• Major Update Speculation V5: Somewhere over the rainbow
    8,830 replies, posted
[QUOTE=Armisael;36609559]yes at this rate they'll hire you to edit text files for them[/QUOTE] Replace the descriptions of the stock weapons with "Ned is Great." Also do that community schema thing or whatever.
[QUOTE=ned_ballad;36609572]yep, SMG and Melee both lose 20% damage when equipped with the Heatmaker.[/QUOTE] Wait, what tooltips? Weapon tooltips?
20% penalty on melee/secondary bodyshots seems kinda... silly. How the hell are you supposed to get a headshot with a jar full of piss? :v:
[QUOTE=hogofwar;36610069]Wait, what tooltips? Weapon tooltips?[/QUOTE] yes [url]http://wiki.teamfortress.com/wiki/Team_Fortress_Wiki:Tips_Revision/Suggestions[/url] The wiki has handled them for the last year or so.
[QUOTE=Kegan;36610084]20% penalty on melee/secondary bodyshots seems kinda... silly. How the hell are you supposed to get a headshot with a jar full of piss? :v:[/QUOTE] Very carefully.
Is there a way to actually test a modified schema ingame? I mean, I can't even run TF2 until my actual computer comes back, but I need to see if the game's okay with some of the stuff I'm asking it to do.
[QUOTE=igotopinions;36610256]Is there a way to actually test a modified schema ingame? I mean, I can't even run TF2 until my actual computer comes back, but I need to see if the game's okay with some of the stuff I'm asking it to do.[/QUOTE] Change your hosts file so that your computer thinks media.steampowered.com is at 127.0.0.1
Oh, okay, cool! I was afraid messing with the gcf file would be a one way ticket to ban-city. Thanks a ton man, I'll give it a shot asap. e: or at least messing with something that was obtained from the gcf. Not sure anymore, I forget shit pretty easily.
[QUOTE=ned_ballad;36609572]yep, SMG and Melee both lose 20% damage when equipped with the Heatmaker.[/QUOTE] That's why the new SMG is so weak...
They should really release a new sapper for the spy next update. Here's one I came up with. -On attach does not alert engineer -Double sapper health -Reduces building efficiency by 30% -Does not damage buildings -Does not disable buildings It's more of a support item, teleporters would have a longer recharge, dispensers would give health metal/ammo slower and sentries would be less powerful or have a slower fire rate while being sapped.
Or: +Sapper makes sentries shoot its own team and dispensers and teleporters support enemy team -Sapper can be destroyed with normal weapons
[QUOTE=Lufttygger306;36610765]Or: +Sapper makes sentries shoot its own team and dispensers and teleporters support enemy team -Sapper can be destroyed with normal weapons[/QUOTE] That would be way better.
[QUOTE=Lufttygger306;36610765]Or: +Sapper makes sentries shoot its own team and dispensers and teleporters support enemy team -Sapper can be destroyed with normal weapons[/QUOTE] That would be incredible. It would be like hacking a turret in Bioshock.
And then no spy ever used the default sapper because they could easily rack up kills by sapping a sentry when everyone is around it.
The first idea's brilliant. I like that it'd encourage roaming engineers (i assume i'm not the only one) to check up on the buildings once in a while. The second one, well, at least I don't have to worry about it making it ingame.
[QUOTE=ned_ballad;36609457]I just sent them an email yesterday and now I'm apparently in charge of all the game's tool tips (the Wiki used to handle it, but the old person in charge is busy and said I could do it), so err... I'll be getting pretty acquainted with Eric I guess.[/QUOTE] So if any of us has a brilliant idea for a tool tip we can bug you? neato.
[QUOTE=Lufttygger306;36610765]Or: +Sapper makes sentries shoot its own team and dispensers and teleporters support enemy team -Sapper can be destroyed with normal weapons[/QUOTE] Fortress Forever had such a thing. I really liked it.
Didn't it basically break the game? One spy'd be getting kill upon kill while everyone had to fight a sentry that wouldn't have been able to be placed otherwise. Meanwhile, the enemy team isn't getting to see any benefits from this. Nobody would have fun except one spy who doesn't even get to be around for his kills.
i'd ratherhave a sapper that could be thrown, like the one seen in meet the spy. you'd only carry them in limited amounts though.
[QUOTE=Frying Dutchman;36610870]So if any of us has a brilliant idea for a tool tip we can bug you? neato.[/QUOTE] It would appear so
[QUOTE=igotopinions;36610947]Didn't it basically break the game? One spy'd be getting kill upon kill while everyone had to fight a sentry that wouldn't have been able to be placed otherwise. Meanwhile, the enemy team isn't getting to see any benefits from this. Nobody would have fun except one spy who doesn't even get to be around for his kills.[/QUOTE] If I remember correctly, in FF the Sentry went down shortly after being manipulated. Besides, with some good ideas about further blancaing, it could actually be balanced. Like: -teamchange of Sentry takes effect after x seconds -x% increase in ammo usage -Sapper uses Cloak to be used (so you'd need a full Invis watch/Dead Ringer to manipulate the Sentry)
[QUOTE=ned_ballad;36610091]yes [url]http://wiki.teamfortress.com/wiki/Team_Fortress_Wiki:Tips_Revision/Suggestions[/url] The wiki has handled them for the last year or so.[/QUOTE] Oh just loading screen tips then?
[QUOTE=hogofwar;36611085]Oh just loading screen tips then?[/QUOTE] yes
Maybe one that works faster, but leaves the buildings with a single "hit point" left? The spy could stick around to finish the job, but he'd have to stay near the sapper. Alternatively, a teammate could finish the job before the engineer could repair it. I dunno, it seems like the other sapper idea is flawed right down to the basic concept. One team is actively being punished for a player's screw-up. For example, let's say you're a heavy about to ambush a sentry nest. Your medic has full charge, so you jump out to destroy it. But the medic fails to pop the uber, and you get killed. That's frustrating, but it still wasn't straight out punishment, it was being let down by a friend. It happens. Compare that to, say, the medic having a gun that will kill you both if it doesn't pop in time. He doesn't pop, and you both are immediately killed. That's way more than frustrating, and it's almost saying, "trusting a medic was stupid and it's your fault for attempting to use teamwork." Except in this case, you don't even have the option to not trust this engineer. You have no say in the matter. Even if you don't get killed, you have a new obstacle, thanks to your engineer being outdone by a spy.
Comedy sapper -does not damage buildings +cloaks buildings while disabled Think about it, combat engineers would have to find and fix their mini sentry to place another one! It would be hilarious!
A sapper for the Engineer himself. + Victim's brain starts malfunctioning as all his bodily functions go haywire until he explodes. - No random crits
[QUOTE=Don Knotts;36611144]Comedy sapper -does not damage buildings +cloaks buildings while disabled Think about it, combat engineers would have to find and fix their mini sentry to place another one! It would be hilarious![/QUOTE] It's a little sticky note that says "Fix Me."
I wonder if we will eventually get an update or new weapon where the engineer can see his buildings through walls.
[QUOTE=Lufttygger306;36610765] +Sapper makes sentries shoot its own team and dispensers and teleporters support enemy team -Sapper can be destroyed with normal weapons[/QUOTE] With this sapper, wouldn't the spy be immediately killed as the sentry targets what it thinks is the nearest teammate: the disguised spy? I think it'd work fine if three things were changed: the defector takes X seconds to engage, it makes the sentry attack EVERYONE, not just the other team, and the sapper disappears when the spy dies. [editline]3rd July 2012[/editline] Plus, this means engineers can shoot it off with their shotgun.
[QUOTE=Mechtroid;36611303]Plus, this means engineers can shoot it off with their shotgun.[/QUOTE] Yes.
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