strangely, has made it MORE powerful in comparison to other weapons. Retaining the classic Concussion Blast feature, the Pump Shotgun deals incredible amounts of damage to pretty much anything, given that the target is within punching range anyway. And, should an enemy be too far for it to take effect, the shotgun's pellets do a great job of hitting up to mid-ranged targets with a surprisingly tight wall of lead. Take this weapon if you need to capitalize on versatility, rather than out-and-out lethality.
Uses 12 gauge buckshot rounds.
The Sport Rifle
The Sport Rifle is the workhorse of any squad, serving as support, sniper and sentry. While crouching, walking or standing still, the mechanism operates in such pristine condition that the gases expended while firing the round are all purely focused on the bullet itself, rather than being siphoned off to be used as recoil compensation. In layman's terms, this means that shots fired, while moving slow enough, will do extra damage! Just like a true hunter, a soldier lying motionless in wait for his prey will have more luck than one running around like an imbecile and yelling at the top of his lungs. Not that there's anything wrong with that.
Uses 5.56 "Little Rifle" rounds.
The Submachine Gun
Submachine Guns are a perfect example of science going horribly right: a powerful weapon with a large magazine that not only pumps out massive amounts of lead, but even slows down anyone dumb, dense or dead enough to be caught by its wave of death! Yes, you heard that correctly—catch someone with even a single SMG round and they will be slowed down briefly—usually, long enough to start PUMPING EVEN MORE ROUNDS INTO THEM! Incredibly powerful on single targets, the SMG works well as a rallying call for your teammates. Slow down someone long enough for them to get hit by sniper fire! Stop a charge in its tracks! The possibilities are endless!
Uses 9mm rounds.