
Pistol Pilferer
Guards at supply points drop new pistols. Supports nearly all pistol mods on Thunderstore. Short, frantic holds. Non-random shop pools. Small maps with short sightlines play best. SPAWNLOCK and NO TARGETS only.Pistol_Pilferer
A custom character for Take and Hold in H3VR
https://github.com/DesiQuintans/Pistol_Pilferer
Summary
Guards at supply points (the yellow/red ones with backpacks) drop new pistols.
Sell unwanted pistols to get tokens for attachments and healing.
Supports pretty much all pistol mods on Thunderstore.
This character is balanced for SPAWNLOCKED AMMO and NO TARGETS only.
Plays best in small maps with multiple routes and limited sightlines such as 'Hotel Hotlink' (sirpotatos) and 'Sanctuary' (Muecke).
Tips for players
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The penalty for taking damage is heavy (health = 6 tokens, and each supply point gives you only 3 guns to sell), and the roaming patrols keep constant pressure on you. Playing this character effectively is about hitting supply points hard and evading the patrols where you can.
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Sosigs don't have much health, so your gun's calibre doesn't really matter. Surviving holds requires you to shoot accurately at gaps in sosig armour, and to do it quickly so that you can clear enemies before they pile up.
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Don't forget your smoke grenade. Use it to block dangerous sightlines and to smoke sosig spawn points to draw them into the open.
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A grapple gun and two flashlight attachments are provided free at the start of the game, so grab them if you need them for the map you're playing.
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Each category in the shop has only one kind of item. I hand-picked the item in each category so that it works well with any pistol, such as the suppressor being low so that it won't cover your pistol's iron sights. The items are:
- Rail adapter: Muzzle-mounting 4-way rail - Barrel extender: Short extender - Muzzle brake: Cutts Compensator - Suppressor: Maxim Small B - Reflex sight: Compact red-dot (square window) - Pistol stock: TSA-G (adjustable-length stock) - Laser module: Tactical Laser 3 (with bottom rail) - Foregrip: Valk (small, looks foldable) - Shield: Ballistic shield (with viewing window) - Health: Health sausage -
Sosigs have low base health, but better-armoured sosigs are a little tougher and behave more aggressively. All sosigs sneak and crawl faster in general. Better sosigs shoot sooner, resist more damage, are harder to stun and suppress, and stay stunned and suppressed for a shorter time (they're braver because of their armour).
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Supply point guards can't move, and can't really fight back against you if you shoot them fast enough. This is sort of a hack to make sure that they don't leave the supply points so you don't have to go hunting for them.
Frequently Asked Questions
How do new modded guns get added to Pistol Pilferer?
They're added by name using scripts that I run. The scripts retrieve the metadata of the guns, use that metadata to group the guns into loot pools, and then I update those loot pools in the mod.
Why don't I ever see a modded gun that I have installed appear as loot?
You could just be unlucky and not have had it drop yet. There are a few other possibilities, though:
- The mod is new and I haven't updated the character to use it.
- The mod's author did not fill out the gun's metadata properly. My loot pool script needs the fields FirearmSize, FirearmAction, FirearmFeedOptions, FirearmFiringModes, Capacity, MinCapacityRelated, MaxCapacityRelated, and DoesUseSpeedLoader to all be filled out. FirearmSize needs to be Pocket or Pistol, and only pistols and cartridges in the set 'Real' are used by this character.
- The mod is in the loot pool, but only one of the cosmetic variants is listed. I only list one cosmetic variant per mod.
- In rare cases, guns may not be fun to use or they may be too good for the game. For example, I support the FTW_Arms_P50 pistol (it fires from a P90 magazine), but I removed its full-auto variant.
CHANGELOG
v0.0.8 (2022-04-01)
- Blacklist Incendiary, Armour-Piercing Incendiary, and High Explosive ammo.
- Change suppressor from "MaximSilencerSmallB" to "MaximSilencerSmallA".
- Change starter weapons. In the end, after much playtesting, I found that it wasn't very enjoyable to start with single-action revolvers. It just wasn't appropriate for the enemy numbers. Instead, I think that this is a good place to put handguns that I found myself immediately selling and never using: The pocket pistols, the LCRs, the Union French, and so on.
- Reduce sosig health to 50 from 100. In line with changing the starter weapons to pocket pistols, I am reducing sosig health by half. The intention of this character was always to have one-hit kills with any gun, with the challenge being to shoot for gaps in armour quickly and accurately. I think that 50 health should be a good balance between the starter guns being useful (1-2 shots to kill) while still incentivising the player to switch for a more powerful gun that will give them that guaranteed one-hit kill.
- Update the loot pool.
v0.0.7 (2022-03-31)
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Add dependencies for mods that add lots of handguns, or which add handguns that are important to gameplay progression.
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Reduce Hold timer by 10 seconds.
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Change Hold 5 boss sosig's loadout: Now carries a baton and an incendiary grenade. Changed his welder's mask for a gas mask -- a ballistic shield AND a welder's mask was a little tricky to deal with.
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Updated loot tables to add support for:
- SR1MP
- ICA_Silverballers
- PR_15_Ragun
- FNX_45_Tactical
- L8-Revoler [sic]
- FTW_Arms_MP_Shield
- FTW_Arms_Micro_Deagle (both micro and mini variants)
- SigSauerP226Series
- Taran_Tactical_2011
- SIG_M17
- Bailiff_410
- PBPISTOL
v0.0.6 (2022-03-29)
- Initial release.