• Polycount Update discussion
    487 replies, posted
To be perfectly, brutally, honest, I think they could add an automatic rifle that would be more balanced than the Wrangler. Holy crap the spread on a sentry even at long range isn't that bad, it basically makes Engineer a long range spam class...like a hybrid of the Soldier, Heavy, and Sniper. Soldier getting something better than his shotgun and have a faster rate of fire than the SMG doesn't sound so OP by comparison. Also, it could be used to take care of Wrangler using Engineers! Don't get me wrong, I love the Wrangler...but you're kidding yourself if you think its balanced and that its not going to get nerfed in any way.
[QUOTE=DogGunn;23297777]I think people are going to be disappointed when the Polycount pack isn't released tomorrow.[/QUOTE] Ehh, the pack is just a bunch of models so far. Valve will have to implement them, figure out some stats for them and then playtest them. Keep in mind that they're adding a ton of items, so this could be a long betatest. I wouldn't be surprised if it took them several more months. [editline]01:04PM[/editline] [QUOTE=MrCasual;23299316]To be perfectly, brutally, honest, I think they could add an automatic rifle that would be more balanced than the Wrangler. Holy crap the spread on a sentry even at long range isn't that bad, it basically makes Engineer a long range spam class...like a hybrid of the Soldier, Heavy, and Sniper. Soldier getting something better than his shotgun and have a faster rate of fire than the SMG doesn't sound so OP by comparison. Also, it could be used to take care of Wrangler using Engineers! Don't get me wrong, I love the Wrangler...but you're kidding yourself if you think its balanced and that its not going to get nerfed in any way.[/QUOTE] Unlike conventional sentryfire, wrangler fire can be sidestepped, and the direct hit is pretty powerful against a wrangler sentry. One on one, you can force the engineer to keep repairing, giving him no time to use the wrangler.
[QUOTE=MrCasual;23299079]I know this type of weapon is higly controversial, but why can't Soldier get an assault rifle as a secondary weapon? Just give it a decent tradeoff. Hell, Engineer's Wrangler is basically 50 times better than the pistol, why can't Soldier get a secondary assault rifle? [img_thumb]http://s53.radikal.ru/i140/1006/15/3f4463209754.jpg[/img_thumb][/QUOTE] [quote]World War 2 Pack[/quote][quote]AK-47 with undermount grenade launcher[/quote]:what:
[QUOTE=Anonymuzz;23299460]:what:[/QUOTE] The other two items are more or less WW2 themed, but still, he should've chosen a better name.
[QUOTE=Anonymuzz;23299460]:what:[/QUOTE] I thought the same thing.
IF, and i'm just saying IF, IF Soldier does get a fully-automatic weapon, I doubt he'd use an AK, since that's effectively a Communist weapon. He'd be more at home with a Tommygun instead of a Commiegun. Although there's a chance a Pequeno Amigo (little friend) could arise, since the M16 was in military service since '63, 5 years before the "current conflicts" of '68. But yet again, the Tommygun brings him back to his WW2 roots, so it remains the more viable option for a Soldier Automatic.
Even if he gets an assault rifle, I hope it doesn't shoot as fast as the SMG. Maybe 2 times slower than ak47 in L4D2 or something. [editline]01:28PM[/editline] So it's gonna be slow but accurate on short-mid distance and totally shitty on long distance.
A semi-auto weapon like the old M14 "battle rifle" might be a bit more viable, or maybe some kinda Service Pistol, one that kinda hovers between the stats of the Pistol and the Revolver. (look at the stats of the Pistol and Revolver on the official TF2 Wiki, find a middle-ground between the stats of the two guns, and you effectively have the stats of the Handgun I have in mind)
He's not getting an automatic weapon.
I want to have gun wiht burst. [sp]Well i could always script it[/sp]
[QUOTE=ironman17;23299888]Service Pistol, one that kinda hovers between the stats of the Pistol and the Revolver. [/QUOTE] You might be thinking of a Colt M1911,one of the most powerful and usable handguns created in the last century.
[QUOTE=Phil5991;23297643]10:28 AM here in France.[/QUOTE] I think the blog update will be out around 23h-midnight here in France.
I think we have at least 11 hours until the blog post.
[QUOTE=Onirik;23300247]I think the blog update will be out around 23h-midnight here in France.[/QUOTE] Yep, that's when it usually updates in our time zone. (gmt +1, Serbia here)
[QUOTE=NeoDement;23300255]I think we have at least 11 hours until the blog post.[/QUOTE] Oh goody, I'm asleep untill then.
same here gmt+8 hong kong. 8:17 now.
It's 8:50 AM here. I have been up for 26 hours. I am sort of excited.
It's today?
[QUOTE=Drax-Quin;23301036]It's today?[/QUOTE] I am not completely sure. But fuck facts, I'm hallucinating from sleep deprivation.
[QUOTE=Drax-Quin;23301036]It's today?[/QUOTE] I think you're british so nope.avi. Europeans like us always miss all the fun.
[QUOTE=The Patriot;23300209]You might be thinking of a Colt M1911,one of the most powerful and usable handguns created in the last century.[/QUOTE] Well, that could be the model of it. But the overall stats of the gun would be a little something like this. (brace for incoming technicality) First, we have the stats of the Pistol. [B]Damage[/B] [LIST] [*] Base: 15 [*] Max Ramp Up: 150% (22 damage) [*] Max Fall Off: 50% (8 damage) [*] Point Blank: 20-22 [*] Medium Range: 10-15 [*] Long Range: 8-9 [*] Mini-Crit: 20 [*] Critical Hit: 45 [/LIST] [B]Ammo[/B] [LIST] [*]Ammo loaded: 12 [*]Ammo carried: 36 (Scout)/ 200 (Engie) [/LIST] [B]Function times[/B] [LIST] [*] Attack Interval: 0.17 (6 rounds/second) [*] Reload: 1.36 (Engineer) or 1.25 (Scout) [*] Spread Recovery: 1.25 [/LIST] Next, we have the Revolver stats. [B]Damage[/B] [LIST] [*] Base: 40 [*] Max Ramp Up: 150% (60 damage) [*] Max Fall Off: 50% (20 damage) [*] Point Blank: 55-60 [*] Medium Range: 35-45 [*] Long Range: 20-25 [*] Mini-Crit: 54 [*] Critical Hit: 120 [/LIST] [B]Ammo[/B] [LIST] [*]Ammo loaded: 6. [*]Ammo carried: 24. [/LIST] [B]Function times[/B] [LIST] [*] Attack Interval: 0.58 [*] Reload: 1.16 [*] Spread Recovery: 1.25 [/LIST] Now, by combining the statistics of both, I modify the values to the extent that the resulting weapon is more-or-less partway between the Pistol and Revolver. After much mathematics and calculations, here are the stats of my conceptual Soldier gun, the Handgun (name WIP, suggest a more fitting name if you have one). [B]Damage[/B] [LIST] [*]Base: 27 (halfway between 15 and 40) [*]Max Ramp Up: 150% (41 damage) [*]Max Fall Off: 50% (14 damage) [*]Point Blank: 37-41. (halfway between 20-22 and 55-60) [*]Medium Range: 22-30. (halfway 10-15 and 35-45) [*]Long Range: 14-17. (halfway between 8-9 and 20-25) [*]Mini-Crit: 36. (135% of 27) [*]Critical Hit: 81. (27 times 3) [/LIST] [B]Ammo[/B] [LIST] [*]Ammo loaded: 9. (halfway between 6 and 12) [*]Ammo carried: 27 or 36. (I was considering choosing the number between 36 and 24, which was 30, but then decided against it, since it didn't make sense to have enough reserve ammo for 3 whole clips and then a bit left for a third of a clip. You guys may decide whether to have enough for 3 or 4 full clips for this gun) [/LIST] [B]Function times[/B] [LIST] [*]Attack Interval: 0.375. (halfway between 0.58 and 0.17) [*]Reload: 1.26 (halfway between 1.36 and 1.16) [*]Spread Recovery: 1.25 [/LIST] So there you have it, the product of roughly an hour's worth of copy-pasting (for the Pistol and Revolver stats from the official TF2 wiki) and statistical calculations, yielding a weapon with statistics that slot rather snugly between the capabilities of the Pistol and the Revolver, and is hopefully fit for combat deployment and usage in lieu of the Shotgun. Comments and criticism are welcome, but I could use constructive criticism to help refine any imbalances I may have overlooked. And yes, I did this before in the late Unlockable Ideas Megathread, although the idea's been tweaked a little more since those old days. But if we still had it, we wouldn't be faced with this dilemma of uncertainty of where to put our unlockable ideas. (it's an issue close to my heart, very close indeed) So anyway, that's basically what Soldier could use in lieu of the Shotgun in terms of combat, a decent alternative backup/fallback in my humble opinion.
[QUOTE=ironman17;23301087]Well, that could be the model of it. But the overall stats of the gun would be a little something like this. (brace for incoming technicality) First, we have the stats of the Pistol. [B]Damage[/B] [LIST] [*] Base: 15 [*] Max Ramp Up: 150% (22 damage) [*] Max Fall Off: 50% (8 damage) [*] Point Blank: 20-22 [*] Medium Range: 10-15 [*] Long Range: 8-9 [*] Mini-Crit: 20 [*] Critical Hit: 45 [/LIST] [B]Ammo[/B] [LIST] [*]Ammo loaded: 12 [*]Ammo carried: 36 (Scout)/ 200 (Engie) [/LIST] [B]Function times[/B] [LIST] [*] Attack Interval: 0.17 (6 rounds/second) [*] Reload: 1.36 (Engineer) or 1.25 (Scout) [*] Spread Recovery: 1.25 [/LIST] Next, we have the Revolver stats. [B]Damage[/B] [LIST] [*] Base: 40 [*] Max Ramp Up: 150% (60 damage) [*] Max Fall Off: 50% (20 damage) [*] Point Blank: 55-60 [*] Medium Range: 35-45 [*] Long Range: 20-25 [*] Mini-Crit: 54 [*] Critical Hit: 120 [/LIST] [B]Ammo[/B] [LIST] [*]Ammo loaded: 6. [*]Ammo carried: 24. [/LIST] [B]Function times[/B] [LIST] [*] Attack Interval: 0.58 [*] Reload: 1.16 [*] Spread Recovery: 1.25 [/LIST] Now, by combining the statistics of both, I modify the values to the extent that the resulting weapon is more-or-less partway between the Pistol and Revolver. After much mathematics and calculations, here are the stats of my conceptual Soldier gun, the Handgun (name WIP, suggest a more fitting name if you have one). [B]Damage[/B] [LIST] [*]Base: 27 (halfway between 15 and 40) [*]Max Ramp Up: 150% (41 damage) [*]Max Fall Off: 50% (14 damage) [*]Point Blank: 37-41. (halfway between 20-22 and 55-60) [*]Medium Range: 22-30. (halfway 10-15 and 35-45) [*]Long Range: 14-17. (halfway between 8-9 and 20-25) [*]Mini-Crit: 36. (135% of 27) [*]Critical Hit: 81. (27 times 3) [/LIST] [B]Ammo[/B] [LIST] [*]Ammo loaded: 9. (halfway between 6 and 12) [*]Ammo carried: 27 or 36. (I was considering choosing the number between 36 and 24, which was 30, but then decided against it, since it didn't make sense to have enough reserve ammo for 3 whole clips and then a bit left for a third of a clip. You guys may decide whether to have enough for 3 or 4 full clips for this gun) [/LIST] [B]Function times[/B] [LIST] [*]Attack Interval: 0.375. (halfway between 0.58 and 0.17) [*]Reload: 1.26 (halfway between 1.36 and 1.16) [*]Spread Recovery: 1.25 [/LIST] So there you have it, the product of roughly an hour's worth of copy-pasting (for the Pistol and Revolver stats from the official TF2 wiki) and statistical calculations, yielding a weapon with statistics that slot rather snugly between the capabilities of the Pistol and the Revolver, and is hopefully fit for combat deployment and usage in lieu of the Shotgun. Comments and criticism are welcome, but I could use constructive criticism to help refine any imbalances I may have overlooked. And yes, I did this before in the late Unlockable Ideas Megathread, although the idea's been tweaked a little more since those old days. But if we still had it, we wouldn't be faced with this dilemma of uncertainty of where to put our unlockable ideas. (it's an issue close to my heart, very close indeed) So anyway, that's basically what Soldier could use in lieu of the Shotgun in terms of combat, a decent alternative backup/fallback in my humble opinion.[/QUOTE] That sounds pretty good actually. Would be a decent fallback weapon.
[QUOTE=FlameCow;23294088]I hope one class gets an assault rifle, TF2 has been needing one for a while, IMO.[/QUOTE] assault rifles are for noobs who cant aim
[QUOTE=warlord422;23301236]assault rifles are for noobs who cant aim[/QUOTE] Is burst-fire any better?
[QUOTE=littleicyman;23301299]Is burst-fire any better?[/QUOTE] that would do ye. :P
[QUOTE=unoriginalname;23301217]That sounds pretty good actually. Would be a decent fallback weapon.[/QUOTE] Y'think so? Cool beans. Should I email it to Valve? I dunno if Contribute would work, since you usually need a model to contribute, and I don't even know how to model yet.
Is TF2 updating for anyone else? Either that or I lost 250mb worth of data for the game within the hour I turned off my computer and turned it back on, and it's fixing it...
no
Polycount!!!
Dunno they said they would announce the winners, not that it would be released. I have my doubts that it would be released so quickly with the amount of content. Plus they have to get everything balanced and working correctly not to mention getting the stuff already in the Engineer Update fixed and balanced correctly, no sense releasing more content with a lot of that still bugged.
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