
Operator Ori REMASTERED
Operator Ori overhauled to be more balanced and fun. Big thanks to O-Deka-KDetails
Operator Ori Remastered
Its just operator Ori thats been overhauled to be more balanced and fun
Summary of whats different
NO MORE STINKERS Tweaked it so that some of the bad weapons like the Mag-7 won't appear in their (dis)respective pools
Token prices have been tweaked to better reflect the power of certain pools
Some new pools have been added to round out the character with some more interesting options
Why remaster Ori?
This is to help with conversations for making the ideal character for the F2W tournament.
There's been a lot of conversations about it and I figured taking a character that everyone is familiar and has been the F2W go to and essentially making it as good as it can be would be a good way to get conversations going about what kind of features we want in a character.
Initial changelog
v1.0.0
- Added a lever-action as starting weapons as well as a lever-action weapon pool for 1 token at the start. Because of ingame ID stuff the lever actions have both the 410 lever shotguns and the Rio Big Bore. I'm gonna leave it like that for now until further feedback.
- Added a double and a quad barrel shotgun as a starting weapon.
- Added the quad barrel shotgun to the break action pool and removed the no barrel having shotgun
- Added RPC716 pump action rifle to the bolt action pool. I tried adding it as a starting weapon. Let me know if you get it as a starter
- Added a semi-auto PCC pool at the start for 3 tokens.
- Added a semi-auto only pool after hold 2. Replacing the 6 point AR pool
- Added a Rocket Launcher pool that shows up at the end before hold 5
- Tweaked the pump-action shotgun pool so the worst thats in it is the T14 custom but the best is the KSG14 which the KSG is a new addition. I tried to purge the T14 but its being weird so. RNG go burr
- Also increased the price of pump shotguns from 1 to 2
- Tweaked the 8 token AR pool so it shows up after hold 2 and only spawns with 30 or 40 rd mags
- Tweaked the 8 token BR as the as the AR pool except spawns with either 20 or 30 rd mags
- Buffed the 5 token mag-shotgun pool to spawn with 8 or 14 rd mags. Which means no MP155K (You're welcome Armadillo)
- Added a 7 token mag-shotgun pool That spawns with 14 or 45 at the end before hold 5. (no shotgun goes that high. Its just the coding)
- Tweaked the Anti-Mat bolt action pool to show before hold 3 and no longer spawns with single shot rifles. So it should only be the Hecate, NTW and the Cheytac
- Added a semi-auto anti-mat rifle pool that shows up before hold 4 for 6 tokens
- Increased the price of the semi-tube shotguns from 2 to 4. Did manage to purge the VT12 shotgun
- Lowered the price of Health dogs from 5 to 1
- Lowered the price of muzzle breaks from 5 to 1
- lowered the price of bayonets from 2 to 1
- I also tweaked the bespoke chance for every weapon pool. That means if a gun has atleast one special attachment it will spawn with it. If a gun has 2 special attatchments or more, You'll only get one of them.
Whats next?
- Adding a shield pool
- reworking the rail adapter pool to be more viable
- Continuing making small adjustments and tweaks to encouraging more strategies around the different pools
- Add more underbarrel pools like the UB shotguns and zip.22
- Balance NVG's googles and scopes
- Purge the T14 from the pump pool. If not possible I'll just add the VT12 back in with the semi-tubes