• TF2 Blog: "The Fourth Annual Scream Fortress Begins Tomorrow!"
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Finally downloaded the new update, probably won't be able to play for a while though. Can anybody summarize what im missing? I mean what r in the crates, how do the new drops work etc.
[QUOTE=ManinaBugSuit;38210153]Finally downloaded the new update, probably won't be able to play for a while though. Can anybody summarize what im missing? I mean what r in the crates, how do the new drops work etc.[/QUOTE] Wave 666 is torture, Ghost Fort is Lakeside with Halloween, Merasmus is difficult to kill, Halloween gifts are client-side and only you can get them when they appear, gifts will drop various Halloween items like cursed voodoo or shrapnel, etc.
[QUOTE=Ellis :P;38209419]Dude. Think about it. If Valve would of atleast spent time making Zombies in MvM. Then they really would of worked all the kicks in the AI and make it possible to lose EVEN if the Zombies didn't carry weapons.[/QUOTE] It'd be really hard to do that, and apparently Valve probably didn't think it easy or possible to make a system that works in MvM, as they just left them with weapons.
I've been playing on the halloween map for hours, and only one gift has appeared for me. Ugh. On the bright side, this is the most I've played TF2 in 2 months.
[QUOTE=Scizor;38198370]I want a damn reptile pet[/QUOTE] get a gecko or agamid
[QUOTE=Pocket Medic;38214736]It'd be really hard to do that, and apparently Valve probably didn't think it easy or possible to make a system that works in MvM, as they just left them with weapons.[/QUOTE] Perhaps. Still there is no such thing as impossible as long as you put all you got in it.
[QUOTE=Ellis :P;38218375]Perhaps. Still there is no such thing as impossible as long as you put all you got in it.[/QUOTE] The only way to balance zombies would be with increased health, no knockback, or super speed. Increased health would have little effect against sentries. No knockback would nullify buying upgrades for airblasts, and explosives classes would be a little less useful. Super speed would remove the point of scouts and super scouts, and make "weaker" classes unbalanced. There's not much you can do to make melee zombies work, you know.
mersamus needs a slight nerf in hp not that its impossible to kill
[QUOTE=Pocket Medic;38219007]The only way to balance zombies would be with increased health, no knockback, or super speed. Increased health would have little effect against sentries. No knockback would nullify buying upgrades for airblasts, and explosives classes would be a little less useful. Super speed would remove the point of scouts and super scouts, and make "weaker" classes unbalanced. There's not much you can do to make melee zombies work, you know.[/QUOTE] I had this grand, ultra unrealistic idea that would obviously never happen: There is no bomb, death is permanent, and there are no ammo packs. The only way to get ammo is to buy from the store, but only giants drop money. The round would start as soon as everyone arrived to prevent Engies from creating infinite ammo pods. Zombies would start in small numbers, but run at Scout pace. It'd be easy to start, but then more come. You have to run back to base for ammo, giving them time to creep up on you. Teams would have to work together to allow people to procure ammo while the rest keep the growing number of zombies at bay. Slowly, but surely, your team will die, the enemies may not have guns, but they just don't stop. In the end, maybe you're the only one left. You have to fight alone, for the sake of your team, to die a hero or a failure. But that's unrealistic so yeah. [editline]28th October 2012[/editline] Oh wow Killing Floor but with MVM maps and goofier.
[QUOTE=Cape;38219106]I had this grand, ultra unrealistic idea that would obviously never happen: There is no bomb, death is permanent, and there are no ammo packs. The only way to get ammo is to buy from the store, but only giants drop money. The round would start as soon as everyone arrived to prevent Engies from creating infinite ammo pods. Zombies would start in small numbers, but run at Scout pace. It'd be easy to start, but then more come. You have to run back to base for ammo, giving them time to creep up on you. Teams would have to work together to allow people to procure ammo while the rest keep the growing number of zombies at bay. Slowly, but surely, your team will die, the enemies may not have guns, but they just don't stop. In the end, maybe you're the only one left. You have to fight alone, for the sake of your team, to die a hero or a failure. But that's unrealistic so yeah. [editline]28th October 2012[/editline] Oh wow Killing Floor but with MVM maps and goofier.[/QUOTE] Sounds like an idea, but does that mean the Zombies would be allowed inside your spawn? Because if not, you could just hide in there forever, unless it's like KF where it kicks you out after a certain time
[QUOTE=HyperTails;38219131]Sounds like an idea, but does that mean the Zombies would be allowed inside your spawn? Because if not, you could just hide in there forever, unless it's like KF where it kicks you out after a certain time[/QUOTE] I didn't think about that. It'd be kind of boring to stand in spawn and just melee/run back in. Maybe having a store on the outside, like an external dispenser of stuff, with the spawn doors being locked up after leaving.
Anyone have the IP to the UK Facepunch server? I feel like playing with people who know what they're doing.
[QUOTE=Pocket Medic;38205825]It'd be a bit unfair to the zombies if they could only use melee weapons, particularly against sentries, and don't you even try to complain about such a minor thing as RED v. BLU teams in MVM.[/QUOTE] I think zombies with only melee, but extreme quantities and large amount of health would have been better than zombies with guns.
[QUOTE=Simski;38219364]I think zombies with only melee, but extreme quantities and large amount of health would have been better than zombies with guns.[/QUOTE] But the knockback from sentries would absolutely ruin their attack, plus the splash damage from rockets would destroy the groups.
[QUOTE=Captain Chalky;38219698]-95% knockback[/QUOTE] See above comment about how this would nullify Pyro contributions and mean that explosive classes would be doing a lot less.
a sentry can't knock back that many zombies at a time
[QUOTE=Constructor;38219735]a sentry can't knock back that many zombies at a time[/QUOTE] It attacks whatever player is closest to it. As the wave moves forwards, it changes targets to the nearest one and shoots it back, then changing to the next closest target, and so on and so forth. It will steadily hold them back, and the rocket splash will finish off the surrounding zombies, too. [editline]28th October 2012[/editline] [QUOTE=Captain Chalky;38219761]I'm pretty sure that airblast isn't affected by knockback resistance or else everyone would complain about Mantreads all the time. And who the hell would stop to juggle one zombie as a Soldier while the rest of the 665 will tear you a new one?[/QUOTE] You don't stop to juggle a single zombie. That's like saying you have to stop and aim at a single robot while ignoring the rest in regular MvM. You fire rockets into a crowd and the knockback keeps them away.
what is it with you fighting everything lately
[QUOTE=Constructor;38219933]what is it with you fighting everything lately[/QUOTE] Am I not allowed to make a point or express opinions, or at least state that some ideas don't work?
[QUOTE=Pocket Medic;38219957]Am I not allowed to make a point or express opinions, or at least state that some ideas don't work?[/QUOTE] No. This is Facepunch. :v:
well in my opinion it gets very annoying that you complain about everything
[QUOTE=Constructor;38219967]well in my opinion it gets very annoying that you complain about everything[/QUOTE] What? Everyone else is complaining about giving zombies guns instead of making them melee-only. I'm trying to justify why melee zombies wouldn't work. I'm not the one complaining here. If you're going to complain that someone else is complaining, go direct your boxes to the people who are [I]actually complaining about something.[/I]
[QUOTE=Pocket Medic;38219784]It attacks whatever player is closest to it. As the wave moves forwards, it changes targets to the nearest one and shoots it back, then changing to the next closest target, and so on and so forth. It will steadily hold them back, and the rocket splash will finish off the surrounding zombies, too. [/QUOTE] Giant zombies? Zombie spies?
[QUOTE=HyperTails;38220068]Giant zombies? Zombie spies?[/QUOTE] Zombie spies would stand some chance, but I'm not sure if 'lacking weapons' includes sappers, so whether or not they can actually deal with the sentries is another problem. If there [I]was[/I] knockback resistance then the giant zombies would effectively just be a giant wad of health with no other bonuses, but that at least would give the zombie wave some time to move up, I suppose.
[QUOTE=Pocket Medic;38220090]Zombie spies would stand some chance, but I'm not sure if 'lacking weapons' includes sappers, so whether or not they can actually deal with the sentries is another problem. If there [I]was[/I] knockback resistance then the giant zombies would effectively just be a giant wad of health with no other bonuses, but that at least would give the zombie wave some time to move up, I suppose.[/QUOTE] What if they made the Sentry gradually lose health? I think it does that in the custom ZombieMode for TF2. Either it lost health, or it gradually lost ammo until it destroyed itself. I'm sure if Valve did do something like this, they'd plan something around it.
Yeah it's nice and all that Valve added Zombies but when you think about it. They barely made anything different. You hear robot walking noises when the Zombies walk. They carry weapons, well sure you could use the theory that the Zombies forgot that they are dead and all but how do you explain how is the ZombieMode built then? If I remember correctly it's not that easy to get rid of THOSE Zombies even with knockback. All in all with the right modifications you could accept the Zombies as they are I suppose but definetly not how they are currently.
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