• Blog Post: The Mann Co. Factory Floor
    151 replies, posted
The parachute can actually be quite useful if the players use it right. For example, Dustbowl Stage 2 BLU gates. The area near the first shack. [IMG]http://media1.gameinformer.com/filestorage/CommunityServer.Components.SiteFiles/imagefeed/featured/valve/team-fortress2/Dustbowl%20sec2600.jpg[/IMG] The map height around that area is quite high. A RED Soldier could rocket jump up near the gates and slowly decent down while raining down rockets on the BLUs that goes out. As a finish touch, he can finish the landing with a Market Gardener kill. [B]Edit:[/B] Another example is the RED side of 2Fort [IMG]http://media.moddb.com/images/mods/1/16/15964/granary_concept.jpg[/IMG] Previously, there was an area where players could rocket/sticky jump up the middle tower and stand on an invisible platform. The map has been patched, but a BLU Soldier could rocket jump up there and slowly decend while raining rockets on the unfortunate REDs beneath him. It could work for the BLU side but the middle area is significantly shorter, hence it would be much easier to spot the Soldier.
[QUOTE=Kidofthecentury;45014265]Wasn't that a positive feedback, after all? I mean, asking to lower the polycount sounds a bit like "we're considering your item, but please make the following changes."[/QUOTE] I suppose, but it was almost 3 years ago and the guy who sent it (Brandon) doesn't even work on the team anymore and hasn't done for a long while. :v: It was pretty much just some advice but at the time it was easy to get over excited about it.
The parachute could make the Market Gardener OP. I wonder if they'll change anything to balance that out a bit? Perhaps you have to be moving downwards at a certain speed to get the crit?
I was thinking about how you'll activate the parachute or if it'll be automatic I came to the conclusion it's probably activated by double jumping. I don't think they'd make it automatic, it can't be alt-fire because of the Cow Mangler, and I think they've retired the third fire button. Double jump wouldn't conflict with any item and wouldn't require a whole new input. It's also already an input for Scout, so it may be easy to just port over
[quote=Smashman]The parachute could make the Market Gardener OP. I wonder if they'll change anything to balance that out a bit? Perhaps you have to be moving downwards at a certain speed to get the crit?[/quote] That'd prevent some MG kills when moving upward toward a target, the most-satisfying ones are on enemy Soldiers and Demomen while they're jumping but don't see you coming. Here's my predictions of bugs relating to the parachute: *Compression blast will completely ignore the parachute, causing the Soldier to plummet regardless if the chute is deployed or not. *The chute being deployed will override the character state that flags them as "airborne via explosion", causing Direct Hit airshots to not minicrit, preventing the Market Gardener from critting, preventing Strange Part: Kills while rocket jumping incrementing for eligible weapons, and making it so knockback does fuck all. *Inputs will get tied up when using the Cow Mangler 5000's charge shot while also having the chute deployed. *Lots of visual bugs with the parachute model such as deploying upside-down on Tuesdays whenever Robin Walker is in the bathroom. *Overload jumping with the Beggar's Bazooka with the chute deployed will cause the player to climb into the skybox and stay there. *Players will be able to activate the chute when blasted airborne by an enemy player, regardless if juggled or moving a whole 3 inches off the ground.
I can't wait until the B.A.S.E. Jumper gets added into the game so that I can play Ride of the Valkyries as I slowly glide across the map for a Market Garden kill.
Or here's a good one from Pyromania: Activating parachute blows up random players
It may like the Gotham city Impostors parachute, you can "targe rush" anytime while airborn ,to stun an enemy. Eitheir way ,it will act like a basic parachute.
[QUOTE=ElderLolz;45016660]Wait, was there actually a bug like that in Pyromania? :v:[/QUOTE] when the beggars was first added to the game, overloading it would cause random players on the map to take severe damage, so sitting in spawn with 2 medics could potentially keep you alive and kill a lot of the other team.
[QUOTE=ned_ballad;45016465]I was thinking about how you'll activate the parachute or if it'll be automatic I came to the conclusion it's probably activated by double jumping. I don't think they'd make it automatic, it can't be alt-fire because of the Cow Mangler, and I think they've retired the third fire button. Double jump wouldn't conflict with any item and wouldn't require a whole new input. It's also already an input for Scout, so it may be easy to just port over[/QUOTE] It will most likely just be right-click, since it's almost certainly a secondary and can't be used with the banners anyway. EDIT: Forgot about the Cow Mangler :(
[QUOTE=kibbleknight;45016745]when the beggars was first added to the game, overloading it would cause random players on the map to take severe damage, so sitting in spawn with 2 medics could potentially keep you alive and kill a lot of the other team.[/QUOTE] How do you even [i]program[/i] that?
[QUOTE=Benvil;45016820]It will most likely just be right-click, since it's almost certainly a secondary and can't be used with the banners anyway.[/QUOTE] The Cow Mangler messes that up.
mouse3...
[QUOTE=Hell-met;45016906]mouse3...[/QUOTE] Mouse3 isn't used anymore
[QUOTE=ned_ballad;45016918]Mouse3 isn't used anymore[/QUOTE] Medic's MvM shield.
+attack3 jeez. wake up
[QUOTE=ned_ballad;45016866]The Cow Mangler messes that up.[/QUOTE] Oh right, I did think I was forgetting something. I guess mouse3 could be an option too, since that is already used by the Vaccinator. I personally hate mouse3, since I have no good extra buttons on my mouse, but it seems more likely than implementing something no other wapon uses. That said, I would honestly prefer a "double jump" over M3. EDIT: Apparently they changed the Vaccinator to R while I've been gone from TF2, that's actually pretty damn great.
[QUOTE=Erfly;45016936]Medic's MvM shield.[/QUOTE] I completely forgot about that Jump button in mid air seems so much more simple
[QUOTE=Benvil;45016938]I guess mouse3 could be an option too, since that is already used by the Vaccinator.[/QUOTE] Vaccinator is reload now.
[QUOTE=Erfly;45016948]Vaccinator is reload now.[/QUOTE] Yeah, I just spotted that on the Wiki as you posted it. I had a pretty long break from TF2, and I barely ever used the Vaccinator to begin with. That's a lovely change, it'll make it much more convenient for me to use it. As for the parachute, another option could be if they added a horn to it, making the use of it similar to the banners. I'd much prefer this option or the double jump over M3.
[QUOTE=Erfly;45016948]Vaccinator is reload now.[/QUOTE] Correct, but MvM still uses attack three.
They moved the vaccinator's +attack3 to reload so it wouldn't interfere with the MVM medic shield. +attack3 is still a perfectly viable option. Alternatively it could be a secondary you could switch to in order to pull the ripcord just like all other soldier backpacks. Rocket jump, immediately switch to secondary, activate it, automatically switch to primary, proceed to rain rockets.
[QUOTE=ned_ballad;45016947]I completely forgot about that Jump button in mid air seems so much more simple[/QUOTE] Or maybe you just press 2.
Does this mean I can finally land pipes on airborne soldiers? That blog post made me extremely happy though. ALSO! I wonder how the taunt is going to look for the parachute.
With all of this parachute talk, I'm starting to wonder just how Quick-Fix Medics will be affected by the parachute, if at all. Would they get the parachute effect as well, or would the Soldier have to cut the cord on his Medic?
[QUOTE=Vinylstep;45017818]With all of this parachute talk, I'm starting to wonder just how Quick-Fix Medics will be affected by the parachute, if at all. Would they get the parachute effect as well, or would the Soldier have to cut the cord on his Medic?[/QUOTE] Hordes of Medics take to the sky, it is now migration season.
[QUOTE=Mentlegen;45017870]Hordes of Medics take to the sky, it is now migration season.[/QUOTE]BIRDMEDIC: SHOCK AND TERROR
[QUOTE=JasperDx17;45017959]BIRDMEDIC: SHOCK AND TERROR[/QUOTE] I am now imagining three or four QF medics falling from the sky, all wearing Medimedes and wielding Ubersaws.
[QUOTE=Kierany9;45017996]I am now imagining three or four QF medics falling from the sky, all wearing Medimedes and wielding Ubersaws.[/QUOTE] [url=http://wiki.teamfortress.com/wiki/Reserve_Shooter]Guessing it will be a bird hunting season when that happens.[/url]
[QUOTE=OffTheRoad;45018695][url=http://wiki.teamfortress.com/wiki/Reserve_Shooter]Guessing it will be a bird hunting season when that happens.[/url][/QUOTE] Warning: All birds in the hunting grounds are slightly more agressive this season and may or may not be armed with saws. [t]http://i.imgur.com/jazxx68.jpg[/t] I couldn't resist.
Sorry, you need to Log In to post a reply to this thread.