Major Update Speculation V16: The Monoculus RIFT Well Spun Hat Promo Edition
999 replies, posted
[QUOTE=gooooooooooogle;40009478][url]http://web.archive.org/web/20121209033557/http://www.youtube.com/watch?v=fgk9nYzpGps[/url]
why did you remove this video[/QUOTE]
because i was wrong about the causes of the bug
[QUOTE=hamar;40010489]Guys want to crash your game instantly? Set mat_compressedtextures to 0[/QUOTE]
[code]alias alias alias;alias[/code]
this is better
[QUOTE=hamar;40010489]Guys want to crash your game instantly? Set mat_compressedtextures to 0[/QUOTE]
Thank you! I've always wanted to do so!
Also: finished first ever Mann Up tour and got Gold Wrench Mk.II . You'd heard those children screaming "OH YOU..."
Holy crap. I can only hope we get promos to cap off how awesome this looks.
[quote][video=youtube;ZlDNaMV1Oq0]http://www.youtube.com/watch?v=ZlDNaMV1Oq0[/video][/quote]
I want Wesker hair/glasses for Spy, Chris' biceps for Heavy, Jill's beret for all classes, Plaga head replacer for Pyro...
[QUOTE=Everything;40011888]Holy crap. I can only hope we get promos to cap off how awesome this looks.
I want all-class Wesker hair/glasses, Chris' biceps for Heavy, Jill's beret, Chainsawman's bag, Plaga head replacer for Pyro...[/QUOTE]
Oh god no more promos that will only be used by 5% of the of the people and will slow my game by 5%
remember that mark of the ninja image with the TF2 characters? I wonder what ever came from that. Don't Starve got promos (same developer), it seems like Mark of the Ninja would have, especially given that art, but didn't
[QUOTE=ned_ballad;40012136]remember that mark of the ninja image with the TF2 characters? I wonder what ever came from that. Don't Starve got promos (same developer), it seems like Mark of the Ninja would have, especially given that art, but didn't[/QUOTE]
Mark of the ninja special edition promos confirmed
[QUOTE=Armisael;39995029]On a note almost totally unrelated to anything as of yet discussed in this thread: Does anyone know what causes this bug?
[t]http://i.imgur.com/XSd7XS5.jpg?1[/t]
While it looks awesome, it impacts weapon readability somewhat when the target is more ball of lightning than character model.[/QUOTE]
A bit late, and I seem to remember this happening to someone else a long time ago, but apparently Spy is now Harry Potter.
[t]http://i.imgur.com/oepwyA8.jpg[/t]
[QUOTE=Darth_Toast;40012349]A bit late, and I seem to remember this happening to someone else a long time ago, but apparently Spy is now Harry Potter.
[t]http://i.imgur.com/oepwyA8.jpg[/t][/QUOTE]
yer a wizard, spy.
[QUOTE=Darth_Toast;40012349]A bit late, and I seem to remember this happening to someone else a long time ago, but apparently Spy is now Harry Potter.
[t]http://i.imgur.com/oepwyA8.jpg[/t][/QUOTE]
Backstabbius Cloakius.
[QUOTE=Darth_Toast;40012349]A bit late, and I seem to remember this happening to someone else a long time ago, but apparently Spy is now Harry Potter.
[t]http://i.imgur.com/oepwyA8.jpg[/t][/QUOTE]
All you need is a robe and wizard hat.
[QUOTE=Everything;40011888]Holy crap. I can only hope we get promos to cap off how awesome this looks.
I want Wesker hair/glasses for Spy, Chris' biceps for Heavy, Jill's beret for all classes, Plaga head replacer for Pyro...[/QUOTE]
they should have just called this left 4 dead 3
[QUOTE=ned_ballad;40012136]remember that mark of the ninja image with the TF2 characters? I wonder what ever came from that. Don't Starve got promos (same developer), it seems like Mark of the Ninja would have, especially given that art, but didn't[/QUOTE]
Well, it IS getting some DLC in the summer...
rainbows pls
Sneaking through a TF2 base would be super cool
[QUOTE=Pako;40012810]Sneaking through a TF2 base would be super cool[/QUOTE]
$300 is totally worth it. I can't wait until May.
[QUOTE=Pako;40012810]Sneaking through a TF2 base would be super cool[/QUOTE]
[QUOTE=mphayes97;40012954]$300 is totally worth it. I can't wait until May.[/QUOTE]
I think Pako and you are talking about two different things, Mphayes. :v:
today I found out why the flareguns almost never random crit
it's because valve used the pistol as a base, and the pistol random crit event is decided every 6 bullet or so.
When a flaregun actually manages a random crit, all flares during a 2-second time would be a crit except the reload time conveniently lasts exactly 2 seconds so it never happens.
the flaregun has been a lie during all these years. Scandal.
I knew about the pistol base ever since I saw how you can crit three or four times in a row every crit with a fully upgraded flaregun in MvM.
[QUOTE=Hell-met;40013940]today I found out why the flareguns almost never random crit
it's because valve used the pistol as a base, and the pistol random crit event is decided every 6 bullet or so.
When a flaregun actually manages a random crit, all flares during a 2-second time would be a crit except the reload time conveniently lasts exactly 2 seconds so it never happens.
the flaregun has been a lie during all these years. Scandal.[/QUOTE]
When you mentioned that, I was actually curious as to what the .ctx file for the FlareGun is. And, sure enough, some bits of it contain relation to the pistol:
[code]WeaponData
{
// Attributes Base.
"printname" "#TF_Weapon_FlareGun"
"BuiltRightHanded" "0"
"weight" "4"
"WeaponType" "item1"
"ITEM_FLAG_NOITEMPICKUP" "1"
// Attributes TF.
"Damage" "30"
"Range" "8192"
"BulletsPerShot" "1"
"PunchAngle" "2.0"
"Spread" "0.0"
"TimeFireDelay" "2.0"
"ProjectileType" "projectile_flare"
"HasTeamSkins_Viewmodel" "1"
"UseRapidFireCrits" "1"
"HasTeamSkins_Worldmodel" "1"
// Ammo & Clip.
"primary_ammo" "TF_AMMO_SECONDARY"
"secondary_ammo" "None"
clip_size "-1"
default_clip "12"
// Buckets.
"bucket" "1"
"bucket_position" "0"
// Muzzleflash
"MuzzleFlashParticleEffect" "muzzle_shotgun"
"ExplosionSound" "Default.FlareImpact"
"ExplosionEffect" "flaregun_destroyed"
"ExplosionWaterEffect" "flaregun_destroyed"
"ExplosionPlayerEffect" "flaregun_destroyed" // this is also in air expolosion - not player
// Animation.
"viewmodel" "models/weapons/v_models/v_pistol_engineer.mdl"
"playermodel" "models/weapons/w_models/w_pistol.mdl"
"anim_prefix" "ac"
// Sounds.
// Max of 16 per category (ie. max 16 "single_shot" sounds).
SoundData
{
"single_shot" "Weapon_FlareGun.Single"
"reload" "Weapon_FlareGun.WorldReload"
"empty" "Weapon_FlareGun.ClipEmpty"
"burst" "Weapon_FlareGun.SingleCrit"
"special2" "Player.UseDeny"
}
// Weapon Sprite data is loaded by the Client DLL.
TextureData
{
"weapon"
{
"file" "sprites/bucket_pistol"
"x" "0"
"y" "0"
"width" "200"
"height" "128"
}
"weapon_s"
{
"file" "sprites/bucket_pistol"
"x" "0"
"y" "0"
"width" "200"
"height" "128"
}
"ammo"
{
"file" "sprites/a_icons1"
"x" "55"
"y" "60"
"width" "73"
"height" "15"
}
"crosshair"
{
"file" "sprites/crosshairs"
"x" "0"
"y" "0"
"width" "32"
"height" "32"
}
"autoaim"
{
"file" "sprites/crosshairs"
"x" "0"
"y" "48"
"width" "24"
"height" "24"
}
}
}[/code]
[code] "viewmodel" "models/weapons/v_models/v_pistol_engineer.mdl"
"playermodel" "models/weapons/w_models/w_pistol.mdl"
"weapon"
{
"file" "sprites/bucket_pistol"
"x" "0"
"y" "0"
"width" "200"
"height" "128"
}
"weapon_s"
{
"file" "sprites/bucket_pistol"
"x" "0"
"y" "0"
"width" "200"
"height" "128"
}[/code]
Also, I keep using "actually" a lot...
[QUOTE=Hell-met;40013940]today I found out why the flareguns almost never random crit
it's because valve used the pistol as a base, and the pistol random crit event is decided every 6 bullet or so.
When a flaregun actually manages a random crit, all flares during a 2-second time would be a crit except the reload time conveniently lasts exactly 2 seconds so it never happens.
the flaregun has been a lie during all these years. Scandal.[/QUOTE]
I wonder if they'd actually fix this if you explained it to them
[QUOTE=ned_ballad;40014291]I wonder if they'd actually fix this if you explained it to them[/QUOTE]
How about they don't?
Honestly, the Flare Gun is fine as it is, considering that it has guaranteed critical hits vs. burning players...
But then again, the Detonator and Scorch Shot would share the same fate. So in that case, how about they [b]do[/b] fix it, but add "No random critical hits" on the Flare Gun?
Why must it always be no random crits?
Why not just have the Flaregun calculate crits the same as before, and fix the others? Would effectively be a "Lesser chance of Critical Hits" stat, which I'd take anyday over none at all.
I'm thinking that A reverse black box (-15 pv per shot,let's make it 10,+1 rocket ) could be a pretty nice idea (and probably not op)
[QUOTE=AbeX300;40014311]How about they don't?
Honestly, the Flare Gun is fine as it is, considering that it has guaranteed critical hits vs. burning players...
But then again, the Detonator and Scorch Shot would share the same fate. So in that case, how about they [b]do[/b] fix it, but add "No random critical hits" on the Flare Gun?[/QUOTE]
it's a bug, or at least, non-intuitive behavior and should be fixed.
Again, just give it a new stat stating it crits less often, and fix the others.
TF2 seems to be the only game with critical hits that's so binary about it, it annoys me. Add a "Lesser/Greater chance of critical hits" stat.
So I was looking at the Total War games and their store pages have those TF2 promo things on them. Did they simply forgot them there or do you get the items if you buy the games now?
[QUOTE=Everything;40014465]Why must it always be no random crits?
Why not just have the Flaregun calculate crits the same as before, and fix the others? Would effectively be a "Lesser chance of Critical Hits" stat, which I'd take anyday over none at all.[/QUOTE]
"No random critical hits" works with weapons when they have one of the following attributes:
#1) A damage boost that is high enough that allows you to OHKO another set of classes. Example, the damage boost might be high enough that a critical hit could be enough to OHKO a 175-HP class, whereas before it could OHKO a Medic.
#2) A way of guaranteed critical hits on something general. A good example would be the Frontier Justice, where your main weapon would be the Sentry Gun itself. A bad example would be the Sun-on-a-Stick (it doesn't have "No random critical hits", but still), where the [b]only[/b] time you would ever get to make use of the crits is when you encounter a burning enemy and you have almost no ammunition left.
To a lesser extent, weapons with a much faster firing speed or a way of guaranteed mini-crits on something general could also have "No random critical hits", but it doesn't really happen. The Soda Popper has [b]both[/b] of those aspects, hence the "No random critial hits".
In the case of the Flare Gun, since your job is to burn people, and since the afterburn applies to 8 classes, it'd be kinda ridiculous for the Flare Gun to have a chance of critting [b]without[/b] needing to burn players.
There's a reason why "No random critical hits" is a running stat joke. It's not balancing, it's [i]lazy.[/i]
It can make an otherwise interesting weapon suddenly very unappealing. In my sincere opinion, I think nearly every weapon should be able to random crit, even infinitesimally rarely.
[QUOTE=Everything;40014645]There's a reason why "No random critical hits" is a running stat joke. It's not balancing, it's [i]lazy.[/i][/QUOTE]
[url=http://optf2.com/tf2/attributes/15]See if you can come up with better ideas.[/url]
Though, I will say, it does seem unnecessary on the Diamondback, Sydney Sleeper, and Rocket Jumper.
[QUOTE=AbeX300;40014670][url=http://optf2.com/tf2/attributes/15]See if you can come up with better ideas.[/url][/QUOTE]
See previous statement. Weapons that have crit conditions will random crit 25% as often as normal weapons, ones with mini-crit conditions have 50% of the normal chance, and that sort of thing.
That means with these conditions, Flaregun crit chance is 1/800, and Bushwacka is 1/400. [u]I think that's low enough to be essentially zero.[/u] Only laser weapons like the Mangler can never truly crit.
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