• Major Update Speculation Thread V3: Tonight's the Night, forever and always
    7,887 replies, posted
[QUOTE=ned_ballad;36376891]Watching this [media]http://www.youtube.com/watch?v=qvcRdoULf9Q&feature=relmfu[/media] Made me wonder if a melee that fired a "bullet" would work. Like a wand that shoots some kind of hitscan thing. Maybe a reverse melee, it suffers fall-off the closer it is. Maybe even make it a secondary, not a melee.[/QUOTE] So, the Showdown taunt in weapon form. POW HA HA
[QUOTE=ned_ballad;36376924]since I'm dipping into actual attributes now, I've been looking at them and studying them and noticing that like half of them aren't used. For every "Increases heal rate" there's "decreases heal rate" It seems for pretty much all "Increases..." attributes they made the opposite attribute, even if no weapon uses it. What this means is there's dozens of attributes they don't even have to code, that should work fine, and that they can add to new weapons really easily. Throw together some weapons with these attributes, and put them in beta, and let the community do the balancing, rather than wasting time in-house balancing them.[/QUOTE] scrapped stuff usually aka decreases heal rate is from that one medigun they scrapped.
but I assume they still work?
[QUOTE=ned_ballad;36376891]Watching this [media]http://www.youtube.com/watch?v=qvcRdoULf9Q&feature=relmfu[/media] Made me wonder if a melee that fired a "bullet" would work. Like a wand that shoots some kind of hitscan thing. Maybe a reverse melee, it suffers fall-off the closer it is. Maybe even make it a secondary, not a melee.[/QUOTE] That's exactly what melee already does -- It fires a short-range bullet. None of the hitscan weapons are truly infinite-range, hitscan code needs a limit or it runs the risk of being very taxing if you somehow get to using it in a map that has incredibly long sightlights. Many of Demoman's weapons extend the range of the melee hitscan, it's not unheard of to extend that even further. [QUOTE=ned_ballad;36376924]since I'm dipping into actual attributes now, I've been looking at them and studying them and noticing that like half of them aren't used. For every "Increases heal rate" there's "decreases heal rate" It seems for pretty much all "Increases..." attributes they made the opposite attribute, even if no weapon uses it. What this means is there's dozens of attributes they don't even have to code, that should work fine, and that they can add to new weapons really easily. Throw together some weapons with these attributes, and put them in beta, and let the community do the balancing, rather than wasting time in-house balancing them.[/QUOTE] Attributes are enumerated values. So a value x refers to attribute x, whatever that attribute may be. In code, it's just a little cleaner-to-manage to assign a group of numbers to a weapon along with some parameters than it is to give explicit references to those attributes along with parameters. I would expect that as they create attributes that have positive or negative values, they would create the compliment attribute so that they could opt to use it at a later date if they so choose. It's a lot nicer than to have to go backwards so they can add yet another attribute when it could have already been accessible.
they assign the positive and negatives to different attributes because the game needs to know what color to make the attribute. This seems to be the only difference I've seen on the schema side. I imagine coding wise they are functionally identical. I wish attributes took way more parameters. Stuff like footsteps should take a left and right foot sound parameter and be used on all items that require it, rather than a new copy + paste attribute that does the same thing + 1 new .wav file (or rather, a reference to the sounds scipt). The most I've seen is one parameter (pretty much just for percents and stuff). I know melee is hitscan. I meant bullet as in literally, it fires a bullet. Like a bullet slingshot.
bullet slingshot makes for a very bad gun
Aren't there attributes for a charged airblast and other interesting things like that?
[QUOTE=unlimi_Ted;36377148]Aren't there attributes for a charged airblast and other interesting things like that?[/QUOTE] yep, charging airblast, plus another for increasing/decreasing the push force of airblast.
I wish that item editor thing worked still, it kicked ass I had so much fun
Suspicious or not? :v: [url]http://steamcommunity.com/workshop/filedetails/?id=77147436[/url]
[QUOTE=Sharc;36377450]Suspicious or not? :v: [url]http://steamcommunity.com/workshop/filedetails/?id=77147436[/url][/QUOTE] That Scout weapon looks [B]extremely[/B] OP.
~snop~
[QUOTE=Sharc;36377450]Suspicious or not? :v: [url]http://steamcommunity.com/workshop/filedetails/?id=77147436[/url][/QUOTE] Not. It isn't made by a Valve employee going by the comments.
[QUOTE=alwaysrage;36377460]That Scout weapon looks [B]extremely[/B] OP.[/QUOTE] It has no stats, it can't be OP if it doesn't even have stats.
[QUOTE=Psychopath12;36377476]It has no stats, it can't be OP if it doesn't even have stats.[/QUOTE] Did you actually look at it? Looks like a scattergun that shoots fire balls. Doesn't matter anyways, it's not getting added.
launcher looks.. cool.. but then.. eyes and holes in stock.. nonono
In this page: launchers, eyes and holes
[QUOTE=Sharc;36377450]Suspicious or not? :v: [url]http://steamcommunity.com/workshop/filedetails/?id=77147436[/url][/QUOTE] That wrench makes no sense at all.
Brb baccalaureate.
[QUOTE=Jacen;36377622]That wrench makes no sense at all.[/QUOTE] I liked the name, though. [QUOTE=wickedplayer494;36377469]Not. It isn't made by a Valve employee going by the comments.[/QUOTE] The set is made by the Toss-Proof Towel guy. He also has [URL="http://steamcommunity.com/profiles/76561198015996820/myworkshopfiles?appid=440&p=2"]a Saxxy-themed set[/URL]. Some of those look interesting.
So do you guys think we'll see something tonight/today or on thursday?
I'm definitely hyped that today could be Day 1, but due to the amount of disappointment so far this year I wouldn't be mad if the update still wasn't this week. The only thing going for this week is that it'll be one full year since the Uber update
[QUOTE=ABW;36378374]I'm definitely hyped that today could be Day 1, but due to the amount of disappointment so far this year I wouldn't be mad if the update still wasn't this week. The only thing going for this week is that it'll be one full year since the Uber update[/QUOTE] But Valve has already missed the full one yearniversary of the Saxxys and the Mann-conomy update... however, they've gotten a full one yearniversarry for Christmas, and Three years in a row for Halloween. Valve is pretty weird.
I'm hoping for these sets to get in for the update. Stylish Spy [URL="http://steamcommunity.com/workshop/filedetails/?id=76583817"]http://steamcommunity.com/workshop/filedetails/?id=76583817[/URL] Winter Sniper Pack [URL="http://steamcommunity.com/workshop/filedetails/?id=75881967"]http://steamcommunity.com/workshop/filedetails/?id=75881967[/URL] The Bush-League Baller [URL="http://steamcommunity.com/workshop/filedetails/?id=53336322"]http://steamcommunity.com/workshop/filedetails/?id=53336322[/URL] Father of a Nation [URL="http://steamcommunity.com/workshop/filedetails/?id=68544225"]http://steamcommunity.com/workshop/filedetails/?id=68544225[/URL] 15 Minutes of Flame [URL="http://steamcommunity.com/workshop/filedetails/?id=73814273"]http://steamcommunity.com/workshop/filedetails/?id=73814273[/URL]
[QUOTE=ned_ballad;36376891]Watching this [media]http://www.youtube.com/watch?v=qvcRdoULf9Q&feature=relmfu[/media] Made me wonder if a melee that fired a "bullet" would work. Like a wand that shoots some kind of hitscan thing. Maybe a reverse melee, it suffers fall-off the closer it is. Maybe even make it a secondary, not a melee.[/QUOTE] Point and click.
[QUOTE=Scizor;36378767]Point and click.[/QUOTE] USE [SAXXY] on [Clueless shmuck] I like the idea of a wand-type like weapon, though it'd definitely need some very quirky stats to be avoid being annoying or overpowered
I think we will probably get a new set of crates along with the summer crates starting to drop. Aside from that, I do hope we get a Day 1 update or a comic at least of some sort.
[QUOTE=Sharc;36377450]Suspicious or not? :v: [URL]http://steamcommunity.com/workshop/filedetails/?id=77147436[/URL][/QUOTE] Those are from nano, the Chilean guy who made the Heavy's towel, he has done several themed weapon for updates (you can check his workshop) and he told me that is very optimistic to see some of those in the game when I interviewed him a couple weeks ago. I don't think is suspicious, but the fact that he already got an in-game item, nothing can be discarded (since is know that Valve like to wokr with guys who knows how the system works and etc.). And, [B]DEAR GOD IT HAS BEEN HALF A YEAR ALREADY, PLEASE LET TONIGHT BE THE NIGHT, DAY 1 PLEASE DEAR LORD GABEN, I THINK I'M GONNA CRY GOD DAMN IT.[/B]
[QUOTE=Suttles;36377410]I wish that item editor thing worked still, it kicked ass I had so much fun[/QUOTE] Both that video and the arm in the pageking were done via schema edits. I made the linked video less than a month ago, and the picture of the blu arm in the pageking was taken less than 12 hours ago. All you need to do is tell your hosts file that media.steampowered.com is actually 127.0.0.1. ([URL="http://wiki.teamfortress.com/wiki/Team_Fortress_Wiki:Weapon_Demonstration#Making_items_game.txt_actually_work"]instructions[/URL])
The next Steam Workshop item will be this [url]http://steamcommunity.com/sharedfiles/filedetails/?id=74945684&searchtext=[/url]
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