Major Update Speculation: V8: Rise of the Machines!
10,002 replies, posted
[QUOTE=Pocket Medic;37723369]To stop new players from getting rid of the basic unlocks and not having a fit of silliness or not knowing what to do and trading them for something worth less, I suppose.[/QUOTE]
unless they trade them for crates, they'll always be getting some sort of useful item in return.
Anyway, today is talk like a pirate day, maties, I always wished Valve would do something on this day (I wanted something last year too), and with Demoman as TF2's pirate, I think they should add one or two pirate items (VLEK's made a ton) for him, just out of the blue (the deep blue)
arr
Some things I'd like to see :
- A third misc possibility. Now they are too many miscs, and imo 2 is no longer enough ! And/or sparate badges from miscs slot. 1 hat slot, 1 badge slot, 2/3 miscs slots, and the action slot
- Auto equip the power-up canteen on mvm, and auto-unquip it when playing on non-mvm servers !
- A menu to choose what to reset when we want to reset something ( for example, delete a strange weapon's description tag without loosing all the kills )
What's your opinion ?
[SUB]
( and Sorry for my bad english )[/SUB]
an interesting style idea for the Katana on Demoman
2 handed or one handed.
You see, the new way they do animations in the schema allows for animation changes via styles. Pretty cool, but it's not something I think will be used often enough (if ever)
You can replace hit sounds with styles too, but I really really doubt that's ever used unless it's a cool style like a weapon you can flip over and use the other side of or something.
[QUOTE=ned_ballad;37723555]an interesting style idea for the Katana on Demoman
2 handed or one handed.
You see, the new way they do animations in the schema allows for animation changes via styles. Pretty cool, but it's not something I think will be used often enough (if ever)[/QUOTE]
If they can pull that off with a multi-class item like the Zatoichi, they can pull it off with the Objector like it was originally intended to be used by the creator.
[QUOTE=ned_ballad;37723446]unless they trade them for crates, they'll always be getting some sort of useful item in return.
Anyway, today is talk like a pirate day, maties, I always wished Valve would do something on this day (I wanted something last year too), and with Demoman as TF2's pirate, I think they should add one or two pirate items (VLEK's made a ton) for him, just out of the blue (the deep blue)
arr[/QUOTE]
The hell do you think the treasure chest is
we really don't need more pirate items
or knight items
or swords
or booze
or anything that's not demolitions based thank you very much
the thing with the objector is that the saxxy animations have crazy bone placement, so they'd have to actually change the model to work
The hit sound one could be cool on that sword/cane Psyke made. Could be styles with one using knife sounds and the other using generic whacking sounds. With melee firing sounds really don't matter that much (assuming they aren't broken like the old bottle pain train)
[editline]19th September 2012[/editline]
[QUOTE=Pocket Medic;37723579]The hell do you think the treasure chest is
we really don't need more pirate items
or knight items
or swords
or booze
or anything that's not demolitions based thank you very much[/QUOTE]
We're not getting demolition items often enough for it to be something to encourage. It's too hard to add them, and rather than not let Demoman have any items for years on end, they have a way so at least he gets some variety of items.
I just remember, the diary and the capacitor for now don't reveal all of ther secrets... And I don't think they're just made to decorate the backpack, do them ? The same for the sandvich/companion square box. They [I]need[/I] to open them soon
[QUOTE=ned_ballad;37723446]unless they trade them for crates, they'll always be getting some sort of useful item in return.
Anyway, today is talk like a pirate day, maties, I always wished Valve would do something on this day (I wanted something last year too), and with Demoman as TF2's pirate, I think they should add one or two pirate items (VLEK's made a ton) for him, just out of the blue (the deep blue)
arr[/QUOTE]
They did something for DOTA2. Pirate-themed pack of items.
I really think the capacitor needs a proper model (just stick it out of the class' neck or back or whatever) and just make it a full blown misc.
[QUOTE=ned_ballad;37723597]
We're not getting demolition items often enough for it to be something to encourage. It's too hard to add them, and rather than not let Demoman have any items for years on end, they have a way so at least he gets some variety of items.[/QUOTE]
I would honestly rather that Demo gets no new items whatsoever than get more pimp, pirate, medieval and knight items. If Valve keeps adding them then people will only make more of them, and giving him a parrot and a complete treasure chest to break his spine or groin with was really the last straw.
I like my parrot, he helps me soar through the air with my sticky jumper so I can pan people in the face.
[QUOTE=ned_ballad;37723597]the thing with the objector is that the saxxy animations have crazy bone placement, so they'd have to actually change the model to work[/QUOTE]
It's not like they haven't done model styles before. Take a look at the Splendid Screen and several of the cosmetics that utilize it.
People are paid for balancing the game, I'm sure they could just do some uber update-esque grenade and sticky launchers. Being too hard is not an option, it is not a technical issue, it is a creativity issue. Use the damn beta for those things, goddammit!
[QUOTE=Eriorguez;37723700]uber update-esque grenade and sticky launchers[/QUOTE]
Do you mean boring +stat -stat weapons no-one wants to use or overpowered weapons that will get nerfed a year later?
[QUOTE=Eriorguez;37723700]it is a creativity issue[/QUOTE]
No, it's a balancing issue. It's clear that grenade and sticky launcher unlocks are the hardest to balance, that's why there's only one of each (plus the Sticky Jumper).
Yes I agree with all of you... [B]Demo[/B]man is basically a drunk irish who likes bombs , not a pirate :v:
if you're going to make the same money from a Demoknight set, which may take days to balance, why balance an explosion set that might take weeks, if not months, to balance?
3 years after our first unlockable explosion weapon and we have the ScotRes, Loch-N-Load, Caber and Sticky Jumper.
Are any of those really seen as being even on par with stock? Probably the Caber and maybe the Sticky Jumper (on the right map).
It took a year for the Sticky Jumper to get a model. It took more than half a year for the Loch-n-Load to even be useable (and it's still visually broken), and the ScotRes remains visually in shambles after years of skin errors, it took 2 years for the Caber to get some sort of workable taunt.
And yet we have the Eyelander, Persuader and Katana which I'd say were all balanced with the bottle (and despite popular belief, all three work fine with the Sticky Launcher)
Other than some smoothing on the Persuader (and the blood) all three of those are visually fine, and the Katana even has unique sounds (not a single explosion weapon does, besides the sticky jumper's stickies hitting the ground)!
[QUOTE=ned_ballad;37723446]Anyway, today is talk like a pirate day, maties, I always wished Valve would do something on this day[/QUOTE]
They made a Dota 2 item bundle for the occasion. :eng101:
I think grenades would be easier than a sticky launcher, they could test the waters with a very basic one of those
maybe
+2 ammo loaded
-25% damage dealt
Probably wouldn't be that bad.
Go ahead and give the Loch-n-Load the two nade loaded buff most people want, and I think we'd be doing okay.
[QUOTE=426_Hemi;37723753]Yes I agree with all of you... [B]Demo[/B]man is basically a drunk irish who likes bombs , not a pirate :v:[/QUOTE]
The Demoman is scottish, not irish.
wonder if they could pull an escape plan and make the 6 loaded nade launcher with less damage "stock" while making what we know as stock as an unlock (that everyone who is a player right now would get for free)
That would have to be adjusted for the Loch-n-Load also, which would carry 25% ammo now, and would have to do like +50% more damage to offset.
[QUOTE=ned_ballad;37723872]I think grenades would be easier than a sticky launcher, they could test the waters with a very basic one of those
maybe
+2 ammo loaded
-25% damage dealt
Probably wouldn't be that bad.
Go ahead and give the Loch-n-Load the two nade loaded buff most people want, and I think we'd be doing okay.[/QUOTE]
The reason they reduced the ammo from 6 to 4 was because it was super spammable before you needed to reload. It's the same reason that they halved the amount of reserve ammo that the Soldier and Demoman carried while the game was in beta. The damage itself is not the issue, it's the sheer volume of explosives that both damage players and move them around -- it's more crap for the enemy to avoid.
It'll have a similar place in the game as a combination of the Family Business and a Grenade Launcher. Better for spamming at people but worse for straight-up fighting due to a steep damage loss -- how many Demomen do you know that want to need 3 pills to kill a Medic (each pill does ~75 damage, but the Medic will regenerate enough health to survive a second one).
Hardly anyone will use it for purposes outside of suppression fire or nostalgia.
[QUOTE=Captain Chalky;37723838]I want them to start with something small; a Demoknight set with a shield and a granade launcher with great synergy. (less effective as a knight, but more effective as a highly armored and mobile grenade lobbing scot)
Then a pure demolitions set if they can balance the first set right.[/QUOTE]
Really wish Valve would make a weapon that runs off of excess heads collected (like an ammo source).
Like a Grenade Launcher that launches heads, does more damage with heads collected, or anything involving heads.
[sub][sub]headssss...[/sub][/sub]
[QUOTE=Psychopath12;37723905]The reason they reduced the ammo from 6 to 4 was because it was super spammable before you needed to reload. It's the same reason that they halved the amount of reserve ammo that the Soldier and Demoman carried while the game was in beta. The damage itself is not the issue, it's the sheer volume of explosives that both damage players and move them around -- it's more crap for the enemy to avoid.
It'll have a similar place in the game as a combination of the Family Business and a Grenade Launcher. Better for spamming at people but worse for straight-up fighting due to a steep damage loss -- how many Demomen do you know that want to need 3 pills to kill a Medic (each pill does ~75 damage, but the Medic will regenerate enough health to survive a second one).
Hardly anyone will use it for purposes outside of suppression fire or nostalgia.[/QUOTE]
The Spamless Cannon
+75% damage
+15% explosion radius
-75% ammo loaded (as in, one grenade)
-50% reload speed
No resistance to your own explosions
Spam that!
[QUOTE=ned_ballad;37723942]The Spamless Cannon
+75% damage
+15% explosion radius
-75% ammo loaded (as in, one grenade)
-50% reload speed
No resistance to your own explosions
Spam that![/QUOTE]
One-shots
[QUOTE=ned_ballad;37723942]Spam that![/QUOTE]
People will find a way.
The 4-shot ~100 damage nades seems to be a perfect median of balance for the GL; it doesn't take too many chained direct shots to kill people, and it's got an ammo pool coupled with a reload time that makes sure it can't be spammed too much.
The only issue with the thing is the fact that the damage is not fixed regardless if damage spread is actually disabled. It's inconsistent that it could take 2 pills or 3 pills to kill a Soldier from full health because of random damage spread when every other weapon in the game is made consistent when it's disabled.
[QUOTE=ned_ballad;37723768]3 years after our first unlockable explosion weapon and we have the ScotRes, Loch-N-Load, Caber and Sticky Jumper.
Are any of those really seen as being even on par with stock? Probably the Caber and maybe the Sticky Jumper (on the right map).[/QUOTE]
I'd say they're almost all on par with stock. Caber is almost always useful for instant protection or assasination of just one target, this can be enough to save your life or as a suicidal "I'm not going down alone" against an annoying enemy. The loch-n-load is worse at taking down buildings or spamming at long range, but it does help against many classes as a pure offense weapon. The caber is significantly less useful than the Sticky Launcher on offensive, but for defending and for laying traps it is a devastating tool of mass destruction. The sticky jumper sacrifices one of your most powerful weapons for significantly increased mobility, it is in most cases a bad move, but for some people a very welcome change of playstyle since you can still rely on your nade launcher.
So yes... I definitely welcome more explosive and demolition based weaponry for Demoman. Melee isn't unique to him, trap laying and grenades are.
Do you think the TF2 team would make all current "currency" items (e.g Bills and Earbuds) genuine, and then make them craftable and droppable and stuff?
The market might not take it too well, but it's a whole lot better than just destroying the foundations.
How well would a sticky launcher go if it's projectiles stuck, not to walls and floors but to enemies. It could have delayed explosion that can't be manually triggered and OBNOXIOUSLY loud beeping to tell players they'd been stuck, It would require more timing and aiming on the players part due to the larger margin for error. It could have a reduced explosion radius as well.
I have waaay to much free time.
[QUOTE=emmens;37724275]How well would a sticky launcher go if it's projectiles stuck, not to walls and floors but to enemies. It could have delayed explosion that can't be manually triggered and OBNOXIOUSLY loud beeping to tell players they'd been stuck, It would require more timing and aiming on the players part due to the larger margin for error. It could have a reduced explosion radius as well.
I have waaay to much free time.[/QUOTE]
Way too difficult to balance out.
If the explosions deal damage to anyone other than the person who got stuck, it becomes incredibly grief-prone like Infection was back in TFC days. It forces players to avoid their teammates, it directly punishes teamwork, which is bad.
If the explosions only damage the stuck player, it makes it a worse Grenade Launcher because the splash damage is worthless and the damage doesn't happen until after a time delay.
what if we go opposite of the Scottish Resistance and make one that shoots less stickies and fires slower, but they arm instantly?
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