While taking a gander through items_game.txt, I noticed a few interesting things.
It seems that we may be able to customize an item's attributes. For example, on the Frying Pan an allowed attribute is Added Move Speed Bonus.
What do you guys think of this? I assume when we add a positive attribute, a negative one's added too, to keep weapons balanced. Other weapons I know attributes can be to include the G.R.U. and the Holy Mackerel.
Either it's gonna be awesome or a complete failure. Let's see how things turn out.
Yeah that's quite late and nobody knows what it is yet.
Seems like this is a cheap way to balance things while at the same time overpower everything.
Yeah, I posted a thread about this a week or so ago. A few unlockable weapons have them, and there's an entire duplicate section of the stock weapons labelled as "upgradeable" versions each with an "allowed_attributes" section.
I really want to make my own custom weapons with this. Name tags and weapon painting would complete it, plus using vintage weapons as your base would give you a cool blue name.
I wasn't sure if it was late. I had heard about it, but didn't recall seeing a thread. Atleast those that didn't see the thread can see this one.
i wonder if we can stack attributes
I really don't want this to happen. I liked it when as soon as you saw an enemy, you knew what you were up against. TF2 has been moving further and further away from that all the time and while I can put up with it at the moment, this would probably be too much.
my pistol has a tauntkill and a 75% speedboost and instakills on headshots and has a slowdown effect and has +35 max health on wearer
the downside is no random crits so its balanced
Valve shapes it's games off what the community says.
if the community wants something valve will give it if is asked enough
Sadly it seems valve tends to listen to the popular dumb ideas.
[QUOTE=NeoDement;25338966]I really don't want this to happen. I liked it when as soon as you saw an enemy, you knew what you were up against. TF2 has been moving further and further away from that all the time and while I can put up with it at the moment, this would probably be too much.[/QUOTE]
Agreed, at the very most make the attribute changes very slight to fit individual playstyles, like faster reload speed in exchange for less damage, but in very slight increments, or more damage for slower fire-rate, things that affect the weapon itself, and not the player, so nothing like "50% less burn damage taken" and "+10% heal rate"
[QUOTE=NeoDement;25338966]I really don't want this to happen. I liked it when as soon as you saw an enemy, you knew what you were up against. TF2 has been moving further and further away from that all the time and while I can put up with it at the moment, this would probably be too much.[/QUOTE]
I agree, yet at the same time if Valve does it I probably won't complain much.
Bah fuck, tf2 is becoming more and more like a RPG day by day, i mean i have a cuntsman of + 1 luck i didnt think it could be real though.
This idea will either divebomb or be great.
[QUOTE=Netsc;25339102]Agreed, at the very most make the attribute changes very slight to fit individual playstyles, like faster reload speed in exchange for less damage, but in very slight increments, or more damage for slower fire-rate, things that affect the weapon itself, and not the player, so nothing like "50% less burn damage taken" and "+10% heal rate"[/QUOTE]
It should be so slight it doesn't even exist.
I love the idea of customizable items. It would be fun to color and name an item with attributes you chose. But be honest here, it would suck. Like someone said previously it would take away one of the things about Team Fortress 2 and one of the things Valve worked for. Once you saw an enemy you knew what you were up against.
I really hope it never happens.
Damn, I want vanilla again...
I wish the TF2 FP server would do vanilla weeks (or months) where its all vanilla items.
Valve seems to be experimenting with item particles (unusual hats, GRU) so maybe they plan to have certain attributes tied to certain particles that would show you visually what you're up against.
-snip-
damn glitchy Facepunch.
what the hell D:
man my rocket jumpers gonna have a bleed effect fuck year
[img]http://gyazo.com/dcc97b85bbfd3a092a7976dfd34dab6c.png[/img]
That 0.1 second slower arm time really balances it out.
Natascha, 100% chance to completely stop the opponent from moving at any distance. -25% damage done.
waaaiiittt a minute
oh you
[QUOTE=alienmartian23;25339086]my pistol has a tauntkill and a 75% speedboost and instakills on headshots and has a slowdown effect and has +35 max health on wearer
the downside is no random crits so its balanced[/QUOTE]
yeah indeed, they use the dumb no crits downside on too many weapons
[QUOTE=alienmartian23;25339086]my pistol has a tauntkill and a 75% speedboost and instakills on headshots and has a slowdown effect and has +35 max health on wearer
the downside is no random crits so its balanced[/QUOTE]
Avatar fits.
My minigun will shoot rockets
Love rockets :3:. You don't wanna know what they do on crits.
[QUOTE=JaxJesse315;25339637][IMG]http://gyazo.com/dcc97b85bbfd3a092a7976dfd34dab6c.png[/IMG]
That 0.1 second slower arm time really balances it out.[/QUOTE]
[QUOTE]Effect: Scorching Flames[/QUOTE]
Waaaiiit Whaaaaat
[QUOTE=JaxJesse315;25339637][img_thumb]http://gyazo.com/dcc97b85bbfd3a092a7976dfd34dab6c.png[/img_thumb]
That 0.1 second slower arm time really balances it out.[/QUOTE]
The Scottish Resistance is underpowered garbage, the normal sticky launcher is better! [sp]*PLAYFUL SARCASM*[/sp]
[QUOTE=NeoDement;25338966]I really don't want this to happen. I liked it when as soon as you saw an enemy, you knew what you were up against. TF2 has been moving further and further away from that all the time and while I can put up with it at the moment, this would probably be too much.[/QUOTE]
[IMG]http://imgur.com/8Rjgp.png[/IMG]
Ze silhouettes, zey do nothing!
Honestly, a few of the new effects they've added they could've made more classes for. Like the Beserker Style with the Targe + Shield. Seriously, making a couple more classes would give more character variety in-game as well as adding new gameplay with fresh silhouettes that are easily identifiable.
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