Something

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Something

Postby Hikarikaze » 4 February 2018, 11:01

I hate this style

Edit 2/4/18: added some sounds; might not be final ones

Spoiler: Show More
Weapon: https://i.imgur.com/6j5QOq5.png
Weapon w/o magazine: https://i.imgur.com/cbWqQLZ.png
Magazine: https://i.imgur.com/Mpg656O.png
Projectile/tracer: https://i.imgur.com/IlROUuk.png
Sound: https://vocaroo.com/i/s0fFKfMMOsvB

Name: Amethyst
Type: Automatic
Slot: 2
RPM: 600
Accuracy: 15-20 degree spread
Magazine: 32
Range: Mid-long range
Damage: 15-20 per shot; range dependent

Special: Enemies killed by this weapon dissipate. Leaves no corpse to revive.

The purpose of this weapon is to limit enemy numbers in cooperative by reducing the number of enemies able to be revived. By killing enemies with this gun, you essentially take them out of the game entirely until the next round or until they respawn.

In SP maps, it helps with lag because there's less bodies on screen due to the weapon effect and how rendering works.


Spoiler: Show More
Weapon: https://i.imgur.com/V2zNvWf.png
Weapon w/o magazine: https://i.imgur.com/JKE6EGb.png
Magazine: https://i.imgur.com/oEIxR5x.png
Projectile/tracer: https://i.imgur.com/IlROUuk.png
Sound: https://vocaroo.com/i/s0fFKfMMOsvB

Name: Orchid
Type: Automatic
Slot: 1
RPM: 450
Accuracy: 30 degree spread
Magazine: 20
Range: Close range
Damage: 20-25; range dependent

Special: Projectiles can penetrate up to 3 enemies without damage falloff.

The weapon is slow but it packs a good punch. The accuracy spread makes the gun unsuitable for mid-range and beyond, which makes the gun good for only CQC. To keep it from being outclassed from other pistols and slot 1 weapons, projectiles overpenetrate through enemies without damage falloff. It makes up for DPS by dealing the same damage to up to 3 targets. A normal weapon requires time to kill 3 enemies individually while this gun can take out three in the same time it takes for a regular weapon to kill one.

Faster RPM weapons will automatically outclass and counter this weapon because of the DPS potential those weapon archetypes have in comparison with slower weapons.


Spoiler: Show More
Weapon: https://i.imgur.com/fpMgSHw.png
Weapon w/o magazine: https://i.imgur.com/g9Bq1Gm.png
Magazine: https://i.imgur.com/4PMiPKX.png
Projectile/tracer: https://i.imgur.com/Mhs3Niq.png
Sound: https://vocaroo.com/i/s0KCSNeob8FI

Name: XA-3 Redline
Type: Automatic
Slot: 2
RPM: 450
Accuracy: 15 degree spread
Magazine: 30
Range: Mid-long range
Damage: 22-26; range dependent

Special: Headshots return 20 HP back to the wielder and 5 bullets to the magazine.

The XA-3 is designed to reward skill, particularly accuracy. If the wielder manages to skillfully land a headshot while under attack, then he/she gets 20 HP back. In approved maps, that's only 15.4% (130 HP), 13.33% (150 HP), and 10% (200 HP) of the player's HP. It allows for faster healing, especially when there's no defibrillator around. Offensively, it encourages a tanking strategy while also promoting skill to reinforce this strategy. Defensively, it provides survivability by giving a HP heal boost to make sure you don't die in exactly one shot if you get attacked immediately after getting the boost.

If an ammunition system comes around, the latter half of the perk rewards skill by returning bullets to the magazine so you have extra to shoot at the next enemy in the next gunfight. Obviously this isn't a substitute to reloading because in most cases, people will use more than 5 bullets to try to land headshots, eventually forcing an entire magazine reload. This is just a soft boost to help in subsequent firefights.


Spoiler: Show More
Weapon: https://i.imgur.com/wuRfQ8V.png
Weapon w/o magazine: https://i.imgur.com/IbHBh5D.png
Magazine: https://i.imgur.com/RLcGfeQ.png
Projectile/tracer: https://i.imgur.com/uSn2GlQ.png
Sound: https://vocaroo.com/i/s07uD590nZyL

Name: Bodycounter
Type: Semi-automatic
Slot: 2
RPM: 200
Accuracy: 5 degree spread
Magazine: 20
Range: Mid-long range
Damage: 20-30 base; range dependent

Special: The weapon deals 25% more damage for every 15% of HP lost.

This DMR is meant for long range but for the risk takers that want to take it to closer ranges, the effect rewards tanking strategies by increasing damage output as the current HP decreases. In terms of approved maps, the weapon increases damage by 25% for every 19.5 HP lost (from 130 HP), 22.5 HP (from 150), and 30 (from 200).

If this weapon were theoretically able to do 20 damage on body shots for example in a 130 HP map, then the scaling would go like this: 0 HP loss => 20 damage, 19.5 HP loss => 25, 39 HP loss => 31.25, etc. The effect becomes more minimized as the current HP increases.

In a, for example, 200 and 250 HP map, the first 25% increase wouldn't trigger until 30 HP and 37.5 HP were lost respectively.

Refer to the following for scaling in approved maps and HP values from 130 to 500. 20 is a placeholder damage value at the moment. I listed the following HP values: 130, 150, 175, 200, and 225 for "approved" HP values, then just 500 to show how it would do in a campaign level.

130
(0%) 0 HP => 20 (6.5 shots needed to kill)
(15%) 19.5 HP => 25 (5.2 shots)
(30%) 39 HP => 31.25 (4.16 shots)
(45%) 58.5 HP => 39.0625 (3.328 shots)
(60%) 78 HP => 48.828125 (2.6624 shots)
(75%) 97.5 HP => 61.03515625 (2.12992 shots)
(90%) 117 HP => 76.2939453125 (1.703936 shots)
(100%) 130 HP => 95.367431640625 (1.3631488 shots)

150
(0%) 0 HP => 20 (6.5 shots needed to kill)
(15%) 22.5 HP => 25 (5.2 shots)
(30%) 45 HP => 31.25 (4.16 shots)
(45%) 67.5 HP => 39.0625 (3.328 shots)
(60%) 90 HP => 48.828125 (2.6624 shots)
(75%) 112.5 HP => 61.03515625 (2.12992 shots)
(90%) 135 HP => 76.2939453125 (1.703936 shots)
(100%) 150 HP => 95.367431640625 (1.3631488 shots)

175
(0%) 0 HP => 20 (6.5 shots needed to kill)
(15%) 26.25 HP => 25 (5.2 shots)
(30%) 52.5 HP => 31.25 (4.16 shots)
(45%) 78.75 HP => 39.0625 (3.328 shots)
(60%) 105 HP => 48.828125 (2.6624 shots)
(75%) 131.25 HP => 61.03515625 (2.12992 shots)
(90%) 157.5 HP => 76.2939453125 (1.703936 shots)
(100%) 175 HP => 95.367431640625 (1.3631488 shots)

200
(0%) 0 HP => 20 (6.5 shots needed to kill)
(15%) 30 HP => 25 (5.2 shots)
(30%) 60 HP => 31.25 (4.16 shots)
(45%) 90 HP => 39.0625 (3.328 shots)
(60%) 120 HP => 48.828125 (2.6624 shots)
(75%) 150 HP => 61.03515625 (2.12992 shots)
(90%) 180 HP => 76.2939453125 (1.703936 shots)
(100%) 200 HP => 95.367431640625 (1.3631488 shots)

225
(0%) 0 HP => 20 (6.5 shots needed to kill)
(15%) 33.75 HP => 25 (5.2 shots)
(30%) 67.5 HP => 31.25 (4.16 shots)
(45%) 101.25 HP => 39.0625 (3.328 shots)
(60%) 135 HP => 48.828125 (2.6624 shots)
(75%) 168.75 HP => 61.03515625 (2.12992 shots)
(90%) 202.5 HP => 76.2939453125 (1.703936 shots)
(100%) 225 HP => 95.367431640625 (1.3631488 shots)

500
(0%) 0 HP => 20 (6.5 shots needed to kill)
(15%) 75 HP => 25 (5.2 shots)
(30%) 150 HP => 31.25 (4.16 shots)
(45%) 225 HP => 39.0625 (3.328 shots)
(60%) 300 HP => 48.828125 (2.6624 shots)
(75%) 375 HP => 61.03515625 (2.12992 shots)
(90%) 450 HP => 76.2939453125 (1.703936 shots)
(100%) 500 HP => 95.367431640625 (1.3631488 shots)


---
2/4/18 additions:

Spoiler: Show More
Weapon: https://i.imgur.com/uzbXrTb.png
Weapon w/o magazine: https://i.imgur.com/Af5XgSu.png
Magazine: https://i.imgur.com/kp3hvhi.png
Projectile/tracer: https://i.imgur.com/Mhs3Niq.png
Sound: https://vocaroo.com/i/s0EYHzbpQ2Hv

Name: XB-2 Negation
Type: Automatic
Slot: 2
RPM: 300
Accuracy: 5 degree spread
Magazine: 25
Range: Long range
Damage: 24-28; range dependent

Special: Aiming at an enemy increases rate of fire to 450 RPM.

The XB-2 isn't anything special aside from the fact it fires faster when the gun is aiming at an enemy. It functions similarly to the sniper rifle in that it does something when the gun is pointing at someone. The sniper rifle lets the wielder know a target is being aimed at while this DMR speeds up. It discourages spraying because the RPM is so slow so the bonus encourages people to aim more and possibly better.

Personally, it can be useful for aiming practice.


Spoiler: Show More
Weapon: https://i.imgur.com/xG9QayG.png
Projectile/tracer: https://i.imgur.com/g1NwOJl.png
Sound: https://vocaroo.com/i/s0J9WTnMEGVD

Name: Heliotrope
Type: Burst-fire
Slot: 1
RPM: 320
Accuracy: 15 degree spread
Magazine: 9
Range: Close-mid range
Damage: 27-32; range dependent

Special: Fires in three round bursts.

Unlike conventional revolvers, the Heliotrope is burst fire, so pulling the trigger once is the equivalent of shooting three times. It's designed for CQC and is supposed to be a powerful weapon. Recoil is high so shots have to be placed carefully. It's also why this gun isn't recommended for ranges beyond CQC. There's a half a second delay between bursts

---
2/7/18 additions:

Spoiler: Show More
Weapon: https://i.imgur.com/u8yrWn7.png
Magazine: https://i.imgur.com/EKzw0SS.png
Weapon only: https://i.imgur.com/IeTso9m.png
Projectile/tracer: https://i.imgur.com/dm5WtWG.png
Sound: https://vocaroo.com/i/s0uVnOTA4jwz (SMG sound effect from HL2)

Name: Zero
Type: Automatic
Slot: 1
RPM: 1000
Accuracy: 17-35 degree spread
Magazine: 42
Range: Close range
Damage: 14-18; range dependent

Special: Accuracy improves when aiming at an enemy.

The Zero sprays massively but the accuracy zeros in when an enemy within range is being aimed at with the weapon. The accuracy increase helps the gun maintain a good position in CQC while also treading more into mid-range despite the RPM not being suitable for mid range combat, especially with the damage numbers. Utility wise, that can be good for doing minute damage and stopping someone's health regeneration at mid-range while its killing range dominates close quarters.


I have more on the way but that depends on if I feel like making more.
Last edited by Hikarikaze on 8 February 2018, 00:34, edited 4 times in total.
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Hikarikaze
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Re: Something

Postby Moonhawk » 4 February 2018, 11:28

they're nice. nothing really bad to say about them.

though maybe the curvature on the third gun's magazine needs a bit of editing.
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Re: Something

Postby Hikarikaze » 4 February 2018, 11:48

Moonhawk wrote:they're nice. nothing really bad to say about them.

though maybe the curvature on the third gun's magazine needs a bit of editing.

I don't think the curvature needs any editing. It makes the shape recognizable enough as an AK magazine as is anyways so it's not a issue really worth giving attention to
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Re: Something

Postby tehswordninja » 8 February 2018, 03:56

Interesting looking guns for the sake of them being guns, but I don't really see them doing much more than that. They don't really fit the PB2 style, and honestly they're somewhat generic. I've seen this whole "guns with lights not attached to them" style plenty of times. Still, they're not basic copies of smgs and the like, so definitely props for that.

Overall, good work, but I think it'd be best to consider them independent of PB2. Unless that's what you were going for; my bad in that case.
who needs a PB2.5 release date, anyways?
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Re: Something

Postby Hikarikaze » 9 February 2018, 02:17

tehswordninja wrote:Interesting looking guns for the sake of them being guns, but I don't really see them doing much more than that.

More than what? If you read what I outlined as a vision for these concepts, they're by default meant to do more than just be nice looking novelty pieces. The only way they won't be able to do more is if the engine limits the possibility of what I had in mind, but I kept engine limitations in my mind when designing the gameplay functions.

tehswordninja wrote:They don't really fit the PB2 style

Elaborate. It's the PB2 style with a hint of my own personal style. Other creators don't nail the style 100% because their own style is imprinted on their creations. Why this is somehow worth noting for me still is beyond my own comprehension. It's also a point I've gotten sick and tired of both acknowledging and justifying because nobody bothers to pay attention at all and it still shows to some extent. I don't even want to acknowledge that point at this point because it's been dragged out for ages but I still do as an artist because criticism of any kind is of equal value.

Resize any one of these drawings down to the game scale as I had when I made these and tell me they don't fit the style afterwards. Open every one of them, zoom out of the screen to 15%, then tell me this.

tehswordninja wrote:honestly they're somewhat generic.

You say on one hand that they're interesting looking yet you go ahead to contradict yourself and call them generic. You then contradict yourself again by saying they're not basic copies. I'm not following your logic here.

The AV-135 is based off the generic AK platform design with negligible aesthetic differences. The RPG is a fancier iteration of the RPG-7. The notion for either weapons' genericness wasn't raised though. Everything I made stands out more compared to the carbon copies titled the CS-RC, CS-DAZ, CS-Pro, and to an extent, both the RPG and the AV-135 in terms of the general shape of both, therefore the notion that the creations I presented are generic to any sort of extent is baseless. The only one you can truly argue for genericness is the XA-3. Everything else is an original design that I made in the past transliterated over to a simpler style.

If you're referring to, say, the stats I put down instead of the aesthetics, then my counterargument is the lack of any weapon that does anything either special or remarkable.

tehswordninja wrote:I've seen this whole "guns with lights not attached to them" style plenty of times.

What does that even mean?

tehswordninja wrote:Still, they're not basic copies of smgs and the like, so definitely props for that.

I fail to understand how you manage to contradict yourself, at least in my point of view. This is also something I'm not understanding.

tehswordninja wrote:Overall, good work, but I think it'd be best to consider them independent of PB2.

Had I wanted to make them independent, I wouldn't have 1.) put them in the still art section, and 2.) reposted them to the 2.5 art topic.

More accurately, I wouldn't even make these in the first place if I never wanted them in the game in some form. There's art pieces far more off style than these. This advice is better off suited to those that make art that barely resemble the game style.
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Re: Something

Postby Tempus » 9 February 2018, 18:18

I think these will be interesting to have in PlazmaBurst. I think the more weapons / skins / decorations. The more unique a player could become. That there is no "set" weapon or skin etc. (If you understand what i'm saying here)


However, the biggest issue is file size. Eric doesn't want to increase it more. Anything can happen, who knows?
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Re: Something

Postby Hikarikaze » 9 February 2018, 18:30

Tempus wrote:I think these will be interesting to have in PlazmaBurst. I think the more weapons / skins / decorations. The more unique a player could become. That there is no "set" weapon or skin etc. (If you understand what i'm saying here)

I get what you mean. The main idea here was to make something that stands out more compared to the current weapons lineup while also adding variety in terms of gameplay and gameplay styles

Tempus wrote:However, the biggest issue is file size. Eric doesn't want to increase it more. Anything can happen, who knows?

Yeah, I kept that in mind. I don't mind if that happens to be the reason why none of these gets added in.

Each weapon and its parts separately are under 75KB or so which is arguably negligible. Only the sounds are closer to 100KB but that's because they're all in wav format. I could reupload them as mp3s to drastically reduce the size of the sounds but wavs are better for sound effects. They also don't have to be used either and sounds could be recycled if need be.
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