Total Warfare Mod 2 for Tribes 2, Conversion mod built on a base mix of Construction .69a and CCM. Tribes 2 is a game developed on a pre-release version of the Torque Game Engine.
* Replaced the acid cannon with an anti-tank photon cannon
* Zombie lords will now preferential target enemy ground armor before infantry, and engage their photon cannon on targets
* Zombie lords can now activate a defensive barrier to protect themselves and allies from damage temporarily... enjoy this new rage inducing mechanic :)
* Fixed an erraneous text prompt that would appear when the shadow rift detonated outside of WTF difficulty stating vardison had healed when in fact he did not
* Addressed the issue when gaining more than 1 million EXP that would result in your total EXP being reset by the difference between 1 million exp and your current exp.
* Fixed the bug in which picking up weapon clips with an empty weapon would not automatically trigger weapon reload on that weapon.
* Fixed a typo in the damage types for the M1700 shotgun
* Weapon Balancing Pass (3.9.2)
* The 3.9.2 content update is bringing with it a full balance pass on the entire mod's arsenal, targeting for the most part weapons that have been underused in my personal opinion.
* Most of the changes are power up changes (As is my prefered choice of balancing), but a few high end outliers have been tuned down just a bit.
* Melee Weapons
* This weapon class is one that needed a pass the most, as soon as players get the blade of vengenace, they drop every other choice and only use the BoV, this is unintended
* The balance pass here should help to make the other two choices a little more enticing without ruining the power of the BoV for the players loyal to it.
* Blade of Vengenace
* Reduced damage from 100.0 to 0.9 (No longer OHKs in PvP)
* Assassination is still a OHK
* Added a 100.0 damage modifier to all zombie types for Blade of Vengeance
* This includes player zombies.
* Removed the clause that bosses could not be damaged by the Blade of Vengeance
* At the moment, the two statistical outliers in the pool (Crimson Hawk and Pulse Phaser) feel close to being perfect, some minor tuning will help get them there.
* Crimson Hawk Pistol
* Trevor Haliade's personal sidearm is still pretty high on the lethality end of the spectrum.
* Reduced pulse damage from 0.23 to 0.17
* I also tweaked with the weapon's range a bit.
* Reduced the projectile life from 1 second to 0.7 seconds
* Added a 1.9 damage modifier to all zombie types
* This works out to ~0.32 damage per shot which is about a 40% damage increase against zombies
* ES-77 Pulse Phaser
* Last time I touched this weapon, I nearly started I riot amongst the entire Tribes 2 community, lol.
* After looking at how this weapon has performed between 3.3 and 3.9.1, I feel it needs a slight bump.
* Increased the base damage of the pulse phaser from 0.2 to 0.26
* Increased the damage of the phaser blade pulse from 0.21 to 0.3
* The strength of this weapon was it's incredible reach and long lasting projectile life time, this has been toned down a little
* Reduced the projectile lifetime from 3 seconds to 1.5 seconds
* Increased the projectile base speed from 120 to 160.
* The end result with be a stronger pulse phaser at the close range that loses out on the far reach aspect.
* Sniper Rifles
* The sniper rifle class has always been one of the stronger ones in TWM2, and I feel no reason to neuter it now.
* The goal of this update is to tweak the other sniper options to add more viable choices instead of just dropping the R700 as soon as you get it.
* G17 Sniper Rifle
* This heavy marksman rifle for the longest time has stood in the shadow of the almighty R700, I figured it's time to power it up a bit
* Increased the direct impact damage of the bullet from 0.25 to 0.55
* Reduced the round rechamber time from 1.1 seconds to 0.7 seconds
* M1 Sniper Rifle
* As with the G17, the M1 typically goes into the bin once players unlock the R700, this should still be a viable choice in the arsenal
* Increased the direct impact damage from 0.3 to 0.65
* Reduced the clip reload time from 5 seconds to 4 seconds
* Reduced the round rechamber time from 1.1 seconds to 0.9 seconds
* R700
* The monstrous R700 sniper rifle has for the most part, gone completely unchallenged since the release of the mod
* This weapon is about to get a lesson in Newton's Law of Gravity.
* Changed the projectile type from Tracer to Grenade
* Bullets will now drop as they travel, reducing the effective range with the same look angle.
* Players will now need to aim their shots based on distance too.
* Assault Rifles
* Assault Rifles have always felt good in TWM2, the strong jack of all trade weapons good for most ranges, while being outperformed in the range of other tools
* Only minor tweaking is needed here to help some of the unused tools get up to speed
* G-41
* For the most part, this rifle has been collecting dust in the bin of unused weapons due to other tools such as the S3 and R700 in the pool
* This weapon has been in need of a long coming tweak of power to make it a more viable choice
* Increased the bullet impact damage from 0.3 to 0.44
* Reduced the round rechamber time from 0.3 seconds to 0.15 seconds
* Reduced the spread factor of the weapon from 3:1000 to 2:1000
* M4A1
* This jack of all trades weapon currently sits as a power outlier in the assault rifle bin due to the various attachments it has
* Coupled with a high base round damage, this weapon would have turned into the go-to gun without adjustments
* Reduced the damage of the rounds from 0.09 to 0.085
* Increased the clip reload time from 4 seconds to 6 seconds
* Pulse Rifle
* As it stands right now, the pulse rifle is one of the weakest weapons in the mod, with the only advantage being the fastest and most accurate semi-auto in the pool
* With the enhancements to the G-41, the pulse rifle will also follow suit, which should make it a more viable choice in mid to long range fights
* Increased the shot damage from 0.2 to 0.38
* Reduced the round rechamber time from 0.3 seconds to 0.1 seconds
* S3 Rifle
* The weapon every player starts with in the mod has remained untouched since the first release of the mod.
* However, after a long hard thought on this one, I feel as if this weapon has actually been acting more like a sniper rifle than a semi-auto.
* With the changes to the G-41 and the Pulse Rifle however, the S3 still needs to be a viable tool, otherwise it will fall flat in the endgame
* The following adjustments have been made
* Reduced the direct impact damage from 0.7 to 0.5
* Reduced the round rechamber time from 0.9 seconds to 0.4 seconds
* Removed the delay between round fire and round rechambering (Shaving another 0.2 seconds off the rechamber time)
* Reduced the spread factor from 3:1000 to 2.5:1000
* Shotguns
* The buckshot tools of TWM2 have always been in a good place in terms of PvP, however I've noticed a sad trend of these being tossed aside in PvE aspects
* This update will mainly focus on tuning the damage up a bit in PvE, but balancing the range and spread for PvP.
* M1700
* The mod's first shotgun is a powerhouse in close range, with a heavy hitting OHK lurking for anyone foolish enough to come close.
* It's a bit strong in PvP right now, but it doesn't do quite enough in PvE
* Increased the pellet damage from 0.1125 to 0.13
* Increased the clip reload time from 2 seconds to 3 seconds
* Increased the damage modifier against zombies from 2.0/3.0 (Depending on the type) to a flat 4.5 across all types
* Cut the projectile lifetime from 1 second to 0.15 seconds
* Wp-400
* The semi-auto powerhouse shotgun is also getting some tuning done on it.
* Reduced the projectile lifetime from 1 second to 0.1 seconds (Slightly less range than the M1700)
* Increased the spread factor from 10:1000 to 15:1000
* Reduced the round rechamber time from 0.9 to 0.5
* Added a damage factor of 4.0 to all zombie types
* Increased the clip reload time from 4 seconds to 7 seconds
* SCD-343
* This monstrous one-shot machine has been the bane of my close quarters players since I unveiled this weapon.
* I have no plans to change this aspect, but to line it up with the other shotguns, I've made some tuning adjustments
* Increased the pellet damage from 0.1125 to 0.17
* Reduced the projectile lifetime from 1 second to 0.1 seconds
* Increased the spread factor from 6:1000 to 10:1000
* Added a damage factor of 4.0 to all zombie types
* SA-2400
* The SA-2400 is the wildcard of the shotgun class, firing slugs at a rapid speed versus standard spreads
* This weapon has been highly ineffective against zombie combatants, but no longer
* Reduced the time between slug shots from 0.2 seconds to 0.14 seconds
* Added a damage factor of 5.0 to all zombie types
* Reduced the projectile lifetime from 3 seconds (wtf?) to 0.2 seconds
* Model-1887
* The high end of the shotgun spectrum is the 1887, although a statisical look at the weapon really revealed that it was the weakest numerically
* Increased the pellet damage from 0.096 to 0.11
* Increased the number of pellets from 14 to 18
* Reduced the projectile lifetime from 0.5 s to 0.15 seconds