• Major Update Speculation V5: Somewhere over the rainbow
    8,830 replies, posted
[QUOTE=BanthaFodder;36747807]That Heavy and Pyro will be mine.[/QUOTE] I'd personally get a ton of turrets.
Did they really put a Blu medal on the red soldier figure? I mean, I guess it really is an authentic TF2 figure since it's already got a major visual bug :v:
[QUOTE=johnlmonkey;36747872]Did they really put a Blu medal on the red soldier figure? I mean, I guess it really is an authentic TF2 figure since it's already got a major visual bug :v:[/QUOTE] I think it's gray. Probably just unpainted? The plushie Soldier I saw has a medal too, but it's black for some reason. [IMG]http://cache.kotaku.com/assets/images/9/2012/02/xlarge_ce50911234a9cbc7cb95df8173795c59.jpg[/IMG]
I assume they're still sorta prototypes (atleast Soldier and Pyro are, since I've heard they're Wave 2, Demo and Heavy come out first). I remember how the Demoman prototype was stolen from that one con where they first showed the Heavy (it may have been PAX East).
What if, when you buy one of those figures, you get a promo code for that figure for TF2? Whack people with a miniature version of yourself (kinda like Action Saxton but less actiony) and stuff.
[QUOTE=Kapellmeister;36749793]What if, when you buy one of those figures, you get a promo code for that figure for TF2? Whack people with a miniature version of yourself (kinda like Action Saxton but less actiony) and stuff.[/QUOTE] Something like this perhaps :v: [img]http://www.co-optimus.com/images/upload/image/DungeonDefenders_familiars.jpg[/img] Funny how it was stated as a pre-order bonus but everyone who buys Dungeon Defenders can still get it.
I'll probably get a turret (or 10 depending on the price) and Pyro or Soldier. I love the Gordon one too, might see about that.
it begins... [thumb]http://i.imgur.com/KhuPv.png[/thumb]
what am I looking at?
Community Schema 2.0 :x [editline]13th July 2012[/editline] doing the longest and most boring part of the entire thing, pulling the individual schema entries down as text documents so I can edit them individually. And then I have to put them all back together so Armisael can easily make a video :(
And you really believe Valve's gonna add this to the game?
they did last time
This looks interesting. I don't really know how it makes my life better, but it's awesome.
if they implemented 100% of it (which they won't), the changelog looks like this Backpack Sound Changes (All sounds are when an item is shifted in the backpack) - Rogue's Col Roule makes cloth sounds - Cozy Camper makes backpack (buff banner) sounds - Scrap Pack now makes robot sounds - Prof Pineapples now make jar sounds - Scottish handshake now makes Bottle sounds - Monoculus -> Squishy - Manniversary Paper Hat -> Paper - Party Hat -> Paper - Googly Gazer -> Robotic - Liquor Locker -> Crate - Disciplinary Action -> Watch (sort of a leathery sound) Weapon Sound Changes - Pain Train now sounds like the Equalizer (originally Bottle) - Objector uses Kurkri sounds (originally whatever the class's weapon used) - Vita Saw makes Ubersaw sounds (originally bonesaw) - Amputator makes Bonesaw sounds (Originally Ubersaw) - Solemn Vow now makes wrench sounds (originally Ubersaw... wait what!?) - Market Gardener now makes Shovel sounds (originally Equalizer, though it's a shovel). - Wanga Prick and Your Eternal Reward are now totally silent (They share the same attribute as the Spycicle which is totally silent, yet these two are not) - Horseless Headless Horsemann's Headtaker now uses the Horsemann's Horseless Headless Horsemann's Headtaker sounds. (to Valve: This was an incredibly popular change last time, I had to include it again, it makes the Headtaker use the same hit sounds the boss does, and it makes the reskin so much more unique) Weapon changes - Strange Southen Hospitality now has a secondary counter for Sentry Kills - Added a new impact to the Fists of Steel. It now shoots out huge sparks and makes large effects on walls. - Improved Quality of the Scottish Resistance model - Fixed a bug where the Axtinguisher would play the random crit aniamtion. Also removed bizarre attribute text saying "No crits versus non-burning players" which is just a backwards way of saying "No random crits." It currently cannot randomly crit, it just doesn't show up and the weapon randomly plays the crit animation for no reason. It's confusing, and will be fixed - Third Degree now vaporizes enemies like the Phlog and Manmelter. - Sun on a Stick, Volcano Fragment and Cozy Camper are now craftable with tokens. They are non-promo weapons with unique stats, the only three that cannot be token crafted - Soda Popper no longer plays the class select animation (it was showing bag rigging) - Removed muzzle flashes on the Heatmaker and Carbine. Silenced weapons don't have muzzle flashes... - Original's "Fires from Center" attribute is now shown as a neutral attribute (many, many people think this is a reskin, so having a listed attribute helps) - Changed the muzzle flash of the Sticky Jumper to let out puffs of smoke and air, rather than an explosion - Fixed some attribute percents being confusing (this doesn't affect any calculations or change the weapon in any way, just changing the wording on attributes): * Changed loch-n-load clip penalty from 60 -> 50 * Changed Ammo on Force-a-Nature and Soda Popper from 60 -> 66 * Family business ammo from 40 -> 33 Cosmetic Item changes - Birdcage, HOUWAR, Scrap Pack and Spyer can now get assists in Pyroland - Chieftain's Challenge, Lord C's Pith Helmet, Map Maker's Medallion, Bolgan Family Crest, Liquidator's Lid and Moonman Backpack are now marked as paintable (their textures support paint, but it's turned off) - Teufort Toothkickers are now craftable (Them not being craftable seems to be an oversight, as all other items released in weekly updates are craftable) - Fixed Professor's Peculiarity having the wrong craft class, and therefore not actually set to be craftable. - Sandvich Safe and the Duffelbag are now decalable (it's texture supports it, it was turned off) - Moonman backpack now turns off Pyro's back bodygroup - Nanobalaclava can now be equipped on Pyro - Captain's Cocktails is now a level x decorative bomb - Le Party Phantom and Blighted Beak is now a level x mask - Added new styles: Mutton Chops - With Helmet - Without Helmet Big Country - With Hardhat - Without Hardhat Prof Peculiarity - With Hardhat - Without Hardhat Bonk Boy - With just Earpiece (actually, making this the "Tuned In" style and making hat+earpiece a new style) - With just Hat (it would be the first hat to do this, a nice resource for skins that want the stock hat, but no earpiece) Spyer - RED on BLU and BLU on RED (default) - RED on RED and BLU on BLU (how it was submitted) Cop Helmet - Police + Team Colored - No Police + Brown Equip Region Changes Tightened restrictions - Quadwrangler added shirt (it has a shirt in the same spot as Dr Whoa which is also a shirt) - Special Something for Special Someone added equip region because it lacked one, doesn't conflict with anything Looser restrictions - Removed Face from Whiskered Gent (no more needing to glitch to wear it with the Sight for Sore eyes!) - Removed Glasses from Sight For Sore Eyes (now it can be worn with anything that was a face item) - Removed Glasses from Googly Gazer (same as Sore Eyes, opens it up to a lot more items) - Added new region "Medic_Pipe" and gave the Nine Pipe Problem this region. This means it doesn't conflict with anything except itself. It being lens is kind of odd. It makes sense since it replaces his actual stock glasses, but it doesn't clip with anything because nothing clips with the stock glasses.
Dillinger's Duffel can be set to decalable, how would that look? I only just found out it was paintable yesterday.
[QUOTE=CommodoreV;36747908]I think it's gray. Probably just unpainted? The plushie Soldier I saw has a medal too, but it's black for some reason. [IMG]http://cache.kotaku.com/assets/images/9/2012/02/xlarge_ce50911234a9cbc7cb95df8173795c59.jpg[/IMG][/QUOTE] Oh [i]boy[/i] a plushie soldier! Is that going to be on sale? I already have Boomer and Tank, don't care much for getting the Hunter one, but if there's a soldier...
[quote]Horseless Headless Horsemann's Headtaker now uses the Horsemann's Horseless Headless Horsemann's Headtaker sounds.[/quote] That was painful to read.
[QUOTE=JohnnyGoGo;36752330]Dillinger's Duffel can be set to decalable, how would that look? I only just found out it was paintable yesterday.[/QUOTE] it adds the decal to the money [editline]13th July 2012[/editline] [QUOTE=Drury;36752349]That was painful to read.[/QUOTE] hey, the sounds are already set up to 100% work as weapon sounds and they seem to have maybe thought about using them on that weapon, but then decided not too. Because they're 100% set up identical to any other weapon's sounds
[QUOTE=ned_ballad;36752226] Bonk Boy - With just Hat (it would be the first hat to do this, a nice resource for skins that want the stock hat, but no earpiece)[/QUOTE] If it only disables the earpiece bodygroup, it would not only leave the cap but also the little cloth thing that's supposed to be between the cap and the earpiece. So having a piece of cloth sitting on Scout's cap would look weird, imo. Did you change that?
the little cloth bit is a piece of the earpiece bodygroup [thumb]http://wiki.teamfortress.com/w/images/thumb/f/fe/Backwards_Ballcap_Style_0.png/671px-Backwards_Ballcap_Style_0.png[/thumb]
[QUOTE=ned_ballad;36752440]it adds the decal to the money [editline]13th July 2012[/editline] hey, the sounds are already set up to 100% work as weapon sounds and they seem to have maybe thought about using them on that weapon, but then decided not too. Because they're 100% set up identical to any other weapon's sounds[/QUOTE] any pictures of the money decaled?
I want the Bonk Boy fix that made it less weirdly shiny and also paintable.
[QUOTE=ned_ballad;36752226]- Nanobalaclava can now be equipped on Pyro[/QUOTE] You should put it on Engie too. It looks cool on him since it's kind of mechanical and stuff. I'd even go as far as to say that it fits him the most.
[QUOTE=ned_ballad;36752440]it adds the decal to the money [/QUOTE] oh boy [img]http://3.bp.blogspot.com/-NELuekq96cw/Tkg775b_lBI/AAAAAAAAAyE/gQjCw2u0vJg/s1600/mr+crab.jpg[/img] but it's so tiny nobody would notice.
It would be nice if they added a money effect to it similar to the way the intelligence briefcase drops papers.
Yo Ned: [quote]- Fixed some attribute percents being confusing (this doesn't affect any calculations or change the weapon in any way, just changing the wording on attributes): * Changed loch-n-load clip penalty from 60 -> 50 * Changed Ammo on Force-a-Nature and Soda Popper from 60 -> 66 * Family business ammo from 40 -> 33 [/quote] You forgot the Degreaser's afterburn penalty :v: Each tick would normally do 2.25 damage with the current penalty, but the game always rounds that down to 2 damage per tick so it's effectively a -33% afterburn penalty. The only exception is a result of damage spread affecting afterburn for some reason -- it's assumed to be a bug as it's never done that for any other flamethrower, so it can be disregarded without much issue.
No, it does 2.25, the 4th tick does 3 damage to compensate, but it is doing 2.25 [editline]13th July 2012[/editline] Armisael and I tested it, it changed the damage to change the number
[QUOTE=ned_ballad;36752971]No, it does 2.25, the 4th tick does 3 damage to compensate, but it is doing 2.25[/QUOTE] I've never noticed it doing any more than 2 for afterburn whenever I'm playing. I have the damage indicators active and I only have seen a stream of "-2"s whenever I leave someone to burn. I guess the servers I play on tend to disable damage spread, I never noticed :v:
[QUOTE=ned_ballad;36752971]No, it does 2.25, the 4th tick does 3 damage to compensate, but it is doing 2.25 [editline]13th July 2012[/editline] Armisael and I tested it, it changed the damage to change the number[/QUOTE] It isn't actually every 4th tick; it's random when they hit. I assume that the afterburn is subject to the random distance modifer, and that's how that works. At any rate, I'd really prefer not to change the functional state of any weapons. Sounds are one thing; damage values are another altogether. EDIT: Also, some of you may have noticed that our change to the axtinguisher ('no crits vs nonburning enemies' -> 'no random crits') isn't precise by the description. In theory, the current attribute prevents critboosted axtinguishers from dealing crit damage to nonburning players. In practice, it doesn't give a damn.
What happened to pie tony's stylin update? You could bug valve ned with demands hidden in the schema.
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