• Major Update Speculation: V8: Rise of the Machines!
    10,002 replies, posted
[QUOTE=Linda,Octopus;37392640]I would rather have a good new sword/melee rather than a new crappy explosive weapon.[/QUOTE] Nah, nothing will top the eyelander anyway in the swords department so they might as well not try.
I was thinking about something someone said about having Soul Calibur on Steam, and the Demoman (as a Demoknight) would be a crossover character. We could have Nightmare's Helmet for the Demo and we could have Soul Calibur/Soul Egde as an all-class melee that takes the vague shape of the class' stock melee, albeit icy and crystal-like in appearance.
[QUOTE=Tiesieman;37392807]Nah, nothing will top the eyelander anyway in the swords department so they might as well not try.[/QUOTE] Still, I would rather want to have a new maybe standard sword/melee rather than a crappy/horrible explosive weapon for the demo.
[QUOTE=-=NARH=-;37392912]I was thinking about something someone said about having Soul Calibur on Steam, and the Demoman (as a Demoknight) would be a crossover character. We could have Nightmare's Helmet for the Demo and we could have Soul Calibur/Soul Egde as an all-class melee that takes the vague shape of the class' stock melee, albeit icy and crystal-like in appearance.[/QUOTE] If that happens, I want ktuleus, kthuleus? kthulues. Ktlusometing Astaroth's giant ax + cosmetics. [T]http://thefightingconnection.com/sites/default/files/pictures/astaroth-soul-calibur-v-picture.jpg[/T] Maggots.
Since we're talking about Demo weapons, there are two sticky bomb ideas I had a while ago. The first one would be sticky tripwires. No they don't detonate when someone crosses them. Instead they would play a sound in your HUD and display an alert, ideally with a distinct HUD indicator per sticky. Whenever you shoot one at a surface, it would automatically reorient itself to be perpendicular to that surface, and then turn its beam on. Only you and your teammates can see the beam, enemies cannot. That would be useful for guarding areas and knowing whenever someone managed to get behind your lines, and where exactly. After some practice, you'd also know when to detonate your stickies, even when you don't see them. The downside could be possibly a short delay between the moment you right click and the moment the stickies explode. Something as short as half a second. Just enough so you can't right click as soon as you hear a beep and get a cheap kill or two. Second idea would be more suitable for a Grordbort sticky launcher. Stickies which do not explode, but create electrical arcs between nearby stickies of the same type. Those electrical arcs would deal continous damage similarly to Righteous Bison projectiles, and would linger for about half a second before the stickies harmlessly break. Suddenly, large doorways can guarded more easily and in a more discrete way, and spreading the stickies apart instead of stacking them into a pile becomes a better solution for maximizing damage and exposure. The downside would be obvious, single stickies would be completely harmless on their own, and the weapon would be overall inefficient when used in an offensive way. But those stickies could be potentially devastating when placed properly.
[QUOTE=Tiesieman;37392957]If that happens, I want ktuleus, kthuleus? kthulues. Ktlusometing Astaroth's giant ax + cosmetics. [thumb]http://thefightingconnection.com/sites/default/files/pictures/astaroth-soul-calibur-v-picture.jpg[/thumb] Maggots.[/QUOTE] Hell, it may break the silhouette for Scout, but I'd like Patroklos cosmetics. It'd probably be the only thing in the game that would replace the Fast Learner I always have attached to my Scout. [thumb]http://images3.wikia.nocookie.net/__cb20111220141048/soulcalibur/images/thumb/7/75/221980_199044120138928_157579717618702_517230_1815010_n.jpg/1000px-221980_199044120138928_157579717618702_517230_1815010_n.jpg[/thumb] Instead of white it could use a saturated Waterlogged Lab Coat.
[QUOTE=_Kilburn;37392991]Since we're talking about Demo weapons, there are two sticky bomb ideas I had a while ago. The first one would be sticky tripwires. No they don't detonate when someone crosses them. Instead they would play a sound in your HUD and display an alert, ideally with a distinct HUD indicator per sticky. Whenever you shoot one at a surface, it would automatically reorient itself to be perpendicular to that surface, and then turn its beam on. Only you and your teammates can see the beam, enemies cannot. That would be useful for guarding areas and knowing whenever someone managed to get behind your lines, and where exactly. After some practice, you'd also know when to detonate your stickies, even when you don't see them. The downside could be possibly a short delay between the moment you right click and the moment the stickies explode. Something as short as half a second. Just enough so you can't right click as soon as you hear a beep and get a cheap kill or two. [/QUOTE] Really like this idea, but I suggest spies should be able to pass through the tripwires without triggering the alert while in disguise.
[QUOTE=Gimme20dollaz;37393123]I think the latest patch might've broken a few particle effects....[/QUOTE] I fired a shotgun once. It turned into large amounts of crosses that lagged out the server
Also a quick grenade launcher idea which would suit this model: [url]http://steamcommunity.com/sharedfiles/filedetails/?id=2598[/url] Grenades would do less damage and take longer to detonate. However, every enemy and object in a certain radius from your grenades would become highlighted and visible through walls, as long as those grenades haven't exploded yet. Basically, a launcher which shoots grenades that also act as extra eyes for you. Wallhack eyes. That would be useful for locating sentries without getting damaged, or knowing when to detonate your stickies if you're trying to lure your enemies into a trap. [QUOTE=CrossNgen;37393088]Really like this idea, but I suggest spies should be able to pass through the tripwires without triggering the alert while in disguise.[/QUOTE] No, I think spies should trigger the alert. However to balance that out, they should also be able to see the beams emitted by your tripwires. This way you'd be able to reduce their options, without making it unfair for them.
[QUOTE=ned_ballad;37389947]a two-three clip proximity mine that made a ridiculous beeping noise would probably not be as annoying as you'd think[/QUOTE] I had though up this idea on my own and I was ridiculously excited to see an opportunity to share it. Then I saw this post. Thanks a lot.
[QUOTE=_Kilburn;37393305]Also a quick grenade launcher idea which would suit this model: [url]http://steamcommunity.com/sharedfiles/filedetails/?id=2598[/url] Grenades would do less damage and take longer to detonate. However, every enemy and object in a certain radius from your grenades would become highlighted and visible through walls, as long as those grenades haven't exploded yet. Basically, a launcher which shoots grenades that also act as extra eyes for you. Wallhack eyes. That would be useful for locating sentries without getting damaged, or knowing when to detonate your stickies if you're trying to lure your enemies into a trap. No, I think spies should trigger the alert. However to balance that out, they should also be able to see the beams emitted by your tripwires. This way you'd be able to reduce their options, without making it unfair for them.[/QUOTE] I think that'll suit a sticky launcher better, you're stickies act as your left eye. Hey! I've already made up a totally uncreative name for it; "The Second Eye". EDIT: "Short term we are going somewhere, because Team Fortress is now old enough to drive, so we're gonna go Tokyo Drift over to the cake store." Cake hats confirmed!
[QUOTE=CrossNgen;37393373]I think that'll suit a sticky launcher better, you're stickies act as your left eye. Hey! I've already made up a totally uncreative name for it; "The Second Eye". EDIT: "Short term we are going somewhere, because Team Fortress is now old enough to drive, so we're gonna go Tokyo Drift over to the cake store." Cake hats confirmed![/QUOTE] The cake store they're referring to is probably the one that had the black forest cake that inspired Portal's cake... :D :O
Guys I've emailed Valve. What effects have been broken from the update? Me: Hello. I'm sure you get thousands of e-mails every day considering the size of your fanbase (which is very well deserved if I might say so, very well done guys) so I'll keep this brief. It seems a recent update has "broken" a few particle effects. Are you aware of the cause of this? Can we expect it to be rectified imminently? I'm assuming you've had the same e-mail a lot of times in the past week, but this is just in case you've forgotten. I hope this can be rectified, and thank you in advance! And to make this less boring: [url]http://thelavisshow.files.wordpress.com/2012/06/1-1278594745-toad-river-lodge-hat-collection.jpg[/url] Valve: Hi, [REDACTED, you all know my name anyway]. Can you point us to a list of which effects have broken? Thanks! -Jeep
[QUOTE=BigJoeyLemons;37393574]The cake store they're referring to is probably the one that had the black forest cake that inspired Portal's cake... :D :O[/QUOTE] "Everyone gets a free cake hat, celebrating the second manniversary, they're craftable!"
[QUOTE=ojcoolj;37393649]Guys I've emailed Valve. What effects have been broken from the update? Me: Hello. I'm sure you get thousands of e-mails every day considering the size of your fanbase (which is very well deserved if I might say so, very well done guys) so I'll keep this brief. It seems a recent update has "broken" a few particle effects. Are you aware of the cause of this? Can we expect it to be rectified imminently? I'm assuming you've had the same e-mail a lot of times in the past week, but this is just in case you've forgotten. I hope this can be rectified, and thank you in advance! And to make this less boring: [url]http://thelavisshow.files.wordpress.com/2012/06/1-1278594745-toad-river-lodge-hat-collection.jpg[/url] Valve: Hi, [REDACTED, you all know my name anyway]. Can you point us to a list of which effects have broken? Thanks! -Jeep[/QUOTE] nothing broke, it's simply the precache particle list overflowing. You shouldn't see it happen on anywhere but custom maps and plugin-happy servers.
[QUOTE=TonicBH;37391453]No, it doesn't. Least vanilla Quake doesn't anyway. You got a point, though.[/QUOTE] Quakelive, forgot to type out the full name :v:
So, for some reason, TF2 now has become really twitchy, and walking animations don't play. Something broke in the last update or what?
[QUOTE=ojcoolj;37393649]Guys I've emailed Valve. What effects have been broken from the update? Me: Hello. I'm sure you get thousands of e-mails every day considering the size of your fanbase (which is very well deserved if I might say so, very well done guys) so I'll keep this brief. It seems a recent update has "broken" a few particle effects. Are you aware of the cause of this? Can we expect it to be rectified imminently? I'm assuming you've had the same e-mail a lot of times in the past week, but this is just in case you've forgotten. I hope this can be rectified, and thank you in advance! And to make this less boring: [url]http://thelavisshow.files.wordpress.com/2012/06/1-1278594745-toad-river-lodge-hat-collection.jpg[/url] Valve: Hi, [REDACTED, you all know my name anyway]. Can you point us to a list of which effects have broken? Thanks! -Jeep[/QUOTE] So basically you bothered them about a problem that you pretty much had no idea of what it was? Why would you do that?
[QUOTE=COSTA;37394202]So basically you bothered them about a problem that you pretty much had no idea of what it was? Why would you do that?[/QUOTE] I was thinking the same thing, but I didn't want to actually post it and possibly come off rude.
[QUOTE=Psychopath12;37390006]It's a lose-lose situation to try to make a fun and balanced proxy mine launcher to replace the sticky launcher.[/QUOTE] I TAKE THAT AS A CHALLENGE! I've mentioned it before, but I think there's two ways to make a fun sticky launcher that uses proximity esque mines, both still incorporating player choice. [b]The One-Arm Wonder[/b] -Stickies replaced with dormant mines -Right clicking activates all dormant mines. -Armed mines are extremely sensitive. One errant twitch, and KABLOOEY! -Unexploded mines self-destruct 4 seconds after activation. The first variation would fire mines that are initially dormant (most likely disc style ones). They don't stick to anything, they're slightly larger than the normal stickies, and they'll slide and roll for a bit when they land or on a slope. However, once the demoman right clicks, all unarmed mines activate and begin beeping and flashing. At this point stepping on them, touching them in any way, or damaging them with anything, including explosions from your own mines, will make them explode. After 4 seconds, any mines you activated will explode. The cool thing about this is that it also changes how you use stickies in a 1v1 situation as well. Airbursting is no longer possible, but if you arm them in midair, they'll explode when they hit a person or surface. You could even try to throw a few quickly onto the ground and then focus fire on your opponent, forcing them to navigate a bunch of armed mines as you bombard them. Having them explode on the arm time running out would be useful against sentries, but since they're not sticky and they slide, it would be much more difficult to actually land them nearby. (Might still want to add a damage penalty against buildings for balance's sake.) Lastly, the final downside would be how sticky jumping is changed. You either have to wait for them to self-destruct, or you can just jump on them for full effect. Second idea coming next to prevent wall of text syndrome.
[QUOTE=ojcoolj;37393649]Guys I've emailed Valve. What effects have been broken from the update? Me: Hello. I'm sure you get thousands of e-mails every day considering the size of your fanbase (which is very well deserved if I might say so, very well done guys) so I'll keep this brief. It seems a recent update has "broken" a few particle effects. Are you aware of the cause of this? Can we expect it to be rectified imminently? I'm assuming you've had the same e-mail a lot of times in the past week, but this is just in case you've forgotten. I hope this can be rectified, and thank you in advance! And to make this less boring: [url]http://thelavisshow.files.wordpress.com/2012/06/1-1278594745-toad-river-lodge-hat-collection.jpg[/url] Valve: Hi, [REDACTED, you all know my name anyway]. Can you point us to a list of which effects have broken? Thanks! -Jeep[/QUOTE] The HazMat Headcase has it's particles rigged into the middle of it.
[QUOTE=ojcoolj;37393649]Guys I've emailed Valve. What effects have been broken from the update? Me: Hello. I'm sure you get thousands of e-mails every day considering the size of your fanbase (which is very well deserved if I might say so, very well done guys) so I'll keep this brief. It seems a recent update has "broken" a few particle effects. Are you aware of the cause of this? Can we expect it to be rectified imminently? I'm assuming you've had the same e-mail a lot of times in the past week, but this is just in case you've forgotten. I hope this can be rectified, and thank you in advance! And to make this less boring: [url]http://thelavisshow.files.wordpress.com/2012/06/1-1278594745-toad-river-lodge-hat-collection.jpg[/url] Valve: Hi, [REDACTED, you all know my name anyway]. Can you point us to a list of which effects have broken? Thanks! -Jeep[/QUOTE] [t]http://img213.imageshack.us/img213/8913/baaaaad.jpg[/t] [t]https://dl.dropbox.com/u/43795887/ew.png[/t] this, they're not effects but this
also near a dozen items now lack blue team arm skins because of Gold Botkillers, which I just sent an email about roughly 2 seconds ago. The particle problem seems like outdated custom content or a server doing weird stuff. Not sure what Valve can do to fix it, especially if you can't really recreate the problem and give them a list of weapons
[QUOTE=ned_ballad;37394481]also near a dozen items now lack blue team arm skins because of Gold Botkillers, which I just sent an email about roughly 2 seconds ago.[/QUOTE] im not suprised, seeing whenever there's a update, there's a break.
So not only do they look extremely tacky (on top having weird jigglebones), they also broke other stuff why o why couldn't they just do some simple robotized reskins/textures :(
[QUOTE=Rageguy;37394498]im not suprised, seeing whenever there's a update, there's a break.[/QUOTE] it's actually an oooolllldddd bug with skins above 0 and 1 which hasn't really been a problem until now with 9 weapons using skins 2 and 3. Before it was basically the Katana and Black Rose, so we just kind of dealt with it. Also if they had colors, the arms of Heavy and Scout would be always red with GRU and Crit-a-Cola, btw, it's just they're saved from this bug because of a lack of team colors on the class' arms.
[QUOTE=ned_ballad;37394530]it's actually an oooolllldddd bug with skins above 0 and 1 which hasn't really been a problem until now with 9 weapons using skins 2 and 3. Before it was basically the Katana and Black Rose, so we just kind of dealt with it. Also if they had colors, the arms of Heavy and Scout would be always red with GRU and Crit-a-Cola, btw, it's just they're saved from this bug because of a lack of team colors on the class' arms.[/QUOTE] So now it's pretty much everything?
[b]The Close Call[/b] -Stickies replaced with proximity mines -The proximity mine closest to an enemy player or structure will light up (and have an outline) -Right clicking will detonate the lit mine -Can only detonate 2 mines per second Not as much to say about this one. The biggest advantage is that it allows you to keep your mine traps alive while fighting an enemy via airbursts. Furthermore, you can kill someone in a trap without using all of your mines. The biggest drawback is that your damage output is reduced significantly, and you don't have complete control over which mine explodes.
Kinda wish valve went with the alternate solution for the heads poppin' off with any decapitation weapons
are the Botkiller attachments attached to the class's hands? When player's die, the weapon falls off, but the Botkiller attachment stays, floating where it would have been if the weapon was still attached to the class' hands
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