Tier Tactical - Tier 1
1.53 MB, 13 years ago, submitted by
Tier+Tactical is back with a Vengeance!
After a long absence from RTB, Tier+Tactical has finally pulled itself together and is all set for it's grand reappearance! Boasting new models, weapons, updates, and bugfixes, T+T2 is just a taste of what will surely be a great summer of new weapons, vehicles, sounds and scripts to further deepen your Blockland experience. Are you ready to make your masterpiece?
Because Tier+Tactical is.
The Pistol
The Pistol, despite the forces of rebalancing, repurposing and renovation, continues to stay true to form. Just like the T+T1 version before it, the new Pistol is a super-solid sidearm that no soldier should look past. Making up for it's weakness through sheer volume of fire and incredible accuracy, it stands tall against it's larger cousins like the Magnum and the Machine Pistol. Use it to deliver a coup-de-grace to weakened enemies, or chip away at long-ranged foes before switching to your primary weapon.
Uses 9mm rounds.
Akimbo Pistols
Akimbo Pistols are, in a sense, a poor man's machine pistol. Due to the diminutive size of handguns (and relative lack of recoil) one can, quite easily, wield one in each hand: thereby doubling the mass of fire and ammunition on-hand at any given time. Because of the way they're designed, one can reload two pistols almost as fast as one- the only real fallacies to this otherwise-stalwart weapon is the loss of the ability to 'hammer' on the trigger, and the amount of ammo expended: because let's be honest, when you have a powerful weapon in each hand, who WOULDN'T start pumping lead into everyone nearby?
Uses 9mm rounds.
The Pump Shotgun
The Pump Shotgun, much like it's brother-in-arms, the Pistol, remains relatively unchanged in transition from T+T1 to T+T2; which, strangely, has made it MORE powerful in comparison to other weapons. Retaining the classic Concussion Blast feature, the Pump Shotgun deals incredible amounts of damage to pretty much anything, given that the target is within punching range anyway. And, should an enemy be too far for it to take effect, the shotgun's pellets do a great job of hitting up to mid-ranged targets with a surprisingly tight wall of lead. Take this weapon if you need to capitalize on versatility, rather then out-and-out lethality.
Uses 12 gauge buckshot rounds.
The Sport Rifle
The Sport Rifle is the workhorse of any squad, serving as support, sniper and sentry. While crouching, walking or standing still, the mechanism operates in such pristine condition that the gases expended while firing the round are all purely focused on the bullet itself, rather then being siphoned off to be used as recoil compensation. In layman's terms, this means that shots fired, while moving slow enough, will do extra damage! Just like a true hunter, a soldier lying motionless in wait for his prey will have more luck then one running around like an imbecile and yelling at the top of his lungs. Not that there's anything wrong with that.
Uses 5.56 'Little Rifle' rounds.
The Submachine Gun
Submachine Guns are a perfect example of science going horribly right: a powerful weapon with a large magazine that not only pumps out massive amounts of lead, but even slows down anyone dumb, dense or dead enough to be caught by it's wave of death! Yes, you heard that correctly- catch someone with even a single SMG round and they will be slowed down breifly- usually, long enough to start PUMPING EVEN MORE ROUNDS INTO THEM! Incredibly powerful on single targets, the SMG works well as a rallying call for your teammates: Slow down someone long enough for them to get hit by sniper fire! Stop a charge in it's tracks! The possibilities are endless!
Uses 9mm rounds.
Also included in this package is a customizable Ammo System: Through RTB preferences, you can change desired ammo-on-spawn, allowing you customize deathmatches further! Make scavenging a required tactic, or just stop that asshole from sitting in a corner all day and taking potshots at everyone who passes by with his stupid sniper rifle!
oh yeeeeeeeeeeeee!!!!!!
I look forward to seeing these in even more servers.
5/5
EDIT: Not completely changed, but damn near good enough for me.
i was only using T+T weapons that used ammo, and also the FAL Paratrooper, and that gun is sopposed to be compatable with T+T. The only guns that were doing damage were the, Sniper Carbine, Pistol, and the Pistols Akimbo.
Pls fix this problem... 4/5
(once its fixed it will be 5/5)
Do you happen to use Gamemode Zombie?
If you do, you have to go to the bottom of the minigame window and enable Friendly Fire in zombie options.
its the best wepon pack
Minor Problem-Ammo Count.
Could you make a non-ammo count edition for the tier tactical mods?
-1/8 then -2/8 -3/8 -4/8 -5/8 -6/8 -7/8 -8/8 -9/8
and so on how do i fix?
it doesent work without a minigame because...
XD, im so with you on that.
I'm going back to the L4D2 weapons...
Once i killed out of a minigame Without events
*throws cookie at evilmatt*
SHUT UP
Maybe it's just the skins messing up the firing system?