Balancing help

I’m making a bedwars map and I’m trying to balance gadgets but I can’t figure out how. Is there a way to make specific gadgets do less damage but keep their firing speed or make blocks take less damage from gadgets than players?

You can’t decrease the damage a gadget does, but you could use a damage multiplier to increase it!

well it has a 0.25 thing but that wont apply to SPECIFIC gadgets

actually I could make it so players just have less health and add a universal damage reduction which would fix my problems but I want a specific gadget that does a lot of kb with like lots of bullets but does like no damage how could I make that

You could probably make only certain gadgets have reduced damage. You’d just need a (few) checker(s).

can checkers check what item a player is holding? because I want to be able to have multipul gadgets at once

Yes they can!

that checks if they curently have an item I want to check if they are holding the item because it could mess with other gadgets

Ohhh lemme look into that rq…

I’m making a bedwars map and I’m trying to make something like the knockback stick, so I’m using a legendary zapper because of its high firing rate. waitttt… you don’t do knockback in non knockback mode… :sob:

:sob: Make sure to change that lol
But it’s not possible to detect when a player has selected a gadget, it’s only possible to nerf the gadget on pickup.

Now, I don’t know what damage rates are, but on a stoneburster and a blaster, you can click & hold to continue shooting. Maybe you could use one of those? It works on every rarity, so you can have nerfed damage.

You can also probably make someone have a LOT of health, then set up an automatic healing system to make sure they never die.

idk if I did this right but something like this:

So let me get this straight
Detecting for sure what a player is holding is plainly gimpossible, there is simply no way of detection
What you can do:
Limit the player’s inventory slots so they can only hold one gadget, and then use the current progress of This
Alternatively make a “class” system so you know for sure which players have which gadgets, and make damage reductions according to that
Also technically you can detect which gadget the player used to fire, by limiting the ammo-in-gadget to 1 and detecting ammo-in-inventory changes, the problem is that the detection happens after firing, so I’m not sure whether it’s work or not

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