I would look forward to a silenced weapon, for either the scout, sniper, or spy.
[QUOTE=Simplemac3;18917574]I would look forward to a silenced weapon, for either the scout, sniper, or spy.[/QUOTE]
Ta da!
[url]http://www.fpsbanana.com/skins/60624[/url] silenced pistol
[url]http://www.fpsbanana.com/skins/46535[/url] tranq gun (replaces revolver)
[url]http://www.fpsbanana.com/skins/34858[/url] Silenced revolver
[url]http://www.fpsbanana.com/skins/64782[/url] H&K usp available with silencer (replaces revolver)
I hope we can make some modifications to weapons like higher damage or rate of fire.
I want a high damage pistol and a rapid fire smg
[QUOTE=Sasasing;18917413]That makes the game funnier, you'll never know what are you really fighting, every fight will be different, yet won't be unbalanced.[/QUOTE]
Every fight is already different; your skill, enemy skill, what part of the map you're on, other people involved and their skill, which team is winning, and a boatload of other things are all different depending on the situation.
[QUOTE=Sasasing;18917413]You'll have to adapt yourself to counter all kind of different enemies and you'll have the option to customise your items, according to your favourite gameplay.[/quote]
I'd rather know exactly what I'm fighting against than have customizable items.
[QUOTE=Sasasing;18917413]It'll be a matter of time to get used to this new system, but with experience you'll find what's your perfect loadout, and how to counter other ones. All in all it's a more dynamic system.
You may not know what is your enemy, but you know what are you. Through fighting with your enemy you'll find out who he is, you may or not retreat, but now you'll know what to do.[/quote]
But not knowing what my enemy can do is a huge departure from knowing. That's part of what I like about TF2- unlike Counter-Strike of HL2DM or even TFC (the playermodels all look the same to me), I know everything I need to about who I'm fighting just by looking at them. Throw in random stats, and all of a sudden that certainty is gone.
For example, a Demoman might be able to craft a pipe launcher that does an extra 30 damage but only holds two shots. All of a sudden, whenever I'm playing a low-HP class I have to be extremely careful with all Demomen because I don't know if they can oneshot me or not; even if I knew about their loadout previously, I don't know if they've changed to a different launcher or if they're even the same Demoman. It makes a huge difference.
[QUOTE=FKop_Dragon;18915134]Describe please.[/QUOTE]
Basically in Dark Chronicle you could find plans of things to make from combining photos you took before you can make them, in TF2 this would be more like combining weapons and hats instead of photos
As said above, the atributes will affect in a really small manner the weapons, you won't find any kamikaze scouts with 1hp that can kill you in one shot.
You may excel in one field, but you'll be weaker in another field. THAT'S why you use strategy. This will change fighting, giving players a wide range of new possibilities for their own tastes. It will become less repetitive and more dynamic, don't expect to be able to be Rambo and take on the other team, you'll always be stopped by something, and if you are [b]SKILLED[/b] it doesn't matter if this one guy can kill you faster or he can take more hits, you'll know what to do.
If you can't stand changes, then I hope you're not American.
[QUOTE=Sasasing;18918290]It will become less repetitive and more dynamic, don't expect to be able to be Rambo and take on the other team,[/quote]
Where did this come from? I don't recall anybody talking about zerging an entire team on their own.
[QUOTE=Sasasing;18918290]you'll always be stopped by something, and if you are [b]SKILLED[/b] it doesn't matter if this one guy can kill you faster or he can take more hits, you'll know what to do.[/quote]
Except it [i]does[/i] matter if he can kill me faster or take more hits. When I play Scout, I like being able to know that if I sneak up on a lone Heavy I can do enough damage to take him out almost before he can spin down. If it takes more damage to kill Heavies, though, it changes my entire approach to the class.
And the problem is that I [i]won't[/i] know what to do. When it's just two or three variants of a weapon each with their own unique properties and models, I can learn them, recognize them, and respond accordingly. When there are an almost infinite number of minor tweaks to those weapons and they all look the same, I have no way of knowing how to respond. Strategy and knowledge are extremely important; pure skill is necessary, of course, but it's not the only factor.
[QUOTE=Sasasing;18918290]If you can't stand changes, then I hope you're not American.[/QUOTE]
I've got nothing against change, but that doesn't mean I have to support every possible change.
It's already been said that the negatives on the random weapons outweight the positives a bit.
So they'll be a bit worse than the regular ones, but lean towards different playstyles.
Also, it won't be like everything will change. A scattergun still remains a scattergun, and a flamethrower will still be a flamethrower. So the old basic strategy of "That's a Spy, I won't approach him in a straight line to avoid his shots", and all the other strategies you've learnt from the game so far, still work. It won't mess up your game, you're horrible at playing if it does.
There is your problem, you won't know what to do, but you'll learn what to do as you keep playing on this new system.
You blast a heavy like you would normally do, but he is still alive and he is staring at you with his angry commie face screaming babyphanities spinning his minigun against you. Well you're a scout, scouts are known for their speed and their ability to double jump, don't stand there like a statue, strife around the heavy even if he's giving you his back, anticipate to his movements, attack him relentlessly. If he can stand 12 more shots, he'll take 12 more shots. If he can kill you faster, he won't even dare to touch you. If he can fly, you will rip off his wings with your fists furiously.
No matter what, you'll still be able to kill anyone, it will just take a different aproach.
You guys do realize this is crafted through scrap right?
[QUOTE=kikka;18918732]It's already been said that the negatives on the random weapons outweight the positives a bit.
So they'll be a bit worse than the regular ones, but lean towards different playstyles.[/QUOTE]
So... in other words, it's better to adjust your playstyle to fit the normal weapons than it is to use a weapon that fits your playstyle.
And where are you getting this information from?
[QUOTE=kikka;18918732]Also, it won't be like everything will change. A scattergun still remains a scattergun, and a flamethrower will still be a flamethrower. So the old basic strategy of "That's a Spy, I won't approach him in a straight line to avoid his shots", and all the other strategies you've learnt from the game so far, still work. It won't mess up your game, you're horrible at playing if it does.[/QUOTE]
Small changes can make a big difference. The rocket launcher, for example, could regularly instakill low-HP classes (most notably Scouts) with just an extra 15 damage. They may not completely change your strategies, but a simple tweak can make a huge difference in how you approach an enemy.
And, to be quite frank, if the argument is "they'll only be very minor tweaks and it won't make a difference" then [i]what is the goddamn point[/i]? I'd much rather have certainty than some minuscule variations that maybe kind of adapt to your playstyle a bit.
I shall immediately start experimenting with the Medic's and Pyro's weapons.
I bet you that half of the time the items resulted will be a failure.
Team Fortcraft 2
But either way I'm certainly looking forward to this.
[QUOTE=Swimbound;18918817]Minigun + Sandman = :suicide:
Bat + Wrench + Bottle + Axe + Shovel + Kukri + Knife + Fists + Bonesaw = ???[/QUOTE]
Ultimate Bonesaw of Massive Bat Power That Can Kukri As if it Was a Knife and Fist of Epic Shoveling Axe Bottles
Short: UBMBPKKFESAB
100% Crits
100-200 DMG
Hitting Results in an Ubercharge
Can Be thrown
[QUOTE=Swimbound;18918817]Minigun + Sandman = :suicide:
[/QUOTE]
Minigun + Sandman = Natascha
It slows the enemy down when he's hit.
[QUOTE=DeandreT;18919122]Ultimate Bonesaw of Massive Bat Power That Can Kukri As if it Was a Knife and Fist of Epic Shoveling Axe Bottles
Short: UBMBPKKFESAB
100% Crits
100-200 DMG
Hitting Results in an Ubercharge
Can Be thrown[/QUOTE]
That would own the shit out of robin's rocket launcher!
[QUOTE=NotPigeon;18918981]So... in other words, it's better to adjust your playstyle to fit the normal weapons than it is to use a weapon that fits your playstyle.
And where are you getting this information from?
Small changes can make a big difference. The rocket launcher, for example, could regularly instakill low-HP classes (most notably Scouts) with just an extra 15 damage. They may not completely change your strategies, but a simple tweak can make a huge difference in how you approach an enemy.
And, to be quite frank, if the argument is "they'll only be very minor tweaks and it won't make a difference" then [i]what is the goddamn point[/i]? I'd much rather have certainty than some minuscule variations that maybe kind of adapt to your playstyle a bit.[/QUOTE]
What a contradiction. On one hand, you don't want them to be powerful, and you don't want them to be weak.
The tf2 team members aren't gods, but goddamnit this update will be good and you know it.
Also, so many possibilities :
a stunning hunstman
smg that sets things on fire
offensive medi-gun
airblast that can crit
or even a rocket launcher that might be charged up for a speedy rocket shot.
[QUOTE=Sasasing;18918808]There is your problem, you won't know what to do, but you'll learn what to do as you keep playing on this new system.[/quote]
So I'll eventually gain psychic powers?
[QUOTE=Sasasing;18918808]You blast a heavy like you would normally do, but he is still alive and he is staring at you with his angry commie face screaming babyphanities spinning his minigun against you. Well you're a scout, scouts are known for their speed and their ability to double jump, don't stand there like a statue, strife around the heavy even if he's giving you his back, anticipate to his movements, attack him relentlessly.[/quote]
Except that's exactly the strategy now. I said [i]almost[/i] before he can spin down; if you're not circle-strafing and making yourself a hard target, there's still a good chance he'll kill you.
[QUOTE=Sasasing;18918808]If he can stand 12 more shots, he'll take 12 more shots.[/quote]
Except then I'll have to reload 10 more shots (it takes ~4 Scattergun blasts to kill a full-health Heavy, sometimes 3 if you're really lucky), which is more than enough time for him to kill me even with a severe damage reduction- the only thing that makes it possible now is because you can do it so fast and it takes so much time to spin up.
[QUOTE=Sasasing;18918808]If he can kill you faster, he won't even dare to touch you.[/quote]
:raise:
[QUOTE=Sasasing;18918808]No matter what, you'll still be able to kill anyone, it will just take a different aproach.[/QUOTE]
Yes, but without prior knowledge or precognition, I won't be able to know what that different approach is without some kind of visual cue. The alternate weapons have that, and that's why it works. A randomized system wouldn't work because you can't easily communicate the specific tweaks of every single weapon wielded by every single foe.
[editline]03:00PM[/editline]
[QUOTE=MendozaMan;18919223]
The tf2 team members aren't gods, but goddamnit this update will be good and you know it.[/QUOTE]
If crafting is just another way to get items, I'm all for it. I just don't want a Borderlands-style weapon randomization system; that works for Borderlands because it's a different game entirely and was designed for randomized weapons.
IDK if this is news to anyone but it is unlikely that any of the base weapons will be able to be used in crafting (scattergun, sniper rifle, wrench) so until the release the engineer update, few people will be able to make guns for him (unless you find a blue print)
[QUOTE=NotPigeon;18919232]So I'll eventually gain psychic powers?
Except that's exactly the strategy now. I said [i]almost[/i] before he can spin down; if you're not circle-strafing and making yourself a hard target, there's still a good chance he'll kill you.
Except then I'll have to reload 10 more shots (it takes ~4 Scattergun blasts to kill a full-health Heavy, sometimes 3 if you're really lucky), which is more than enough time for him to kill me even with a severe damage reduction- the only thing that makes it possible now is because you can do it so fast and it takes so much time to spin up.
:eyeraise:
Yes, but without prior knowledge or precognition, I won't be able to know what that different approach is without some kind of visual cue. The alternate weapons have that, and that's why it works. A randomized system wouldn't work because you can't easily communicate the specific tweaks of every single weapon wielded by every single foe.
[editline]03:00PM[/editline]
If crafting is just another way to get items, I'm all for it. I just don't want a Borderlands-style weapon randomization system; that works for Borderlands because it's a different game entirely and was designed for randomized weapons.[/QUOTE]
If something isn't going like it normally goes, then something's going on and you should be able to guess it after some encounters.
And the strategy will still be the same, and there will be new ones. You can have custom stats too, you won't be the only one left with the normal weapons. And you don't need visual clues, as I said, you will eventually recognise what kind of stats has your enemy when you've engaged him. If you don't know him then engage him in ANOTHER way, carefully, you know, sometimes a surprise attack makes a huge difference. And like I've said, it won't be that huge change on how encounters will be, so just wait, play it, and master it, it's not about pwning n0obs but of fun.
And I still don't know if this item status thing is true.
[QUOTE=Sasasing;18919740]If something isn't going like it normally goes, then something's going on and you should be able to guess it after some encounters.[/quote]
That isn't preferable to knowing right off the bat.
[QUOTE=Sasasing;18919740]And the strategy will still be the same, and there will be new ones. You can have custom stats too, you won't be the only one left with the normal weapons. And you don't need visual clues, as I said, you will eventually recognise what kind of stats has your enemy when you've engaged him. If you don't know him then engage him in ANOTHER way, carefully, you know, sometimes a surprise attack makes a huge difference. And like I've said, it won't be that huge change on how encounters will be, so just wait, play it, and master it, it's not about pwning n0obs but of fun.[/quote]
Yeah, I can have custom stats, but TBH I don't really want 'em (especially if they're weaker than the standard). I've never found myself going "Man, I wish this Scattergun had some more rounds in it, even if they did less damage." The weapons are, for the most part, pretty well balanced and I just don't see any reason to change them (except for the Huntsman and FaN, but that's about things like hitboxes and the way knockback works, not actual stats).
[QUOTE=Sasasing;18919740]And I still don't know if this item status thing is true.[/QUOTE]
It's probably not going to happen, in my opinion. I'm just responding to all the people who think it will.
[QUOTE=bigbadbarron;18919433]IDK if this is news to anyone but it is unlikely that any of the base weapons will be able to be used in crafting (scattergun, sniper rifle, wrench) so until the release the engineer update, few people will be able to make guns for him (unless you find a blue print)[/QUOTE]
Hmm, that's a good question. My senses tell me that we won't get anything engyrelated blueprints yet.
[QUOTE=NotPigeon;18919967]That isn't preferable to knowing right off the bat.
Yeah, I can have custom stats, but TBH I don't really want 'em (especially if they're weaker than the standard). I've never found myself going "Man, I wish this Scattergun had some more rounds in it, even if they did less damage." The weapons are, for the most part, pretty well balanced and I just don't see any reason to change them (except for the Huntsman and FaN, but that's about things like hitboxes and the way knockback works, not actual stats).
It's probably not going to happen, in my opinion. I'm just responding to all the people who think it will.[/QUOTE]
When TF2 was launched, guess what, Spies could be with your muzzer and still kill you because people had no idea on how to spot them, now spies must be really careful if they don't want to get their asses raped. With this system it will be the same, until people finally gets used.
And if you want to keep your normal items then you're free to, to be honest, I practically don't use any new items, only if there's one which I like specially or if the situation demands it.
But for fucks sake, if you know how to play you don't have to fear anything, you have to reaload to kill that fat man? then run away and hide while you reload, then come back and make him eat scratch bullets. Whatever the new situation poses against you, face it like a man, learn to counter it, and do your best.
Stop ranting/arguing about it.
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[QUOTE=Sasasing;18920254]
But for fucks sake, if you know how to play you don't have to fear anything, you have to reaload to kill that fat man? then run away and hide while you reload, then come back and make him eat scratch bullets. Whatever the new situation poses against you, face it like a man, learn to counter it, and do your best.[/QUOTE]
The problem is not the stat changes themselves. I'm not against weapon variants. The reason I'm against randomized weapons is that, due to the number of possible variations, it's unreasonable for them all to have a clear, identifiable set of traits so that you can recognize them immediately like you can the other weapons.
this is useless for me, I love actual weapon!
more types of weapons?
the heavy is going to have a fit
Sweet Lord whom your greatness is on the heavens...
I hope we can name our creations if we have random stats, because I'll then name my Über High damage pistol the "Nighthawk .50 AE" Original right? :v:
[quote]However, if there are random stats, I won't know what I'm dealing with[/quote]
Do you think valve made a section in freeze cam when it describes the weapon you were killed with, o a button "look what your teammate have" Because you would not remember the only unlockable for this class? These made because every weapon will be different.
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