Major Update Speculation v19: Official Sponsor of the Winky Smiley
1,000 replies, posted
I have to wonder if it was supposed to be a canteen at one point and they decided the work to implement it as such was too much
[QUOTE=ned_ballad;40283977]I have to wonder if it was supposed to be a canteen at one point and they decided the work to implement it as such was too much[/QUOTE]
Would have been nice to essentially have it as a third cosmetic.
I know it's been mentioned before, but...
[b]Reprogramming[/b]
Turns all robots immediately near you to your side for 5 seconds. Cumulative each use. Has no effect on Tanks, Giants or Sentry Busters.
There were apparently a few addcond conditions that changed your team temporarily without dying, so I can imaging this was at least being experimented with.
It'd be a handy thing to use when being swarmed, or while playing Spy to turn robo Medics and their patients against eachother.
Quick Question about Preorders.
I want to preorder a copy of Poker Night 2 for me and a friend. I have Poker night 1, but I was wondering...
If I get the two preorders, Do I get two free copies of Poker night 1 and the Poker night 2 or just Poker Night one and two?
If you already own the game, you'll get any additional copies as inventory tems.
Pre-order bonuses can only be redeemed once per account though, so if you get two copies, you'll only get the one bonus, unless the recipient of the second copy redeems the pre-order on their account before the game's release, in which case they'll be awarded the bonus.
[QUOTE=Everything;40284544]If you already own the game, you'll get any additional copies as inventory tems.
Pre-order bonuses can only be redeemed once per account though, so if you get two copies, you'll only get the one bonus, unless the recipient redeems the pre-order on their account before the game's release.[/QUOTE]
Ah, So I would only get 1 copy of each
[QUOTE=AbeX300;40283267]That would be terrible if that was the 6th Canteen, even though it technically isn't a Canteen... D:[/QUOTE]
[IMG]http://puu.sh/27RNh[/IMG]
you were saying?
[url]http://stats.tf/item/850/Deflector[/url]
oh god what?
i want it
[QUOTE=Hell-met;40285284][URL]http://stats.tf/item/850/Deflector[/URL]
oh god what?
i want it[/QUOTE]
wellll
[t]http://wiki.teamfortress.com/w/images/7/75/BLU_Giant_Deflector_Heavy.png[/t]
you can't have it
[QUOTE=spencecool;40285309][t]http://wiki.teamfortress.com/w/images/7/75/BLU_Giant_Deflector_Heavy.png[/t]
you can't have it[/QUOTE]
God that hat looks so stupid on it.
If it were lower so it were made to look like a shell, that'd be cool, but it's just dumb looking hngh.
It's like the [b]opposite[/b] of threatening.
Wait, is says the item's in one person's backpack. Who owns it?
[QUOTE=spencecool;40285309]wellll
you can't have it[/QUOTE]
that site scans player backpacks
this means one person has a sasha that can destroy explosives in normal games
-snip-
[QUOTE=HerSilverHammer;40285318]God that hat looks so stupid on it.[/QUOTE]
I know right? who's the person stupid enough to put a red team hat on a blu-team robot heavy?
[QUOTE=HerSilverHammer;40285318]God that hat looks so stupid on it.
If it were lower so it were made to look like a shell, that'd be cool, but it's just dumb looking hngh.
It's like the [b]opposite[/b] of threatening.[/QUOTE]
The problem is that while the giant models start off regular sized and are scaled up to the size that they are ingame, their heads are inherently smaller than their counterparts.
The hats don't change scale to match up with the different size, this is the case with all the hat wearing giant bots:
[t]https://dl.dropboxusercontent.com/u/18318949/mvm_decoy0000.png[/t]
The only exception is giant medic, because it has no giant model and instead uses the normal one.
i really don't get the point of having separate giant models with smaller heads
was there any good reason to do it in the first place
[QUOTE=Tiesno;40285485]i really don't get the point of having separate giant models with smaller heads
was there any good reason to do it in the first place[/QUOTE]
Maybe the tiny heads are to emphasize that the giants are huge. Also, the robots are portrayed as very dumb, as shown in the Robot Engineer Comic, so maybe that's why. Thought I think it's just a stylistic choice.
I thought the heads were scaled up in-game (?)
[QUOTE=spencecool;40285532]I thought the heads were scaled up in-game (?)[/QUOTE]
Only if the robot uses [i]Scale #[/i]; by default, without the scale and only using [i]Attributes MiniBoss[/i], they are 75% bigger and uses the Giant model. But the [i]Scale[/i] changes the Giant model to a normal model, and resizes them accordingly to the assigned number.
Pretty much the only Giants that uses [I]Scale[/I] are Sergeant Crits, Chief Pyro (Unused Robot), Chief Tavish (Also Unused), and Captain Punch.
Maybe it's so that it's not as easy to headshot the giants as the Sniper?
Maybe they have smaller heads so when they're scaled to giant-size they feel more massive.
[QUOTE=Mentlegen;40285601]Maybe it's so that it's not as easy to headshot the giants as the Sniper?[/QUOTE]
Something tells me that the hitboxes aren't changed whatsoever.
I mean come on:
[t]http://wiki.teamfortress.com/w/images/7/7d/SentryBusterHitboxes.png[/t]
For one thing, you can land shots far to the sides of the Sentry Buster, or even a headshot. But for another, since it's considered to be a [i]MiniBoss[/i], it would be using the Giant model instead of the SB model. The head hitbox seems to be unusually larger than the Demogiant's small head.
the giant models are needed for the walk animations
if they had only been rescaled common models, they would have appeared to run in slow-motion, aswell as making a whole lot more annoying stepsound noise
you can see this on giant flare pyros
[QUOTE=Hell-met;40285324]that site scans player backpacks
this means one person has a sasha that can destroy explosives in normal games[/QUOTE]
the deflector doesn't even have the explosives destroying attribute on it
[code] "850"
{
"name" "Deflector"
"prefab" "weapon_minigun"
"craft_class" ""
"baseitem" "0"
"show_in_armory" "0"
"item_name" "#TF_Minigun_Deflector"
"item_quality" "unique"
"visuals"
{
"tracer_effect" "bullet_tracer02"
}
"visuals_mvm_boss"
{
"use_visualsblock_as_base" "visuals"
"sound_double_shot" "MVM.GiantHeavyGunFire"
"sound_burst" "MVM.GiantHeavyGunFire"
"sound_special1" "MVM.GiantHeavyGunWindUp"
"sound_special2" "MVM.GiantHeavyGunWindDown"
"sound_special3" "MVM.GiantHeavyGunSpin"
}
}[/code]
if you give a heavybot a deflector without also manually adding the deflection attribute to it, it won't be able to shoot down projectiles at all. that one person who got their backpack read by stats.tf is the proud owner of a stock minigun that just fires green tracers instead of yellow ones.
[QUOTE=TwoYearLurker;40285722]the deflector doesn't even have the explosives destroying attribute on it
if you give a heavybot a deflector without also manually adding the deflection attribute to it, it won't be able to shoot down projectiles at all. that one person who got their backpack read by stats.tf is the proud owner of a stock minigun that just fires green tracers instead of yellow ones.[/QUOTE]
o
no idea how I missed this for so long
well that's just silly.
but according to the code, it uses the bad-ass minigun sounds
that alone is totally worth it
[QUOTE=Hell-met;40285771]o
no idea how I missed this for so long
well that's just silly.
but according to the code, it uses the bad-ass minigun sounds
that alone is totally worth it[/QUOTE]
It actually is!
[url=https://dl.dropboxusercontent.com/u/38805262/MVM.GiantHeavyGun/giant_heavy_gunwindup.wav]Windup[/url]
[url=https://dl.dropboxusercontent.com/u/38805262/MVM.GiantHeavyGun/giant_heavy_gunspin.wav]Spinning[/url]
[url=https://dl.dropboxusercontent.com/u/38805262/MVM.GiantHeavyGun/giant_heavy_gunfire.wav]Firing[/url]
[url=https://dl.dropboxusercontent.com/u/38805262/MVM.GiantHeavyGun/giant_heavy_gunwinddown.wav]Winddown[/url]
I'm sure you're familiar with these sounds.
[QUOTE=AbeX300;40285816]It actually is!
[url=https://dl.dropboxusercontent.com/u/38805262/MVM.GiantHeavyGun/giant_heavy_gunwindup.wav]Windup[/url]
[url=https://dl.dropboxusercontent.com/u/38805262/MVM.GiantHeavyGun/giant_heavy_gunspin.wav]Spinning[/url]
[url=https://dl.dropboxusercontent.com/u/38805262/MVM.GiantHeavyGun/giant_heavy_gunfire.wav]Firing[/url]
[url=https://dl.dropboxusercontent.com/u/38805262/MVM.GiantHeavyGun/giant_heavy_gunwinddown.wav]Winddown[/url]
I'm sure you're familiar with these sounds.[/QUOTE]
well yes
[URL="http://www.youtube.com/watch?v=cmuYFcTDj50"]yes I am[/URL]. :v:
Speaking of weapon sounds, do you guys think they'll ever add firing sounds for the Frontier Justice and Family Business shotguns? It bothers me to no end how they both use the stock Shotgun's sounds in-game :I
Lol no they dont
at least for me
[QUOTE=AbeX300;40285816]It actually is!
[url=https://dl.dropboxusercontent.com/u/38805262/MVM.GiantHeavyGun/giant_heavy_gunwindup.wav]Windup[/url]
[url=https://dl.dropboxusercontent.com/u/38805262/MVM.GiantHeavyGun/giant_heavy_gunspin.wav]Spinning[/url]
[url=https://dl.dropboxusercontent.com/u/38805262/MVM.GiantHeavyGun/giant_heavy_gunfire.wav]Firing[/url]
[url=https://dl.dropboxusercontent.com/u/38805262/MVM.GiantHeavyGun/giant_heavy_gunwinddown.wav]Winddown[/url]
I'm sure you're familiar with these sounds.[/QUOTE]
if there was even one minigun (thats actually obtainable) that used those sounds i would use it religiously and never look back
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