• Major Update Speculation: V8: Rise of the Machines!
    10,002 replies, posted
[QUOTE=Constructor;37316469]scotland yard one looks very weak tools of the trade one is top notch artillery is probably gonna fall in between[/QUOTE] Links please?
[QUOTE=Clovernoodle;37316379]Explain where this info comes from[/QUOTE] elbagasts deviantart [editline]19th August 2012[/editline] [url]http://elbagast.deviantart.com/art/The-Tradesman-Items-32214676[/url] [url]http://elbagast.deviantart.com/art/The-Scotland-Yardie-WIP1-322148020[/url]
[QUOTE=Magikoopa24;37316426]Are you legitimately asking that[/QUOTE] Yes. I've had TF2 for 4 years and I am totally serious.
[URL="http://elbagast.deviantart.com/#/d53k0d3"]Tools of the Trade[/URL]: Damn, that shit is sexy. Hope this goes in-game. [URL="http://elbagast.deviantart.com/art/The-Scotland-Yardie-WIP1-322148020?q=gallery%3Aelbagast&qo=0"]The Scotland Yardie[/URL]: That is very slick, I must say. [URL="http://elbagast.deviantart.com/art/The-Tradesman-Items-322146762?q=gallery%3Aelbagast&qo=1"]The Tradesman[/URL]: Pretty good.
[QUOTE=yellowoboe;37316511]Yes. I've had TF2 for 4 years and I am totally serious.[/QUOTE] I remember when I bought TF2 in 2009, my old computer couldn't run the game when connected to real servers so I had to play the Developers Commentary. One such commentary that I played a lot on was TC_Hydro. I played it so much on Developers Commentary that I learned the ins and outs of the map. Able to run from point to make in minimal time. When I finally got my new computer, I was ready to play the hell out of it and rain death down upon my enemies with my amazing aerial maneuvers. I later found out that not a single server plays Hydro...
Hydro should have been remixed like Well was into a bunch of awesome maps, because I love Hydro. I love the TC gamemode anyway, but no one plays it.
[QUOTE=Barobax;37316574]I later found out that not a single server plays Hydro...[/QUOTE] Yeah. Not even Valve cared enough to put it on one of their servers.
[QUOTE=Damian0358;37316546][URL="http://elbagast.deviantart.com/#/d53k0d3"]Tools of the Trade[/URL]: Damn, that shit is sexy. Hope this goes in-game. [URL="http://elbagast.deviantart.com/art/The-Scotland-Yardie-WIP1-322148020?q=gallery%3Aelbagast&qo=0"]The Scotland Yardie[/URL]: That is very slick, I must say. [URL="http://elbagast.deviantart.com/art/The-Tradesman-Items-322146762?q=gallery%3Aelbagast&qo=1"]The Tradesman[/URL]: Pretty good.[/QUOTE] I'm sorry, but why did my entire pants turn white, all of the sudden?
[QUOTE=DatWut?;37316177]Well, Heatmaker I agree with. Soda Popper... eh, Scout could just fill their minicrits and deploy them to go mass-rape, would make the weapon even more annoying.[/QUOTE] I think the Sodapopper should be possible to activate manually, but I think it should require damage done (or kills) to recharge the meter instead of just running around. It would be a lot better and skillful if it didn't just recharge from running around in circles like a moron and then activating intantly, and instead rewarded you for dealing damage to enemies by giving you the ability to give yourself mini-crits in moments of need.
[QUOTE=Simski;37316840] but I think it should require damage done (or kills) to recharge the meter.[/QUOTE] but the soda popper is the weakest scattergun ._. the only reason it's good at doing damage is because of the minicrits. Forcing you to attack first and doing paltry damage with the uncharged SP is asking for it to be worthless scrap. Imagine requiring the Fan o War to do damage to get its boost. It's silly, weapons with low damage outputs shouldn't have requirements of damage output to get a couple second boost. The SP works fine now. It's weak for awhile, then strong for awhile, and it goes back and forth and you have to time attacks right and always keep track of where the recharge bar is.
[QUOTE=ned_ballad;37316887]but the soda popper is the weakest scattergun ._. the only reason it's good at doing damage is because of the minicrits. Forcing you to attack first and doing paltry damage with the uncharged SP is asking for it to be worthless scrap.[/QUOTE] Come on, it's not like Valve will make it require [b]1000 damage[/b] to have mini-crits. Maybe just a smallish amount of damage required for it to do mini-crits. And while we're at it, make the Baby-Face's Blaster increase speed by running, but have it take a while to make it reach to full speed.
[QUOTE=AbeX300;37316940]Come on, it's not like Valve will make it require [b]1000 damage[/b] to have mini-crits. Maybe just a smallish amount of damage required for it to do mini-crits.[/QUOTE] Yeah. I'm just really not at all in favor of a gun that rewards you for doing absolutely nothing in particular. I think it would be better to have it recharge when dealing damage so you can be vulnerable for a while while attacking but then wreck havock on your enemies once you've built it up. And you'll be building it up by actually doing something that takes effort and skill, not running around in circles somewhere in a corner like a moron. [editline]19th August 2012[/editline] It's not a fun to play with nor a fun to play against unlockable weapon, but it could be if they gave you more direct control of its main feature.
anyone know why the soldier's stogie is mysteriously genteel smoke-less
[QUOTE=Damian0358;37316546][URL="http://elbagast.deviantart.com/#/d53k0d3"]Tools of the Trade[/URL]: Damn, that shit is sexy. Hope this goes in-game. [URL="http://elbagast.deviantart.com/art/The-Scotland-Yardie-WIP1-322148020?q=gallery%3Aelbagast&qo=0"]The Scotland Yardie[/URL]: That is very slick, I must say. [URL="http://elbagast.deviantart.com/art/The-Tradesman-Items-322146762?q=gallery%3Aelbagast&qo=1"]The Tradesman[/URL]: Pretty good.[/QUOTE] Ugh, I want these so bad.
I wish they would give Demo's lamp team colored smoke :( I think I read somewhere that it was planned to be that way at first
[QUOTE=yellowoboe;37316511]Yes. I've had TF2 for 4 years and I am totally serious.[/QUOTE] Yeah, after I posted that I realized that a FP user from 2007 would probably know what Hydro was. Man, Hydro; that brings back memories; sure, there were about five people on those servers, and I had no idea what the hell territorial control was or how to play, but I still had fun. I even got my gibus there, adctually (then again, it was technically me camping a point with my Level 3 sentry that got me my gibus). Of course, it also brings back memories of my horrible, overheating laptop that killed itself running on cp_orange, but it wasn't Hydro's fault.
I hope hydro pulls a mcrib and comes back because hot damn this thread is giving me nostalgia.
[QUOTE=Shinx;37317556]I hope hydro pulls a mcrib and comes back because hot damn this thread is giving me nostalgia.[/QUOTE] [I]The Hydro Update[/I] Added [b]The Hydro Pump[/b] weapon for the Pyro. Added mvm_hydro. [sp]I honestly would like to see a mvm_hydro.[/sp]
hydro was my favorite map by far. it really defined the classes roles as offense, defense, and support. You could play any class and still have fun and be a good part of the team.
Just beat Coal Town as a team of FatScouts. Nothing but Heavies using shotguns with Speed and Jump maxed out. [sp]We won.[/sp]
So.... playing Mannworks, MANN UP Wave 8 computer says `HEY, WOULDN`T IT BE FUNNY IF WE RESET RIGHT NOW?` and it did log back in immediatedly team gets uclankas, rogues col roules I finish the last wave, and didn`t get a notch on my badge contemplate suicide
[QUOTE=Sardonus;37317845]So.... playing Mannworks, MANN UP Wave 8 computer says `HEY, WOULDN`T IT BE FUNNY IF WE RESET RIGHT NOW?` and it did log back in immediatedly team gets uclankas, rogues col roules I finish the last wave, and didn`t get a notch on my badge contemplate suicide[/QUOTE] The same kind of thing happened to me twice. Got kicked from the server for being afk for too long* (*2 minutes).
hmm the Archimedes model got face flexes [t]http://goo.gl/Qt0Yw[/t] [editline]19th August 2012[/editline] probably late
[QUOTE=Techbot;37317903]hmm the Archimedes model got face flexes [t]http://goo.gl/Qt0Yw[/t] [editline]19th August 2012[/editline] probably late[/QUOTE] Commence an SFM film based on a clip of "Chicken Run".
I want the parrot to have face flexs
[QUOTE=HazzaHardie;37317998]I want the parrot to have face flexs[/QUOTE] Warp the Demo's voice lines, repeat them after he says them. "MEYDIC!" "MEDIC! MEDIC! *whistle*" [sp]Parrots then either skyrocket or plummet in value[/sp]
[QUOTE=BanthaFodder;37318046]Warp the Demo's voice lines, repeat them after he says them. "MEYDIC!" "MEDIC! MEDIC! *whistle*" [sp]Parrots then either skyrocket or plummet in value[/sp][/QUOTE] Any time that a new item is added, or a physical feature/change is added to an item, it brings new SFM possibilities...
[QUOTE=igotopinions;37315809]If I recall correctly they referred to mvm as a game, not a gamemode. Hopefully that implies they're going to consider it just as important as PvP from here on out.[/QUOTE] Aye; having a fair bunch of updates for MvM, like having different objectives or new robots, that'd be awesome. Concerning MvM gamemodes, what could there be other than preventing the robots from planting a bomb? Perhaps there could be a mode where you push back, fighting your way into the Carrier Tanks to destroy the core or reactor or whatever to prevent it from firing a huge missile or death ray at the Mann Co base, and you'd have a set number of waves in which to destroy the Carrier, forcing a tough decision as to whether the mercs should rush in during early game whilst they're weak and hope for the best, or to gather the money for upgrades and start the assault during late game when they're powered up. Also, since regular MvM is kind of like tower defense, and a well-placed Sentry can make a big difference, the Engineer could very much require new Sentry-type buildables for different ways in which to take out the robots.
[QUOTE=Techbot;37317903]hmm the Archimedes model got face flexes [t]http://goo.gl/Qt0Yw[/t] [editline]19th August 2012[/editline] probably late[/QUOTE] DAWW IT'S SO CUTE.
[QUOTE=ironman17;37318120]Aye; having a fair bunch of updates for MvM, like having different objectives or new robots, that'd be awesome. Concerning MvM gamemodes, what could there be other than preventing the robots from planting a bomb? Perhaps there could be a mode where you push back, fighting your way into the Carrier Tanks to destroy the core or reactor or whatever to prevent it from firing a huge missile or death ray at the Mann Co base, and you'd have a set number of waves in which to destroy the Carrier, forcing a tough decision as to whether the mercs should rush in during early game whilst they're weak and hope for the best, or to gather the money for upgrades and start the assault during late game when they're powered up. Also, since regular MvM is kind of like tower defense, and a well-placed Sentry can make a big difference, the Engineer could very much require new Sentry-type buildables for different ways in which to take out the robots.[/QUOTE] I'm pretty sure the next step with MvM would be "Reverse MvM," basically having BLUmans attacking REDbot bases by carrying a bomb into their facility/carrier/etc. Of course, past that, your idea is pretty solid, though I don't know what would happen after the set number of waves reaches the end and that team fails (I have the feeling that being moved back a few rounds with that wave's amount of money and upgrades a simple idea). Also, fun fact, the page king of this page has quoted the page king of the previous page. (Also, quick question; why does Decoy have a top-down view under gallery? No other map seems to have this, and the only item that does would be teleporters. It's a project I'd like to see undertaking, but why Decoy?)
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