Major Update Speculation Thread V3: Tonight's the Night, forever and always
7,887 replies, posted
why the fuck do those robots shoot eyes?
[QUOTE=Kaze1;36315291]why the fuck do those robots shoot eyes?[/QUOTE]
Then why did an eye shoot even more eyes?
[QUOTE=Kaze1;36315291]why the fuck do those robots shoot eyes?[/QUOTE]
Less downloading materials/models and isn't confused with soldier rockets.
They're also probably a placeholder.
[QUOTE=Kaze1;36315291]why the fuck do those robots shoot eyes?[/QUOTE]
Already existing assets, yay!
I guess it would be quite easy to change the model of them though, you usually can change models of most things on a server at least.
[QUOTE=Kaze1;36315291]why the fuck do those robots shoot eyes?[/QUOTE]
Placeholder. It's also going to be a MOBA.
[QUOTE=ned_ballad;36314876]why is he doing that when the real robot mode will probably be released before the end of the month and will probably be way better :I[/QUOTE]
He wants his fanbrats to think that valve stole the robot idea from him when it releases.
<.<
>.>
Remember when people were talking about "Raid Mode"? I'm starting to forget :v:
[QUOTE=Behemothbear;36315410]<.<
>.>
Remember when people were talking about "Raid Mode"? I'm starting to forget :v:[/QUOTE]
Maybe read the thread more, Raid Mode IS MvM/Robot Mode.
a MNC style (without the tower defense stuff) would work sort of. Bots have set paths (not lanes, I'm not going to use that word!) that they crawl through. They do enhanced damage to sentries, but sentries do more to them or something.
Bots are spawned based on milestones met by the teams. Capturing a point spawns larger bots, killing a large amount of enemy bots spawns better bots for you.
But certain Moba elements are not present. You still forward spawn like in TF2. In Moba, the losing team is usually punished with less bots, longer respawn, etc. But this isn't the case in TF2, in TF2 the winning team is rewarded. So more bots from capping points, and forward spawn, but there's no penalty for the losers except they stay the same.
Towers wouldn't exist... sort of. Rather it would be traditional points. Captured the same way we know and love, just with support fire from bots present. Only towers around these parts are the sentries engies build, all models valid. Sappers still work, nothing about how weapons function changes. There's no leveling up, there's no runes, powerups, items or anything that isn't normal to any other round of TF2.
Bots have no branching lan... paths, they stick to a straight road, like the payload track. This means no lane protecting, jungling or any of that other nonsense.
My idea is basically just TF2 capture point as we know, with a strategy element of bot helpers added. Strategically timing the cap of a point might matter more than actually capping it, and a Spy sapping a sentry might help some bots pass, even if the sentry doesn't actually die.
Or you can totally ignore bots and play CP as normal with little annoying wasps walking around. Doesn't matter, play your way, that's TF2's style.
[QUOTE=ned_ballad;36315444]My idea is basically just TF2 capture point as we know, with a strategy element of bot helpers added. Strategically timing the cap of a point might matter more than actually capping it, and a Spy sapping a sentry might help some bots pass, even if the sentry doesn't actually die.
Or you can totally ignore bots and play CP as normal with little annoying wasps walking around. Doesn't matter, play your way, that's TF2's style.[/QUOTE]
This would make me incredibly angry because the last "gamemode" we got a year and a half ago was also a variant of CP.
[QUOTE=Croshi;36315468]This would make me incredibly angry because the last "gamemode" we got a year and a half ago was also a variant of CP.[/QUOTE]
Would you prefer a triple variant of PLR?
[editline]13th June 2012[/editline]
Respawning based on where the bomb is would be interesting actually.
[QUOTE=Danzflor;36314838][video=youtube;t7OMwMQBXdw]http://www.youtube.com/watch?v=t7OMwMQBXdw[/video]
Dunno if late or something but Mecha The Slag is creating his own Robot game mode.
If Valve ain't gonna release it, I guess the community will (?)[/QUOTE]
Seems so... unoriginal.
I remember when valve announced they were doing a new gamemode around the time of the scout update. It ended up being payload race
[QUOTE=Rigged237;36315696]I remember when valve announced they were doing a new gamemode around the time of the scout update. It ended up being payload race[/QUOTE]
Yes it did. And?
[QUOTE=Jetamo;36315727]Yes it did. And?[/QUOTE]
I find it funny that valve considers PLR to be a "gamemode"
also it sucks
sorry but nobody has ever had fun on a payload race map. This is an objective fact
[QUOTE=Rigged237;36315771]sorry but nobody has ever had fun on a payload race map. This is an objective fact[/QUOTE]
Hightower + Rocket Jumper Soldier = lods of laughs
PLR would be better if Pipeline and SPECIALLY Stalltower went the Nightfall way and had a timer and auto-advancing wagons.
Anyway, TF2 is based around wagons, briefcases and metal circles with lights. I still think some of the CTF variants from that community contest should get in; that Meridian and Haarp making the game more varied.
Also, Hydro with setup times, and a way to break stall.
[QUOTE=AkujiTheSniper;36315798]Hightower + Rocket Jumper Soldier = lods of laughs[/QUOTE]
yeah, the map is only fun when you are ignoring the objective of pushing the carts and just death matching.
case in point
[QUOTE=Cructo;36315751]what are opinions[/QUOTE]
Funny that you are saying that, Cructy.
[QUOTE=Rigged237;36315771]sorry but nobody has ever had fun on a payload race map. This is an objective fact[/QUOTE]
I really like payload race. My longest TF2 session was 6 hours on Pipeline.
[QUOTE=Rigged237;36315771]sorry but nobody has ever had fun on a payload race map. This is an objective fact[/QUOTE]
You heard him. I'm him, you're him, everybody is him if this "nobody" thing is true. Stop projecting yourself onto me.
Can't wait for medieval mode payload race!
I personally enjoy both varieties of payload, although my favorite mode is CTF. I also generally dislike CP based gametypes, just something about them that annoys me.
I'd personally like to see MvM be a version of Vs-Hale, where we get robo-versions of each class, with powered up weapons, health, and abilities, specialized based on the class. At the very least, an official Hale mode needs to be added, even if it's not MvM. The only thing I can't decide is whether it's better to have the super-Hale-like-robot-versions-of-the-classes use their normal weapons, but higher stats (higher DMG, sentry health, knockback, etc), or use entirely different weapons made especially for MvM. I mean, what would the medi-guns even do?
Also, I'd like to see the option of not only 12v1, but also something like 12v3 where the 3 TOBOR classes are only like a 1/3rd powered hale. It adds a little variation.
Also, to keep it from being to easy to kill Hale/theTOBOR when the server is full, and too hard when it's only got 7 players, Hale's/theTOBOR's health/DMG/abilities should scale with the number of opponents.
There, all of you who want nothing to do with MOBA's, an option that wouldn't have anything to do with them.
[QUOTE=Rigged237;36315771]sorry but nobody has ever had fun on a payload race map. This is an objective fact[/QUOTE]
Please explain this then:
[media]http://www.youtube.com/watch?v=FN8NK3lgeq8[/media]
Everybody loves Payload Race, a variant of Payload.
Everybody hates Medieval Mode, a variant of Control Points.
I have nothing to say, I just wanted to point that out :v:
[QUOTE=Danzflor;36316030]Everybody loves Payload Race, a variant of Payload.
Everybody hates Medieval Mode, a variant of Control Points.
I have nothing to say, I just wanted to point that out :v:[/QUOTE]
We're a cruel, fickle bunch.
PLR's problem is that it started with Pipeline to showcase how it works. Pipeline is a 3 stage map, but only one of those maps even means anything. It also happens to be the shortest. You could be wiping the floor for the majority of the game and still lose for no reason.
There's no sense of progress, stages 1 and 2 are fun, but then stage 3 rolls around and makes 1 and 2 useless and just turns into whoever can hang on the longest. The advantage you gain from stages 1 and 2 is about 5 seconds of pushing the cart in stage 3, even if stage 1 and 2 can last hours.
The pacing is all off.
Hightower is a lot better. I like it a lot, but it suffers again from some odd pacing. The beginning is so fast, but the minute the cart hits that hill by the enemy spawn the game slows to a crawl. And then it picks up after the hill again, but halts to a crawl again at the elevator. Bad pacing.
Better than Pipeline by a lot. It's actually a fun map, and even in deathmatch mode where the cart is totally ignored, it's still a fun map that allows for some complex shots and some good strategy in just killing enemies.
I haven't played Nightfall enough to comment. I get it and thunder mountain confused often, which is bad since they're totally different maps.
[QUOTE=Danzflor;36316030]Everybody loves Payload Race, a variant of Payload.
Everybody hates Medieval Mode, a variant of Control Points.
I have nothing to say, I just wanted to point that out :v:[/QUOTE]
I don't mind Medieval Mode, it just only has one map and not enough melee mechanics to make it worth playing for a long time.
[QUOTE=ned_ballad;36316062]PLR's problem is that it started with Pipeline to showcase how it works. Pipeline is a 3 stage map, but only one of those maps even means anything. It also happens to be the shortest. You could be wiping the floor for the majority of the game and still lose for no reason.
There's no sense of progress, stages 1 and 2 are fun, but then stage 3 rolls around and makes 1 and 2 useless and just turns into whoever can hang on the longest. The advantage you gain from stages 1 and 2 is about 5 seconds of pushing the cart in stage 3, even if stage 1 and 2 can last hours.
[/QUOTE]
I'm not sure that the 5 seconds on the cart are even an advantage. The other team gets cover and time to group up, while your team is out in the open from the beginning.
Yea, stage 3 is just bad, and because it's the way the scoring for the map works, it just makes the whole map fall apart.
Which is too bad. Stage 1 and 2 are fun, really fun, really balanced, and very good payload maps in their own right.
Sorry, you need to Log In to post a reply to this thread.