Major Update Speculation: V8: Rise of the Machines!
10,002 replies, posted
[QUOTE=ned_ballad;37334993]Here have some bizarrely specific new attributes (found by using cheats, these are all set to work as cheats)
- "Reprogrammed". Swaps the player from BLU to RED for the duration of the condition. Removal of this condition causes the player to swap from RED to BLU. Adds sparks to player's head. Automatically adds condition 15 and slows the player for 5 seconds.
- "Hidden" ÜberCharge (player sees their arms as ÜberCharged, but their appearance is not ÜberCharged unless they are hit by a source of damage, after which the player appears ÜberCharged for several seconds).
- Crouching causes the player to appear to be a Dispenser of the enemy team to enemy players. As a side effect, forces the player's speed to 450 Hammer Units/second (diagonal movement is at 520 HU/s). Swapping weapons while in this state will cause the player to temporarily stop moving, then return to 450 HU/s
I think we found our new Medigun stats, plus a possible new sapper and a new disguise kit (?)[/QUOTE]
1. unused gameplay of MvM.
2. Used for when bots spawn, so you can't hit them until they come into the playable area.
3. No idea, heard of it before though.
[QUOTE=ned_ballad;37334993]Here have some bizarrely specific new attributes (found by using cheats, these are all set to work as cheats)
- "Reprogrammed". Swaps the player from BLU to RED for the duration of the condition. Removal of this condition causes the player to swap from RED to BLU. Adds sparks to player's head. Automatically adds condition 15 and slows the player for 5 seconds.
- "Hidden" ÜberCharge (player sees their arms as ÜberCharged, but their appearance is not ÜberCharged unless they are hit by a source of damage, after which the player appears ÜberCharged for several seconds).
- Crouching causes the player to appear to be a Dispenser of the enemy team to enemy players. As a side effect, forces the player's speed to 450 Hammer Units/second (diagonal movement is at 520 HU/s). Swapping weapons while in this state will cause the player to temporarily stop moving, then return to 450 HU/s
I think we found our new Medigun stats, plus a possible new sapper and a new disguise kit (?)[/QUOTE]
The hidden uber seems to be used in MVM as bot spawn protection. Next time you play, shoot one of the bots as they come over the spawn hill. They'll flash as if ubered for a second.
[QUOTE=ned_ballad;37334993]- "Hidden" ÜberCharge (player sees their arms as ÜberCharged, but their appearance is not ÜberCharged unless they are hit by a source of damage, after which the player appears ÜberCharged for several seconds). [/QUOTE]
This is used by the bots when they spawn, I believe.
Also the dispenser thing was found a while ago.
I want it.
And I still want a sapper that makes sapped buildings run away from their team.
[QUOTE=ned_ballad;37334993]Here have some bizarrely specific new attributes (found by using cheats, these are all set to work as cheats)
- "Reprogrammed". Swaps the player from BLU to RED for the duration of the condition. Removal of this condition causes the player to swap from RED to BLU. Adds sparks to player's head. Automatically adds condition 15 and slows the player for 5 seconds.
- "Hidden" ÜberCharge (player sees their arms as ÜberCharged, but their appearance is not ÜberCharged unless they are hit by a source of damage, after which the player appears ÜberCharged for several seconds).
- Crouching causes the player to appear to be a Dispenser of the enemy team to enemy players. As a side effect, forces the player's speed to 450 Hammer Units/second (diagonal movement is at 520 HU/s). Swapping weapons while in this state will cause the player to temporarily stop moving, then return to 450 HU/s
I think we found our new Medigun stats, plus a possible new sapper and a new disguise kit (?)
[editline]21st August 2012[/editline]
I had a moment like that today at work. You push a very specific combinations of GUI elements in a specific order and the application mirrors the current notifcation, causes the loading bar (if it's loading currently) to zoom out of control at crazy speeds, and any GUI element with an animation is frozen and cannot work.
So weirdly specific I have no idea what could even be wrong :/[/QUOTE]
The hidden uber applies to the robots for a while after they spawn, I think.
ninja'd... three times.
[QUOTE=ned_ballad;37334993]Here have some bizarrely specific new attributes (found by using cheats, these are all set to work as cheats)
- "Reprogrammed". Swaps the player from BLU to RED for the duration of the condition. Removal of this condition causes the player to swap from RED to BLU. Adds sparks to player's head. Automatically adds condition 15 and slows the player for 5 seconds.
- "Hidden" ÜberCharge (player sees their arms as ÜberCharged, but their appearance is not ÜberCharged unless they are hit by a source of damage, after which the player appears ÜberCharged for several seconds).
- Crouching causes the player to appear to be a Dispenser of the enemy team to enemy players. As a side effect, forces the player's speed to 450 Hammer Units/second (diagonal movement is at 520 HU/s). Swapping weapons while in this state will cause the player to temporarily stop moving, then return to 450 HU/s
I think we found our new Medigun stats, plus a possible new sapper and a new disguise kit (?)
[editline]21st August 2012[/editline]
I had a moment like that today at work. You push a very specific combinations of GUI elements in a specific order and the application mirrors the current notifcation, causes the loading bar (if it's loading currently) to zoom out of control at crazy speeds, and any GUI element with an animation is frozen and cannot work.
So weirdly specific I have no idea what could even be wrong :/[/QUOTE]
I thought you just made flash buttons...
--
I really want that disguising as a Dispenser thing to be real.
[QUOTE=hogofwar;37335066]I thought you just made flash buttons...[/QUOTE]
you don't know how broken Flash can be when it gets in one of its moods.
[editline]21st August 2012[/editline]
there's three unused attributes in the schema also:
- Increased damage versus disguised players
- Crits versus non-burning players
- On-Death: Force killer to laugh taunt
[QUOTE=ned_ballad;37335095]you don't know how broken Flash can be when it gets in one of its moods.
[editline]21st August 2012[/editline]
there's three unused attributes in the schema also:
- Increased damage versus disguised players
- Crits versus non-burning players
- On-Death: Force killer to laugh taunt[/QUOTE]
Haven't these already been mentioned?
Still cool, if apparently impractical by themselves.
there's also
"Player emits a short puff of smoke from their back. Listed as "Rocket Pack". "
Which is probably some kind of cosmetic effect for Scout's rocket boy backpack
[QUOTE=ned_ballad;37334993]Here have some bizarrely specific new attributes (found by using cheats, these are all set to work as cheats)
- "Reprogrammed". Swaps the player from BLU to RED for the duration of the condition. Removal of this condition causes the player to swap from RED to BLU. Adds sparks to player's head. Automatically adds condition 15 and slows the player for 5 seconds.
- "Hidden" ÜberCharge (player sees their arms as ÜberCharged, but their appearance is not ÜberCharged unless they are hit by a source of damage, after which the player appears ÜberCharged for several seconds).
- Crouching causes the player to appear to be a Dispenser of the enemy team to enemy players. As a side effect, forces the player's speed to 450 Hammer Units/second (diagonal movement is at 520 HU/s). Swapping weapons while in this state will cause the player to temporarily stop moving, then return to 450 HU/s
I think we found our new Medigun stats, plus a possible new sapper and a new disguise kit (?)
[editline]21st August 2012[/editline]
I had a moment like that today at work. You push a very specific combinations of GUI elements in a specific order and the application mirrors the current notifcation, causes the loading bar (if it's loading currently) to zoom out of control at crazy speeds, and any GUI element with an animation is frozen and cannot work.
So weirdly specific I have no idea what could even be wrong :/[/QUOTE]
I'd have like to have seen the first one applied to the Red Tape Recorder. That'd have been neat.
Probably scrapped for being too buggy though.
Disguising as a dispenser... made me lol.
[QUOTE=RedRibbonMurderer;37335136]Disguising as a dispenser... made me lol.[/QUOTE]
yea, that'd be amazing
...until they noticed it wasn't actually healing anyone.
[QUOTE=ned_ballad;37335163]yea, that'd be amazing
...until they noticed it wasn't actually healing anyone.[/QUOTE]
Alt-fire while disguised: transfer health and ammo to enemy players like a real dispenser.
High risk, high return: give up health and ammo to enhance disguise.
I think the dispenser thing was for the Spybots.
I would have laughed if a Spybot came near an unwatched sentry and crouched, disguising himself
Then the engineer came back and got backstabbed
And the Spybot did the Schradenfreude, saying [B]"DID I THROW A WRENCH INTO YOUR PLAN? HAHAHSNORTBIPBOOP"[/B]
And got killed by the sentry but that's another story
[QUOTE=ned_ballad;37335123]there's also
"Player emits a short puff of smoke from their back. Listed as "Rocket Pack". "
Which is probably some kind of cosmetic effect for Scout's rocket boy backpack[/QUOTE]
Well hey, there's something to be speculated on! you think the new grordborts were supposed to be shipped with this update?
[QUOTE="the wiki"] Upon completing a tour, the tour progress will be wiped, the Tour of Duty Badge will increase its level by one, and another tour can be taken. Tickets are once again required for every mission of the tour.[/QUOTE]
Wait, what? So if I were to beat the last Mann Up mission, I'm once again required to buy tickets to play the others again?
Can someone confirm this? Seems like the most likely thing would be to require a ticket for the second to register on your badge
e: also somethin i'd realized a while back:
that allegiance-switching sapper idea would actually work in mvm.
[QUOTE=Scarabix;37335291]Well hey, there's something to be speculated on! you think the new grordborts were supposed to be shipped with this update?[/QUOTE]
That's like saying MvM was supposed to be shipped on the day we found mvm-related stuff in game files.
[QUOTE=igotopinions;37335507]that allegiance-switching sapper idea would actually work in mvm.[/QUOTE]
Just sap the octoheavy and his medics. gg
is it me or kill notices seem extremely elusive in this mode
many of them don't appear at all, and it's not just on spies
I'm convinced Mannworks will become MaimWorks for this years haunted event.
If I were to add a backstory it would be that the hidden person in the family portrait is revealed to be an undertaker waiting for Zep to Cark it. Upon his death the undertaker develops a revolutionary form of lime capable of breaking down all of Zeps sturdy diseases.
grordobort sets with the saxxy update?
that'd be neat. valve's been skimping on the cosmetics as of recent
[QUOTE=Onule;37334962]Had this glitch too, only it was a medic as a SENTRY BUSTER.
[IMG]http://i46.tinypic.com/2vmc5du.png[/IMG]
(Pardon me for the N64 graphics, crappy computer.)[/QUOTE]
[URL="http://wiki.teamfortress.com/w/images/5/53/Medic_taunts12.wav"]I can see it now.[/URL]
[QUOTE=Hell-met;37335837]is it me or kill notices seem extremely elusive in this mode
many of them don't appear at all, and it's not just on spies[/QUOTE]
Your kill notices appear, and deaths of your teammates only.
If it was all kills it'd be far too cluttered.
[QUOTE=CrossNgen;37334176]Me and my friend have been speculating ourselves for the second manniversary, since they've announced the steam workshop with the first one, they'll probably announce the TF2 map workshop, it's long overdue and We need more maps, in my opinion.[/QUOTE]
I'd like a Map Builder.
The Portal 2 one worked pretty well, and considering all the reused elements in official maps (as far as things like props and signs and whatnot go), you could make a map builder in the style of the Tony Hawk games or something and end up with some genuinely well-done results.
[QUOTE=BanthaFodder;37336441]I'd like a Map Builder.
The Portal 2 one worked pretty well, and considering all the reused elements in official maps (as far as things like props and signs and whatnot go), you could make a map builder in the style of the Tony Hawk games or something and end up with some genuinely well-done results.[/QUOTE]
Valve should release an easy map maker where players use pre-fabed templates (things like timers and gates already preprogrammed) and just add props that are already clipped properly.
[QUOTE=Sardonus;37336273]Your kill notices appear, and deaths of your teammates only.
If it was all kills it'd be far too cluttered.[/QUOTE]
The kill feed shows the death of giantbots, tanks, and sentrybusters regardless of who killed them.
Since the MvM update, you can't crouch anymore while in humiliation time.
[QUOTE=hogofwar;37335514]That's like saying MvM was supposed to be shipped on the day we found mvm-related stuff in game files.[/QUOTE]
It's not comparable because these were shipped on small patches. Out of all the opportunities they have to ship these rocketboy pack attributes, I highly doubt they'd chose to ship it in a patch that's already enormous.
Is anybody else having issues with Pyroland?
For some reason the border isn't appearing (have it set to dynamic) for me, among other things.
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