[QUOTE=Smashman;27303795]That was fixed. Redownload for the fix.
[editline]9th January 2011[/editline]
Waste is unofficial. It'd look better and make more sense if all of the maps were official maps.[/QUOTE]
I downloaded the fix and installed it, I still have the problem.
[QUOTE=Sharpshooteru;27295889]I have a request. The Heavy needs a Bear hat!
Kinda like this:
[img_thumb]http://i61.servimg.com/u/f61/13/01/92/60/tum210.jpg[/img_thumb]
(But with a bear)
Someone make this happen![/QUOTE]
aluca at polycount: [url]http://www.polycount.com/forum/showpost.php?p=1262792&postcount=4117[/url]
(i sooooo want to see it get in game :D)
[QUOTE=Recurracy;27300240]How do I optimize my models in 3ds max?
No, seriously, how[/QUOTE]
[url]http://developer.valvesoftware.com/wiki/LOD_Models#Example_.28using_3DS_Max.29[/url]
[QUOTE=DatWut?;27303942]I downloaded the fix and installed it, I still have the problem.[/QUOTE]
Poke Neo in the face. He'll come and see what's up.
[QUOTE=visored;27289184][img_thumb]http://i495.photobucket.com/albums/rr320/drh3ll/Textured.jpg[/img_thumb]
This is pretty much the best i can do with the texture. Any good? Any suggestions?[/QUOTE]I'm really glad that the break in the electric grenade launcher happened where it did, and not smack dab in the middle of the slots like some people were suggesting earlier. I'm kind of sad you're not going for square grenades, though.
[QUOTE=CharlesMan;27295319]Somehow this is completely BRILLIANT.[/QUOTE]
It is, isn't it?
[url=http://www.facepunch.com/threads/1043046-TF2-Emporium-XXVIII?p=27280931&viewfull=1#post27280931][img]http://gyazo.com/a5f49d120e0f8cc8a30486be1f7cb865.png[/img][/url]
:buddy:
Neo how is the web page for the electrical pack coming along?
[QUOTE=Smashman;27303795]
Waste is unofficial. It'd look better and make more sense if all of the maps were official maps.[/QUOTE]
Cashworks is here too.
Or you maybe prefer cp_orange_x ? :v:
Choices my friends :
Zing for Mountain Lab
Art for Mannor
Late for Gorge
Wrench for Degroot Keep
The 2 best rated map will be included in the board.
[QUOTE=NassimO PotatO;27305024]Cashworks is here too.
Or you maybe prefer cp_orange_x ? :v:[/QUOTE]
Or maybe I think there should no unofficial maps? You could have derived that from what I said, because that's what I said.
[QUOTE=Combine 177;27291836]1 Grenade per "clip"
Explode on hit.
-15% reload speed
75% less ammo.
And maybe
10% longer range.
And maybe even wider explode radius.
[sp] I want a goddamn grenade launcher that has bombs wich explode on hit [/sp][/QUOTE]
you actually managed to design a weapon worse than the loch n load, well done!
[QUOTE=Simski;27291374]From the beta, the weapon I most wish they would bring back would be Spy's tranquilizer.
Imagine a weapon for Spy that would deal no damage, but could be fired while disguised, and slowed down the target for maybe 5-10 seconds on hit. It would be the perfect weapon to catch up with enemies you're running behind, or to use as a means of escape. However in return, you would only be able to kill enemies with your melee.[/QUOTE]
why yes, we definitely do need more slowdown weapons in this game.
[QUOTE=DuncanFrost;27305238]you actually managed to design a weapon worse than the loch n load, well done!
why yes, we definitely do need more slowdown weapons in this game.[/QUOTE]
It'd bring a new gameplay dynamic to the Spy, plus the Natascha is the only weapon with slowdown, and that's to combat Scouts.
I agree with the slowdown part (but then again what other fitting mechanic could you give a tranquilizer?), but I'm not sure that Grenade Launcher would be worse than the Loch'n'Load, tho it would essentially work like arced rockets with less ammo.
having a smaller clip is a [I]huge[/I] downside for a classes' primary weapon, and having grenades explode on contact is such a tiny bonus that it may as well not exist. you can still deal respectable damage with missed nades that roll on the floor, so...
[QUOTE=Combine 177;27291836]1 Grenade per "clip"
Explode on hit.
-15% reload speed
75% less ammo.
And maybe
10% longer range.
And maybe even wider explode radius.
[sp] I want a goddamn grenade launcher that has bombs wich explode on hit [/sp][/QUOTE]
Hell no, grenades that explode on impact is for sissys.
Better idea is something along the lines of:
+huge explosion radius
+Explosion timer reduced to 1 second
-1 ammo
-Does not explode on contact with players.
so it's literally a choke point clearer, rather then a more direct attack grenade launcher.
[QUOTE=DuncanFrost;27305445]having a smaller clip is a [I]huge[/I]...having grenades explode on contact is such a tiny bonus...[/QUOTE]
No way that's a tiny bonus. With that you could just shoot in the general direction of the enemy and have all of the nades do damage. No need to just hope for the rolling nades to hit something.
But if there was to be an expodle on contact grenade launcher, it should have really short range to make enough contrast for the rocket launcher.
[QUOTE=Talishmar;27305542]No way that's a tiny bonus. With that you could just shoot in the general direction of the enemy and have all of the nades do damage. No need to just hope for the rolling nades to hit something.[/QUOTE]
"All of the nades" being "one nade" which will literally never ever do more damage than the vanilla launcher, under any circumstances.
The main reason natascha was disliked was for its ability to lock you into slowdown with little to no effort whilst accomplishing the same goals as its supposedly equal counterpart. If the tranquiser gun has a long reload and little to no damage, it is a fully workable weapon. If Valve are in doubt about this, then they might want to test it in some kind of environment designed for such experiments. Perhaps a beta of some sort.
I don't think slowdown on hitscan weapons is ever going to be good tbh. maybe if it was on a slower projectile like a rocket, that you could see coming and try to dodge, then you would actually feel like you had a chance to escape it.
[QUOTE=DuncanFrost;27305642]I don't think slowdown on hitscan weapons is ever going to be good tbh. maybe if it was on a slower projectile like a rocket, that you could see coming and try to dodge, then you would actually feel like you had a chance to escape it.[/QUOTE]
Because you can dodge a tranquilizer dart. Interesting thought though.
[QUOTE=Keychain;27287043]I wouldn't call the Heavy[I] completely[/I] autistic. I mean c'mon, he knows how to play Texas Hold 'Em.[/QUOTE]
That makes him more autistic, he prob counts cards.
[editline]9th January 2011[/editline]
[QUOTE=ColossalSoft;27286000][img_thumb]http://www.majhost.com/gallery/PopuIus13/tf2/Weapons/magiceverywhere.jpg[/img_thumb][/QUOTE]
Is that the heavy? Where are his gloves?
I believe the Developer's Commentary where they said slowdown mechanics aren't fun. Personally I don't like being restricted like that either.
-snip-
The point of this tranquilizer idea is to increase paranoia in the enemy team, and allow the Spy to catch up with the enemy. If the tranq does no damage then it doesn't do anything negative other than the slow down, so it doesn't lock you down and kill you. That's the problem with the Natascha, once it has you in its sights, you basically can't escape.
Then that's pretty underpowered and a downgrade to the normal revolver.
[QUOTE=Marik Bentusi;27305786]I believe the Developer's Commentary where they said slowdown mechanics aren't fun. Personally I don't like being restricted like that either.[/QUOTE]
Goddamn people need to stop quoting this. It was a developer's commentary in [B]Half-Life 2: Episode 1[/B] about cinematic moments, it had nothing to do with TF2.
Perhaps it could make them stop in place as if they collided with someone. Perhaps it could also make a flickering spy appear, to aid in paranoia. This way, you can minimise its slowdown and increase its use as a paranoia tool.
[QUOTE=DuncanFrost;27305445]having a smaller clip is a [I]huge[/I] downside for a classes' primary weapon, and having grenades explode on contact is such a tiny bonus that it may as well not exist. you can still deal respectable damage with missed nades that roll on the floor, so...[/QUOTE]
Grenade launcher is secondary
Hey Neo, I'm a tad late on this, but is there any chance for the different flame effects on the flamethrower icons to show up as alternatives at a later date? I liked the idea, even if Valve didn't.
[QUOTE=Chilean;27306018]Grenade launcher is secondary[/QUOTE]
Grenade Launcher isn't Secondary, Demoman just has two primaries.
[QUOTE=Sharc;27306175]Grenade Launcher isn't Secondary, Demoman just has two primaries.[/QUOTE]
Open up your demoman loadout, click grenade launcher, see the word secondary, punch yourself if the face.
Anyway, back to the Tranq discussion rather than this idiocy, I was browsing the materials GCF and saw a VTF called sleepy001.vtf.
Here it is: [img]http://dl.dropbox.com/u/897064/sleepy001.png[/img]
It's new to me, so maybe they've been thinking about it?
[QUOTE=Chilean;27305764]That makes him more autistic, he prob counts cards.
[editline]9th January 2011[/editline]
Is that the heavy? Where are his gloves?[/QUOTE]
I've removed them. Should have released that as a gloveless heavy mod, but there were some slight problems. (It's not a texture mod)
In the loadout, it is secondary. In the actual game, it is primary. In practice, it seems like they both are. :iiam:
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