• Upgradeable weapons?
    33 replies, posted
From items_game.txt: [quote]"200" { "name" "Upgradeable TF_WEAPON_SCATTERGUN" "item_class" "tf_weapon_scattergun" "capabilities" { "nameable" "1" } "show_in_armory" "1" "armory_desc" "stockitem" "item_type_name" "#TF_Weapon_Scattergun" "item_name" "#TF_Weapon_Scattergun" "item_slot" "primary" "item_quality" "unique" "min_ilevel" "1" "max_ilevel" "1" "image_inventory" "backpack/weapons/c_models/c_scattergun" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "model_player" "models/weapons/w_models/w_scattergun.mdl" "used_by_classes" { "scout" "1" } "allowed_attributes" { "all_items" "1" "dmg_reductions" "1" "player_health" "1" "attrib_healthregen" "1" "player_movement" "1" "attrib_dmgdone" "1" "attrib_critboosts" "1" "attrib_onhit_slow" "1" "attrib_vs_burning" "1" "attrib_clip" "1" "attrib_firerate" "1" } "mouse_pressed_sound" "ui/item_heavy_gun_pickup.wav" "drop_sound" "ui/item_heavy_gun_drop.wav" }[/quote] There's entries like this for all the stock weapons. From the allowed_attributes, it looks like you'll be able to take these weapons and apply certain attributes to them. Anyone else notice this?
Interesting. Seems Valve has done many unannounced things.
Seems customization will be going even further, awesome. I love customizing stuff.
Accurate Scattergun of Jarate +2.
Jesus christ.. Customizable weapons, item shops, items have levels, set bonuses.. TF2 is turning into a MMO :colbert:
[QUOTE=AlphaGunman;25225405]Jesus christ.. Customizable weapons, item shops, items have levels, set bonuses.. TF2 is turning into a MMO :colbert:[/QUOTE] They do seem to cuddle with the idea. After all that's why dropping weapons (!) had levels attached to them. More and more stuff is turning into a RPG-hybrid, seems to be the fancy thing these days. Well, as long as it's fun, I got no problem with this. I'll wait how Valve will deal with it, but nice find there.
[QUOTE=AlphaGunman;25225405] TF2 is turning into a MMO :colbert:[/QUOTE] As if we didn't already know that.
That's good news for me, customization is very rarely a bad thing.
This will turn items to upgrade more than sidegrade, and tf2 will become horribly unbalanced
Interesting. Hopefully it's not some kind of leftover.
[QUOTE=wndash;25225545]This will turn items to upgrade more than sidegrade, and tf2 will become horribly unbalanced[/QUOTE] These sentences seem pretty incoherent. All we really Know about it is that it has something to do with Customizing. Let's just wait and see what happens before we assume it's a bad thing.
[QUOTE=AlphaGunman;25225405]Jesus christ.. Customizable weapons, item shops, items have levels, set bonuses.. TF2 is turning into a MMO :colbert:[/QUOTE] MMO features don't make it a MMO.
Until servers and maps start holding a hell of a lot more than 32 people, TF2 is not an MMO.
+3 Huntsman of Luckiness.
[QUOTE=Eadburg Duck;25225608]These sentences seem pretty incoherent. All we really Know about it is that it has something to do with Customizing. Let's just wait and see what happens before we assume it's a bad thing.[/QUOTE] Finishing sentences is really a good thing to do. Because, you know, some people find it annoying to read like this.
[QUOTE=KarmaPolice;25225777]Until servers and maps start holding a hell of a lot more than 32 people, TF2 is not an MMO.[/QUOTE] The joys of Battlefield 2 64-player slot servers with really small maps :fappery: Just throw a grenade and instant kill. Imagine that on Gravel Pit, Hydro, even that cp_orange_x map. Fucking spies
Having adjustable weapons seems rather interesting, almost like a step forward for unlockables.
can't wait for my flaming natascha of jarate
Holy shit, maybe Polycount is the cover-up for this.
[QUOTE=ironman17;25226504]Having adjustable weapons seems rather interesting, almost like a step forward for unlockables.[/QUOTE] It would certainly widen the variety of available weapon types. Many unlockables are just minor variations of the original weapon, so it makes sense for there to be a way for people to create their own variations.
[quote=karmapolice;25225777]until servers and maps start holding a hell of a lot more than 32 people, tf2 is not an mmo.[/quote] FPSRPG. c
Oh man, custom weapons would be sweet. If there's one thing i've always wanted in my rocket launcher, it's a couple more rockets per clip. Also, TF2 is not turning into an MMO. MMO is where a LOT of people can zone in to the same area. You're thinking of an RPG. TF2 ain't an MMO till I see maps that support at LEAST 125 or so people.
I put on my Nappers Respite and Fire-Proof Suit... On topic, I really doubt Valve will put up customization like this without thinking. And Valve ALWAYS thinks first before taking that bad leap, if they don't make it and fall down they simply find a ladder to go back up and try again.
[QUOTE=AlphaGunman;25225405] TF2 is turning into a MMO :colbert:[/QUOTE] That made me sad...
I actually had an idea really similar to this back when leveled items were dropping... It would be like you can tweak attributes of your weapons, but for every bonus you add, you must add an equal penalty.
Either that and/or make every tweak/modification/whatever available to everyone instead of making people either buy it or wait for a drop.
[QUOTE=Loofiloo;25229642]I actually had an idea really similar to this back when leveled items were dropping... It would be like you can tweak attributes of your weapons, but for every bonus you add, you must add an equal penalty.[/QUOTE] I think everyone's had this idea at some point, and I wouldn't be surprised if Valve implemented it. I imagine it takes a lot of time to balance each possible attribute, though.
PLEASE don't let this happen. Horribly unbalanced weapons. They will come.
It doesn't matter if the so-called "upgrades" are balanced or not. The problem is that Valve initially designed the game so that as soon as you see, for example, a soldier, you know that he can fire up to 4 rockets sequentially at you, and shoot you up to 6 times sequentially with his shotgun. He may also rocket jump over you and rain rockets down on you from above. Once you start adding in the ability for players to customise things like that, that goes out the window. You'd encounter a soldier and prepare yourself for the above threats, only for him to, say, shoot 6 rockets at you that move slower (lolbalanced), then rocketjump twice as high over you with the downside of [insert shitty gimmick here]. Unless the difference between the weapons is apparent from first glance, (direct hit has a very different model to the rocket launcher) this will be awful for TF2.
This might just be in there for community/developer weapons. Seeing as how most developer weapons seem to have custom attributes attached to them.
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