• Major Update Speculation: V8: Rise of the Machines!
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[QUOTE=ned_ballad;37724316]what if we go opposite of the Scottish Resistance and make one that shoots less stickies and fires slower, but they arm instantly?[/QUOTE] Sticky launcher-obsessed offensive Demomen would be all over this, nobody would survive. So that's every Demo who's not covered in parrots and shitting swords.
Well apparently Elbagast is pretty much finished with his Demoman sets and wants them up on the workshop by the end of the week, means you can look forward to 3 more Demoman sets then.
[QUOTE=Psychopath12;37724301]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.[/QUOTE] Well the damage to solely the enemy would make it less grief, perhaps make it fire faster and have a quick reload speed. I imagine something like the needler from halo.
[QUOTE=ned_ballad;37724316]what if we go opposite of the Scottish Resistance and make one that shoots less stickies and fires slower, but they arm instantly?[/QUOTE] [video=youtube;Dlu0EdOICpE]http://www.youtube.com/watch?v=Dlu0EdOICpE[/video] Anyone remember this from when they added the near-feet detonation?
[QUOTE=426_Hemi;37723497]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][/QUOTE] I'm not so keen on the canteen idea, but the others would be real useful. I need that canteen for my terrorist Sniper getup. [t]http://cloud.steampowered.com/ugc/540684054097648940/C6D2D781748EA352153AD3133C4DE1DE4F917975/[/t] It looks pretty neat on Scout, Soldier, Demo and Medic, too.
[QUOTE=Psychopath12;37724416] Anyone remember this from when they added the near-feet detonation?[/QUOTE] beggar's ancestor
[QUOTE=Hell-met;37724888]beggar's ancestor[/QUOTE] I was thinking more like the Detonator. [editline]19th September 2012[/editline] This Detonator, by the way. Forgot about the shared name :v: [video=youtube;HIAqJDE2S-M]http://www.youtube.com/watch?v=HIAqJDE2S-M[/video]
Could melee resistance be a potential MVM upgrade?
[QUOTE=Ctrl+Alt+Llama;37725257]Could melee resistance be a potential MVM upgrade?[/QUOTE] every melee robot should be mowed down before they get the chance to reach you. The only exception being demoknights, but they aren't really good at using their charge
I like the idea of a proximity mine launcher. [editline]19th September 2012[/editline] Also perhaps a sticky launcher with reduced self-damage received from sticky jumping, faster firing speed, increased sticky capacity on the field (like sco-res), but deals significantly less damage. So that it would be excellent for sticky jumping with, rubbish at direct offensive combat, but could still be used to lay traps (you just have to use more stickies).
[QUOTE=Simski;37725374]I like the idea of a proximity mine launcher. [editline]19th September 2012[/editline] Also perhaps a sticky launcher with reduced self-damage received from sticky jumping, faster firing speed, increased sticky capacity on the field (like sco-res), but deals significantly less damage. So that it would be excellent for sticky jumping with, rubbish at direct offensive combat, but could still be used to lay traps (you just have to use more stickies).[/QUOTE] Mine launcher seems like a lazy, campy, faf weapon. But I'd still like to see something like it implemented.
[QUOTE=slapdown3;37725462]Mine launcher seems like a lazy, campy, fof weapon. But I'd still like to see something like it implemented.[/QUOTE] Yeah... it is kind of hard to imagine a playstyle for it that wouldn't be extremely cheap
[QUOTE=Simski;37725469]Yeah... it is kind of hard to imagine a playstyle for it that wouldn't be extremely cheap[/QUOTE] Give the mines a life time? Like they automatically detonate after 10 seconds of being placed and you can only have two or three out at a time? I don't know, it's really itching my brain because I'd like something like this to work out. I remember someone posting a mine launcher idea but I just can't find it, and their idea was a great way to balance it out.
They had similar stickybombs in the original Killzone. The grenade launcher worked like a combination of our Loch'n'Load and stickybomb launcher on alt fire. You couldn't detonate the stickies however, they had proximity sensors. And they only lived 30 seconds, then they detonated by themselves. Also, any sort of explosive damage detonated them. Now Killzone and TF2 aren't comparable, but det trapping works about the same. Maybe it could be further nerfed by having the mines not actually stick to surfaces. They'd be more obvious on floors.
[QUOTE=Drury;37725779]Maybe it could be further nerfed by having the mines not actually stick to surfaces. They'd be more obvious on floors.[/QUOTE] Nah, they should still stick to surfaces. Perhaps give them a 1-2 second timer when you enter their radius where they'll make a beeping noise before exploding. Enough to get out if you're paying attention to your surrounding, but enough that you'll easily trigger them if you're running in without thinking or if you're distracted. This will highly encourage a trapping and baiting playstyle.
[QUOTE=COSTA;37723180]It's common for many people to start crafting their achievement weapons into scrap, ending up with uncraftable, useless metal. They might end with an uncraftable hat, which they won't probably even like. And they won't even be able to trade it for something they want, because they crafted untradable weapons in the process. If achievement weapons were just uncraftable this problem would be easily averted.[/QUOTE] I realize this was a page / 5 hours ago, but I just have to say something. the best, and most useful, thing to do with achievement weapons (IMHO) is what I did; get all of them, then take 1 "worst" (low-tier) weapon drop from each class, pair it with the 3 achievement weps, and you end up with 2 untradable Refined. But not uncraftable. You then use this to craft the headtaker, which is untradable anyway. No waste, and an easy way for a non-trader-TF2-stock-market-wiz to work up 2 ref to craft the headtaker with rather than waiting forever for enough drops. If you need a haunted metal scrap, just go on a server that regularly spawns a stuck-in-place horseman (there's plenty of 'em that do that). So yeah, I'd rather see them remain craftable, but idc as far as tradability goes.
[quote=hlds, Volume 8, Issue 37]Mandatory TF2 update released[/quote]
no email on my end?
[QUOTE=mphayes97;37726368][/QUOTE] It's an old one, featuring someone moaning that he will spam the HLDS list if he doesn't get unsubscribed.
[QUOTE=Jetamo;37726954]It's an old one, featuring someone moaning that he will spam the HLDS list if he doesn't get unsubscribed.[/QUOTE] :( i got excited
"lost Dracula", vampire items confirmed for the Halloween update
[QUOTE=mphayes97;37726368]-false alarm quote-[/QUOTE] A bit trigger-happy. That's the weekly digest, which is a summary of the week's threads posted. Ain't real-time.
Am I the only one who thinks the description of the canteen is extremely confusing for someone who has never played MvM, or TF2 in general? I know if I was new and spectating someone in a normal server and they had a canteen that essentially says "use me for a bonus effect" I'd feel severely shorthanded. Can there just be a line that says "only applicable in MvM" or something
[QUOTE=fendermcbender;37727959]Am I the only one who thinks the description of the canteen is extremely confusing for someone who has never played MvM, or TF2 in general? I know if I was new and spectating someone in a normal server and they had a canteen that essentially says "use me for a bonus effect" I'd feel severely shorthanded. Can there just be a line that says "only applicable in MvM" or something[/QUOTE] "Usable in Mann vs. Machine mode. Applies a bonus effect for a limited amount of time when used. Must first be filled at an Upgrade Station and can only be filled with one bonus type at a time. Charges can't be used in regular, non-MvM gameplay."
Why not to give a mirv stick bomb launcher? You may put 4 bombs, each with tiny range and damge, and after explosion they realese 3 tiny granades, with tiny dmg, splash and short fuse. Still need some tweaks but it might be fun.
Bringing up Explosive Demo items again, I have a sort of decent idea for a Grenade launcher. Instead of a larger clip/less damage - style item, what about a Direct Hit grenade Launcher? +25% projectile speed -75% blast radius Or maybe: -2 second detonation time -50% blast radius They're just basic ideas, I have no idea how to balance all those numbers. They should make some method for the community to be able to determine weapon stats, and use weapon test servers rather than the beta, and the servers will disable certain achievements, restrict the selection of items and only drop beta items that cannot be used outside of beta servers. Just ideas, don't be too rude.
So, nothing to expect in updates until tomorrow? I'm having a really weird issue, I live in Chile, but can't play at all in servers located here or argentina, it's insta-crash when I start playing, but I can play just fine in brazilian, north american and other worldwide servers. It maybe has to do with sv_pure or something?
[QUOTE=Danzflor;37728441]So, nothing to expect in updates until tomorrow?[/QUOTE] I'd say doubtful we'll get anything today. Tomorrow makes even more sense than previous Thursdays as that's when the fall crate will be fizzled.
[QUOTE=HazzaHardie;37727476]"lost Dracula", vampire items confirmed for the Halloween update[/QUOTE] Castlevania update confirmed
So no one cares about my pro ideas? :(
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