• tf_english hints at buildable weapons?
    247 replies, posted
[QUOTE=MrCasual;26957266]Customizable weapons? I'm not sure what to think of it. This sounds like a crafting / tool thing, where the things mentioned in the OP can be applied to a particular base weapon (like base wrench), and change appearance based on what's added to them, and also each item has weaknesses, strengths, and applying multiple strengths to one would make it a specialty weapon that causes you to have a ton of weaknesses. Of course since a lot of balance in TF2 is dependent on the map and the class playing, a Wrench of 1000% build speed that allows 100% fire and bullet vulnerability on the Engineer could still theoretically be OP, if he could get a tier 3 sentry up in like a second....just as an extreme example.[/QUOTE] -No random crits Problem solved. Edit: It was a joke ffs.
It would be interesting if they limited it, so you could only put say 1 of those things on your weapon at once. That way, you could choose what you wanted to use and they would all be useful in some way. They'd have to be VERY careful though.
It's wise to just have one effect on your gun. After all, all the weapons are meant to be in relative balance, whilst still geared towards different playstyles. Having weapons that are better than other weapons is ok in a dungeon crawler like Diablo or a co-operative RPG like Borderlands, but with that system in a game comprised of 100% PvP (more or less), the newcomers would find themselves at a disadvantage due to their weak starting loadout. If there were PvE elements that balanced out the PvP, then it wouldn't be as much of a problem, though I neither encourage nor discourage the idea of putting PvE into TF2. In TF2, no weapon is totally superior; every weapon and every combination has it's upsides and downsides, it's advantages and disadvantages. It is meant to revolve around the concept of Balance, where each player can fit a certain archetype based on their class and equipment, and each archetype has the upper hand over another archetype, whilst still being vulnerable to other archetypes that can counter them. For example, classes that move slowly or function best at close range are vulnerable to classes that are accurate and attack at long range (Sniper shooting Pyros and Heavies), whilst the long-rangers aren't themselves experts at holding their own in close-quarters under normal circumstances, as well as being vulnerable to enemies that they aren't aware of due to being focused on more distant targets. (said Heavy and Pyro could ravage Sniper at close range, and Spy can quite easily take him down if he isn't paying any attention to his immediate surroundings)
I bet this is another rpg situation.
[QUOTE=Randdalf;26934154]This has happened before, the guy who runs TF2Stats, FireSlash, found a whole host of things like these (except they weren't tokens, just levelled versions of particular attributes), but they were never added to the game, and Valve said they were just left there by mistake. I suspect that's what's happened here too: they were experimenting with doing something like this, but it didn't work and they forgot to take it out. It's not now cut and dry certain that it's going to be added to the game at all.[/QUOTE]I am going to sit back and hope to god your right.
Presumably each "material" would come with some sort of drawback to balance it out. Like sprintium would boost your health while making you more vulnerable to damage or something. It would likely have only a marginal effect as well. +1-3% tops. Personally I like this idea, but then again I like obscenely complicated games for some reason. Obviously it isn't going to work for everybody. It makes me wonder, though, with all the people complaining, why there aren't more vanilla servers running. Is it difficult to make one?
Dual-Medigun with heartbeat sensor and silencer.
[QUOTE=Chekko;26966580]Dual-Medigun with heartbeat sensor and silencer.[/QUOTE] and scopes
If these are added, the should be restricted to hats. I don't want to see a bullet proof, blast proof, health regenerating heavy running around.
[QUOTE=Keychain;26947076]what is opinions[/QUOTE] Sorry Ken, that is incorrect. [img]http://www3.whig.com/whig/blogs/ihavealottoshare/wp-content/uploads/2010/12/jeopardy-winner.jpg[/img]
[QUOTE=MadParakeet;26967542]If these are added, the should be restricted to hats. I don't want to see a bullet proof, blast proof, health regenerating heavy running around.[/QUOTE] No one wants hats with advantages they should be purely cosmetic.
fireproofium + spy weapons = Super Spy
Remember when people had good reason to say that TF2 wasn't becoming an MMORPG? They're self-aware, but that's pretty much it.
Downsides. Bam, balance. That hp regenerating bs whatever it's name is? +1 hp per tick (does not increase, just a flat number), -10% max hp. Sprintium or whatever? +10% running speed, +10% vulnerability to all damage. I honestly wouldn't mind this, and the only problems would be that 1. Valve is horrible at balancing stuff 2. No way to see what stats others have (there is a very easy solution to this tho: give all those ium things their own distinctive color, and color the entire weapon with hints of that color when forged together. This would even double as a form of weapon painting. Please tho, valve, for the love of god, do not make those things show up as particles or other sparkly bullshit).
[QUOTE=JaxJesse315;26922328]// ADD THE add the what?[/QUOTE]Translations, FFS.
and TF2 starts its slow descent into the used-to-be-good game pile.
Kritzkrief + scout token + eyelander = Head chopping bat of critical proportions.
[QUOTE=FlashFireSix;26976404]and TF2 starts its slow descent into the used-to-be-good game pile.[/QUOTE] And so another person says what nobody is thinking.
WoW? in my TF2?
[QUOTE=Ducksink;26977494]WoW? in my TF2?[/QUOTE] It's less likely than you think.
Maybe Valve should be doing their job for once and test things for a few months, put it in beta, let people decide, and then see whether or not its a good gameplay idea. Throwing your hands up into the air saying, FUCK IT, is what Valve has been doing for the past months. People defending them and constantly thinking optimistic really is stupid. I just hate the enhancements making the game seem more MMO'ish, and nobody acknowledges it.
I found something in the GCF, root\tf\materials\models\buildables\spawn_room has files like "turret_guns", "turret_mount", and "turret_mount_glass". Any ideas?
[QUOTE=LolzMan1325;27014766]I found something in the GCF, root\tf\materials\models\buildables\spawn_room has files like "turret_guns", "turret_mount", and "turret_mount_glass". Any ideas?[/QUOTE] Old. They were going to reuse the idea from TFC of having sentries set up at your spawn to prevent spawn camping. It was ultimately scrapped
I can't believe they might implement something THIS advanced. BULLETPROOFIUM
I bet if they do add this stuff, it will have tradeoffs. Like Bulletproofium = 50% ranged resistance, 100% Fire damage And Fireproofium = 50% fire resistance, 100% bullet damage Of course we're not even sure if this is real.
This looks unfortunate.
If they balance this I'm buying all the Railworks DLC
[QUOTE=Ninjarooster;27016481]If they balance this I'm buying all the Railworks DLC[/QUOTE] I sure hope you have a very healthy income, then. The guys on the TF2 team know what they're doing. They wouldn't just randomly throw purchase-only straight upgrades into their game. If they even add something like this, they're going to do it right.
Some moderators on the TF2 Wiki got an answer from Robin about this; it was for testing purposes only and [i]will not be worked on any further[/i]. Basically it was a giant troll.
>Status resistant effects in TF2 Okay guys TF2 is the best FPS/RPG
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