• Major Update Speculation/Recap thread
    6,662 replies, posted
[QUOTE=Inspecter;34264243]it still clips like hell though.[/QUOTE] All the hats I use on it never clip
the noh mercy doesn't need a "whole head" equip region. it needs a face + forehead equip region. That way we can have it as a misc, and I can still equip it with my magistrate's mullet.
The only way you will ever make everyone happy is have every tri on a character's head as an equip region.
[QUOTE=psyke;34261955]i think medieval needs upscalling a little more to be even more fun the map for degroot keep is so small it's kinda annoying we need giant castle-forges you storm with your teams all the way up 6 floors to the roof point. outposts filled with archers. and awesome ballista's for props in sort. medieval koth.[/QUOTE] I'd like to storm forts with giant forges... but not in medieval mode. Edit: I realised this might unintentionally be innuendo (I'll storm your fort huehuehue)
[QUOTE=Devozade;34264229]Be careful u-turning from the current implementation on some of these. And it would be lovely if this had a similar implementation to the response rules changes. One can dream.[/QUOTE] I don't them in the readme that I suggest in-house testing it first, them shipping to the beta, because quite frankly 100% of this is untested. I just assume it'll work because it's all code that already exists in the schema
[QUOTE=Mio Akiyama;34264263]All the hats I use on it never clip[/QUOTE] What about that hair hats? or the big chief? How about the toque?
why would you use hair with the luchador? You're just asking for weirdness... I mean, I could have just made a "hair" equip region and made it conflict with Head Skin, but it just isn't really a big deal, and also it would have prevented Spy's wig with the Party Phantom and the Witcher hair with the Bonk Boy, and I didn't want to do restrictions that harsh, especially after Valve loosened restrictions already.
[QUOTE=ned_ballad;34264470]why would you use hair with the luchador? You're just asking for weirdness... I mean, I could have just made a "hair" equip region and made it conflict with Head Skin, but it just isn't really a big deal, and also it would have prevented Spy's wig with the Party Phantom and the Witcher hair with the Bonk Boy, and I didn't want to do restrictions that harsh, especially after Valve loosened restrictions already.[/QUOTE] Well if you won't make the cold war luchador a hat then do it for the large one because it was a hat to begin with.
[QUOTE=Inspecter;34264243]it still clips like hell though.[/QUOTE] Ever heard of the Ushanka ?
who cares about restrictions since that misc swap bug still works
I just learned I can (sort of) fix team colored arms via schema. I'm not sure if it'll actually work though, adding "visuals_red" { "skin" "0" } "visuals_blu" { "skin" "1" } to something like the Zatoichi
[QUOTE=ned_ballad;34274499]I just learned I can (sort of) fix team colored arms via schema. I'm not sure if it'll actually work though, adding "visuals_red" { "skin" "0" } "visuals_blu" { "skin" "1" } to something like the Zatoichi[/QUOTE] Didn't it already do that at one point, but the blood-staining thing of the zatoichi didn't cooperate? [editline]18th January 2012[/editline] It's probably worth testing incase i'm wrong, but I don't think that'll work properly if at all.
yes, it might actually mess up the blood stain and that might be why they don't have team colored arms right now. Valve would have to code the Zatoichi's blood thing to use skin 3 and 4, and code it to still use arm team colors (otherwise their arms would change color after a decap) It might not be fixable via schema, and I don't think there are any other non-team colored items that have this bug
So about that large-scale balance update coming to the beta maybe we'll finally get some downsides for the Medic melee upgrades? The Amputator arguably has a downside in the taunting thing, but the Solemn Vow is just a direct upgrade, and not even a terribly useful one. Same goes for the new Pyro axe. A weapon's downside shouldn't be "it's not the Ubersaw/Axtinguisher."
they could pull an ubersaw and just do slower swing speed. A simple change, and it hurts the Amputator quite a bit.
^ shouldnt you nerf the ubersaw/axetinguisher with that logic?
[QUOTE=ned_ballad;34279879]they could pull an ubersaw and just do slower swing speed. A simple change, and it hurts the Amputator quite a bit.[/QUOTE] Not good enough. Imo the Amputator should reduce the medigun-healing rate by a bit, and the Solem Vow should have something like -10% damage. As of the Third Degree, it should do less damage to people not being healed. Simple enough.
if the solemn vow was a scout weapon it would have a 75% damage penalty, so maybe they should do that.
[QUOTE=ned_ballad;34280004]if the solemn vow was a scout weapon it would have a 75% damage penalty, so maybe they should do that.[/QUOTE] Do No Heads Batted In
[QUOTE=ned_ballad;34280004]if the solemn vow was a scout weapon it would have a 75% damage penalty, so maybe they should do that.[/QUOTE] But it's not a scout weapon. A -10%/-20% damage penalty is far enough.
it could very easily be an all-class item, animation wise :P ... but nope
Solemn vow should have a weapon draw speed penalty. No idea about the amputator, its pro is rather hard to properly balance out.
no crits might actually work for the amputator, considering the crit-fest of Medieval
[QUOTE=Pie_Tony;34280090]Solemn vow should have a weapon draw speed penalty. No idea about the amputator, its pro is rather hard to properly balance out.[/QUOTE] Since the Amputator heals quite a lot for multiple people on a relatively long radius, I think the downside should be medigun based.
[QUOTE=Maruhai;34280188]Since the Amputator heals quite a lot for multiple people on a relatively long radius, I think the downside should be medigun based.[/QUOTE] So basically you wanna encourage using the Amputator taunt instead of the Medigun Why would I ever want to do that
[QUOTE=t man;34280307]So basically you wanna encourage using the Amputator taunt instead of the Medigun Why would I ever want to do that[/QUOTE] Because it's the point of the weapon ? If you don't like it, don't pick it up. v:v:v
I always thought that the best buff for the Medic would be to just give him the Solemn Vow's effect and then take it away as a downside for other weapons. That's why I loved the Beta Bonesaw, I thought it would just be a bonesaw buff.
[QUOTE=Maruhai;34280325]Because it's the point of the weapon ? If you don't like it, don't pick it up. v:v:v[/QUOTE] To be honest I'm using the set only for the set bonus. +1 health regeneration helps a lot sometimes. :v: I'd hate to have to deal with a medigun nerf just because I want a little bit more survivability. Maybe just buff the Bonesaw, every single Medic unlockable except the Vita-Saw is better than it.
is it me or does anyone else forget that the bonesaw exists?
[QUOTE=Robmortar;34286908]is it me or does anyone else forget that the bonesaw exists?[/QUOTE] What's a bonesaw? :v:
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