Major Update Speculation V16: The Monoculus RIFT Well Spun Hat Promo Edition
999 replies, posted
Anyone got any idea when Poker Night 2 is coming out? i really want the Long Fall Loafers to go with this:
[IMG]http://i45.tinypic.com/epkmzo.png[/IMG]
I'd like to see a faster switch speed to the Winger, like 30% faster, to promote the finishing off of someone
[QUOTE=AbeX300;40024687]I thought up about how it would give you an increased move speed on hit for a short period of time. Probably +15% faster move speed on hit for a second; not only can you make escapes easier, but with the #1 Fan set, you can charge up the Soda Popper a bit faster.
[/quote]
What's the point of pulling out the pistol and looking back at the enemy to escape. How would it be efficient to charge the soda popper with this if it's only for one second.
[QUOTE=01271;40025224]What's the point of pulling out the pistol and looking back at the enemy to escape. How would it be efficient to charge the soda popper with this if it's only for one second.[/QUOTE]
#1) To get out of danger faster?
#2) Granted, it's an unlikely scenario where you could even benefit from something like that, but I did say that you can charge up the Soda Popper a [u]bit[/u] faster for a reason.
Then again, I'm retarded with ideas, so pretty much anything I say is unjustified.
[QUOTE=AbeX300;40024687]
[QUOTE=The Calzone;40024371]The Family Business: Functionally alright, but exceedingly boring. Needs additional attribute to make things more interesting.[/QUOTE]
I like it the way it is.[/QUOTE]
My problem with the family business is that there's essentially nothing to recommend it over the standard shotgun. It's outclassed in damage, and barely provides any other benefits.
[t]http://puu.sh/2nf4i[/t]
That's a plot of the damage output of the shotgun and the family business at full auto - note that the family business barely scrapes past the stock shotgun in the first clip. If you run the math, you find that the stock shotgun can reload and fire off a 7th shot before the family business can fire it's 8th, in which case the family business never has the lead in raw damage over stock.
So. Situations where it's better to use the family business:
*You need to lay down a lot of cover fire that you don't expect to hit anyone (but you don't have any time to reload).
*You're in a situation with 8+ targets you can one-shot (who won't kill you in the >4 seconds it takes to unload that much ammo), the family business takes the lead.
Personally, I don't see these often enough to justify the existence of the family business.
I actually want Tankbuster set have some sort of an attribute against MvM Tanks :v:
So, did they not even use the cleaner's carbine? I mean, even looking at the stats, it's objectively worse. The crit boost is useless considering that, well, good luck with outputting enough damage to kill someone effectively.
The family business is nice to use to deal with Scouts when your Minigun ammo's low.
You have more shots to compensate for the ones that may miss, and you're still shooting when the Scout's reloading. Those two extra shots have saved my life frequently.
It's also nice for keeping pressure on any class. The moment they see you reload they'll usually go for you, so this buys more time and lays down more consistent damage.
[QUOTE=SlightReturn;40025310]I actually want Tankbuster set have some sort of an attribute against MvM Tanks :v:[/QUOTE]
I want the Tankbuster set to have some sort of downside, along with the Special Delivery and Croc-o-Style sets. :v:
[QUOTE=AbeX300;40025351]I want the Tankbuster set to have some sort of downside, along with the Special Delivery and Croc-o-Style sets. :v:[/QUOTE]
The Croc-o-Style does have a downside, you have no secondary to defend your self with, and no headshots. But I agree. the milkman should have some sort of downside.
The Winger is a finisher, right? Why not give it a "no damage fall-off" attribute?
It named "winger"
Why not giving a wing attribute ,(+20/30% higher jump ? )
[QUOTE=DatWut?;40025373]The Winger is a finisher, right? Why not give it a "no damage fall-off" attribute?[/QUOTE]
No, that'd get abused by ranger-style Scouts too much.
I have a better idea... Why not do greater bonus damage per shot when the target is below a certain health percentage? This would serve as direct encouragement to finish someone off with it.
I still need to get a nametag to name my Winger "Jeff"
[QUOTE=MissingGlitch;40025372]The Croc-o-Style does have a downside, you have no secondary to defend your self with, and no headshots. But I agree. the milkman should have some sort of downside.[/QUOTE]
In that case, lets remove the downside from the Gas Jockey's Gear, because the Pyro is more vulnerable against melee fights, and deals less damage with the flamethrower. :v:
or giving the damage bonus when:
-You are jumping
-When someone is jumping (include rocket jumper,etc)
And include the 20/30 % higher jump
[QUOTE=Everything;40025401]No, that'd get abused by ranger-style Scouts too much.
I have a better idea... Why not do greater bonus damage per shot when the target is below a certain health percentage? This would serve a direct encouragement to finish someone off with it.[/QUOTE]
Ranger-style Scouts?
The Winger has only 5 shots in a clip. You'll be lucky to land 2 shots above a specific range.
There are plenty of Scouts out there who know the mechanics of the pistol well enough to do a rather astounding amount of ranged damage with it.
Clip size be damned, without falloff you could still kill an Engineer in two clips from quite a ways away.
[QUOTE=AbeX300;40025419]In that case, lets remove the downside from the Gas Jockey's Gear, because the Pyro is more vulnerable against melee fights, and deals less damage with the flamethrower. :v:[/QUOTE]
But he (or she, durr) has a frre choice of a secondary, which the other sets don't have. You can pick the Flaregun, for instance, which deals 30 damage + afterburn or 90 damage+afterburn. Or you can pick the Shotgun, you can deal quite a lot of damage with that too. Or you pick the Reserve Shooter, just push someone back and unload a minicrit into them.
[editline]24th March 2013[/editline]
[QUOTE=Everything;40025440]There are plenty of Scouts out there who know the mechanics of the pistol well enough to do a rather astounding amount of ranged damage with it.
Clip size be damned, without falloff you could still kill an Engineer in two clips from quite a ways away.[/QUOTE]
Then reward those who know what they're doing. Even if they hit 5 shots, they then have to reload.
[editline]24th March 2013[/editline]
[QUOTE=Batmans;40025422]or giving the damage bonus when:
-You are jumping
-When someone is jumping (include rocket jumper,etc)
And include the 20/30 % higher jump[/QUOTE]
Given that the Winger is part of the same set as the Atomizer and thus is intended to be used in combination with it, you'd have a triple jump with an increased jump height for all the jumps.
[QUOTE=DatWut?;40025453]But he (or she, durr) has a frre choice of a secondary, which the other sets don't have. You can pick the Flaregun, for instance, which deals 30 damage + afterburn or 90 damage+afterburn. Or you can pick the Shotgun, you can deal quite a lot of damage with that too. Or you pick the Reserve Shooter, just push someone back and unload a minicrit into them.[/QUOTE]
The point I'm trying to make is that it's completely stupid to assume it's fair that item sets that require a hat should only provide a bonus, as opposed to a bonus [b]and[/b] a downside, even though that there is an obvious difference between having the hat and not having it.
You have the Milkman hat? Good on ya, have some free health! The other guy that doesn't have Milkman hat? Well fuck him, he gets no health boost, even though he has the [b]exact same weapons[/b].
The Gas Jockey's Gear is the only proper set that requires a hat, with the follow-up being the Saharan Spy set (the only thing that makes the downside countered is with the Dead Ringer).
Oh items sets.
What a terrible idea you were.
[QUOTE=AbeX300;40025479]The point I'm trying to make is that it's completely stupid to assume it's fair that item sets that require a hat should only provide a bonus, as opposed to a bonus [b]and[/b] a downside, even though that there is an obvious difference between having the hat and not having it.
You have the Milkman hat? Good on ya, have some free health! The other guy that doesn't have Milkman hat? Well fuck him, he gets no health boost, even though he has the [b]exact same weapons[/b].[/QUOTE]
Well, true.
Ok, third PAX Day and no Poker Night 2 announcement yet, I'm scared guises D:
[QUOTE=Armisael;40025486]Oh items sets.
What a terrible idea you were.[/QUOTE]
It's actually a good idea on paper. But their execution is horrid.
If the first batch of item sets (Gas Jockey's Gear aside) had actual downsides (which also means replacing the Saharan Spy's downside with something else), and if the second batch of item sets (the ones that doesn't need hats) had better bonuses, they would actually be good. But hey, this is Valve we're dealing with.
[QUOTE=Danzflor;40025501]Ok, third PAX Day and no Poker Night 2 announcement yet, I'm scared guises D:[/QUOTE]
Wasn't the first one announced at the last day?
In addition to your above post Abex, would you really like to have Pyros running around with an increased speed (faster than Medics) and being able to deal huge amounts of damage? I can sort of understand Valve's decision to give the Gas Jockey a downside.
[QUOTE=AbeX300;40025507]It's actually a good idea on paper. But their execution is horrid.
If the first batch of item sets (Gas Jockey's Gear aside) had actual downsides (which also means replacing the Saharan Spy's downside with something else), and if the second batch of item sets (the ones that doesn't need hats) had better bonuses, they would actually be good. But hey, this is Valve we're dealing with.[/QUOTE]
How would you have implemented them so that you could tell at a glance that the other guy had some weird bonus?
I guess I would've made the sets automatically grant and force you to equip the set hat and not make the accessible any other way. But that screws with the item creator's profits.
[QUOTE=DatWut?;40025539]In addition to your above post Abex, would you really like to have Pyros running around with an increased speed (faster than Medics) and being able to deal huge amounts of damage? I can sort of understand Valve's decision to give the Gas Jockey a downside.[/QUOTE]
How does taking +10% bullet damage alter your ability to deal huge amounts of damage?
[QUOTE=Armisael;40025559]
How does taking +10% bullet damage alter your ability to deal huge amounts of damage?[/QUOTE]
You can be stopped faster.
[QUOTE=DatWut?;40025539]In addition to your above post Abex, would you really like to have Pyros running around with an increased speed (faster than Medics) and being able to deal huge amounts of damage? I can sort of understand Valve's decision to give the Gas Jockey a downside.[/QUOTE]
What I was saying about removing the downside from the Gas Jockey's Gear was sarcasm, in response to MissingGlitch's fraud statement that "item set with bonus only is A-OK."
Of course I don't want Pyros running around being faster than Medics without bullet vulnerability.
Something in the media thread reminded me of a question I had, and I figure since most people here tend to bum around in the inner workings of the game more than others It'd be a better place to ask; Is there any particular reason why those "last man standing" MvM lines like the engineers robot hell line or the soldiers trapped in here with me comment never play? Is it just traditional valve laziness, or were they not implemented for some particular reason like voice-line overlap with the announcer. I can't recall seeing this brought up, but then again I don't follow this thread that religiously so I might have missed it.
I also think some of the end game victory ones never play either, but it's been a while since I played MvM so I don't remember.
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