https://mod.io/g/synthetik2/m/bloody-booter
Mod showcase life support. This class boots it's way to victory and puts the blood in blood magic. People love the kick abilities and chrono, right?
#Bloody booter
30 messages · Page 1 of 1 (latest)
is decay countdown works only in combat? from my experience combat state is kinda janky, so getting killed because of that doesn't sound very good
Only in combat, yes. I'll add a check for an enemy in some range once I figure out how to cram in 1 more check.
Praise modify self action.
Have a quick update before I get remaining content thought through and done:
- Made decay require an enemy within 20m to happen
This indirectly buffs Hostile Boot, so other mobilities got improved damage. - Fixed shrugging off not blocking shield regen and made it block ability costs
- Changed Air Boot to neither bloat the buff bar nor skip enemies if used again while active
- Changed free perks' description, hopefully for the better
Also, exiting combat cools abilities down now.
I can't hold multicast removal hostage:
- Added 2 specialization and core abilities
- Made doom not a debuff so it lasts forever on bosses, Doom Kick has an alternative 10m 30 deg cone to reach bosses
- Spec and core abilities no longer can multicast nor are offered multicast upgrades. Sorry for being stupid.
- Non-utility abilities now have a secondary description that sum up the reasoning behind them to aid in choosing
- The class has a description
- Shrugging off can't be used while active, still has cooldown to show duration bar
- Removed 0.5 marksman rifle weight as with the last update's change decay no longer makes them suck
- Added 1.5 weight to machineguns assault rifles and beam weapons, because high-hitcount weapons are good for shield management
i think you short circuited cables on electro boots
Utility doesn't use charge and area circle doesn't spawn on next level
Big thanks. I replaced these and some other dumb bugs with dumb evos.
What can I put into the level perks? I got a lot of everything else, but the level perks are still placeholders that I don't know what to do with.
i propose to remove bleed kit and imbue it into class providing additional utility to it. Let's say it could heal you every time it ticks
player already wants to kill enemies fast to counter decay. 3 seconds DoT aint' doing much
2 reload perks can be combined
also here's idea for decay rework. It could be 3 stage buff and debuff that kicks in after u use ability and is reduced after using another. That way player could strategize about abilities order and profit from proper timings
Not gonna lie this is just on my part, but whole idea that it just punishes you for not being aggressive enough, and without any returns just feels stupid
Reworking decay so bleed kit doesn't have to exist as training wheels is clever. 
I will take all that into account except for farmable healing(I'm against it) and reload perks(I found an alternative). Thanks again!
Bleed Kit was "training wheels"?
Yes. Bleed postponed decay letting players get used to ability costs without worrying about decay.
Debuffs' damage depends on and is attributed to their creator, even critting based on the creator's crit chance.
The decay rework with extra reward and no ties to aggression is live. I hope I did enough cooking for it to not suck.
is outer circle for decay applying? flare outline would be less distracting
The circles have nothing to do with decay now. Shield regen is what they control.
On my end they work as intended. A shot enemy inside the smaller one guarantees regen, otherwise no not shot enemy is allowed within the larger one.
I forgot the flare one. I'll check if it works.
so how is decay applied now? like before? there is nothing in description now
By using abilities that cost survivability. For every 100 cost it has 1 more stack, abuse it being replaced without resetting duration.
The description made more sense in my head. The more direct one I tried was very long.
what "ammo bricks" is?
Ammo pickups. Ppl on this server refer to them as such and the internet refers to the irl version as such, so I was convinced bricks is a valid word.
Bad news, flare outline doesn't follow the player.
PF_FX_Eliminator range can work(it follows), but I don't see how it popping in and shaking makes it any less distracting. It's also way bigger than I tell it to be(the vid shows 1m and 3m).
Fire aura is consistent, but doesn't seem to clear, amybe on level end. Other FX_auras (ammo,critical,damage,healing,overclock) have more clear line but also little icon above head, and loop isn't seamless. Shrine aura and its red version almost perfect. Clean, seamless, even can be height regulated, but they wiggle back and forth lil bit
i think those are the best candidates if you want the always present clear outline. there are some that kinda vague but will show approximate range of action
Time to polish broke