• What fixes would you want to see in one of the updates?
    246 replies, posted
[QUOTE=Baboo00;23780576]Really cool ideas[/QUOTE] All of this +Trading
[QUOTE=ZestyLemons;23781881]Arena?[/QUOTE] Area is a 1 life type of deathmatch i think they mean just a general killing fest team with the most or to reach limit needed then win type of thing
Assist dominations are a no go, how are medics going to get dominations?
Optimized everything from models to code
[QUOTE=Keychain;23779656]Last time I checked, it was illegal to use piss as a weapon in warfare. In other words, TF2 is not realistic so stop using that as an excuse. Pyro could easily paint his axe blue.[/QUOTE] it would look stupid
[QUOTE=Drax-Quin;23782191]Assist dominations are a no go, how are medics going to get dominations?[/QUOTE] Well I was thinking that you could still use assists to the point that you only have to kill the enemy once yourself to trigger it. I thought this solution was neat because it would be more personal, and it would make more sense with the lines that imply that YOU were the one that killed them. Although on second consideration I do realise most of the flaws of this solution.
[QUOTE=Mexican;23782476]it would look stupid[/QUOTE] not rly
*Fixed revenge sound effect being twice as loud when both your killer and his assistant got revenge on you [B]PLEASE[/B] This claimed the lives of my last set of speakers :frown:
Pyro - Base flamethrower damage increased 20 % - Burn damage increased to 6 - Compression blast jumping added giving a small jump boost (Nothing remotely like rocket, sticky, double jumping). - Enemy players now have to be exposed to flames for 3 seconds to catch alight - Back burner now does 10% more damage than the flamethrower Sniper - Shots are no longer 100% accurate when not scoped - A fully charged body shot will not kill a 125 hp class at full health - Jarate does not reveal cloaked spies - Huntsman hitbox fixed - Huntsman taunt made slower and fixed to coincide with the animations Spy - Taking damage while using dead ringer will deal 50% of the inflicted damage - A head shot that would kill / back stab will nullify the dead ringer. - Fixed disguising smoke revealing cloaking / cloaked spies Medic - Ubercharge will heal all nearby allies (and disguised enemy spys) and remove bleeding and fire to act as an incentive to attack. Heavy - Natasha no longer has any slowdown effect at long ranges and reduced slowdown effect at medium. - Sandvich can be used instantly after consumption with no cool down, 20 second cool down after dropping. Soldier - Equalizer will not kill a 125 hp class on full health in one hit. - Direct hit will not kill a 125 hp class on full health at any range unless airborne - Killing yourself with the DH will credit the last attacker with the kill. - Gunboats nullify all fall damage and deals only 30% rocket jump damage. Scout - 10% faster run speed to counter the demo charge / sword and soldier with equalizer. - Your second jump will not be effected by rockets or stickies. - Bonk no longer affected by sentry / pyro knock back. Engineer - A wrangled sentry looses the shield 2 seconds before the gun becomes active again. - A shielded sentry affects bullets that would hit the engineer doing just 44% of the damage it would have dealt. - Non wrangled Sentries will have a hard time to lock onto a moving scout at long range. general fixes - If you die in the process capturing of a point which is eventually seen though, you will be credited with the full points you would have received should you have lived. - Bleeding will no longer reveal a cloaked spy, and deals 4 damage to make it less effective than the pyro.
Why wouldn't Jarate and Bleeding reveal spies?
Because there's a class for hunting a spy that's called the pyro. It wont reveal a cloaked spy, but it will still affect them
[QUOTE=Fr3ddi3;23783224]- Enemy players now have to be exposed to flames for 3 seconds to catch alight [/QUOTE] I was actually thinking about this the other day and how silly it is for you to completely combust when a Pyro tapped M1 on you. I think this is a good idea, but not 3 seconds, that's too long.
[QUOTE=Fr3ddi3;23783414]Because there's a class for hunting a spy that's called the pyro. It wont reveal a cloaked spy, but it will still affect them[/QUOTE] Jarate was DESIGNED to reveal cloaked Spies, with mini-crits added in so it's not only useful against one class. And I'm pretty sure a continuous spurt of blood would be pretty easy to spot coming from mid air.
[QUOTE=Fr3ddi3;23783414]Because there's a class for hunting a spy that's called the pyro. It wont reveal a cloaked spy, but it will still affect them[/QUOTE] Unless a spy is bad enough that they get spotted, and therefore, let themselves be hit by Jarate/start bleeding, it is just luck if a Sniper or Engineer hit the spy.
[QUOTE=Keychain;23783145]not rly[/QUOTE] Even though I would cringe if it was implemented, and do not care for it, I'm with her on this one. I've seen the skin. It looked good, and I can see why people would use it. It [i]does[/i] make sense.
[QUOTE=Lijitsu;23783507]Jarate was DESIGNED to reveal cloaked Spies, with mini-crits added in so it's not only useful against one class. And I'm pretty sure a continuous spurt of blood would be pretty easy to spot coming from mid air.[/QUOTE] [QUOTE=Omolong;23783524]Unless a spy is bad enough that they get spotted, and therefore, let themselves be hit by Jarate/start bleeding, it is just luck if a Sniper or Engineer hit the spy.[/QUOTE] I am one of the people that feels that neither the sniper or engineer should be given tools designed to hunt spies, they are both essentially the prey that's the way it always use to be and it should have remained that way. You could kill a spy without these items. And by bleeding not revealing a cloaked spy i mean no shimmer or blood spray.
Repair the snipers viewmodel to one glove it has bothered me for years
Personally, I think they should give BLU Pyros their own flame color as well. It doesn't necessarily have to be blue (although that is my preferred choice of color) it can also be a lighter or darker shade of red than that of the RED Pyro's. That way, you can tell which Pyro is spraying his flamethrower around on the other side of a corner, if you see what I mean. This isn't just being OCD about the colors, it's mainly for gameplay reasons.
[QUOTE=Keychain;23783701]Personally, I think they should give BLU Pyros their own flame color as well. It doesn't necessarily have to be blue (although that is my preferred choice of color) it can also be a lighter or darker shade of red than that of the RED Pyro's. That way, you can tell which Pyro is spraying his flamethrower around on the other side of a corner, if you see what I mean. This isn't just being OCD about the colors, it's mainly for gameplay reasons.[/QUOTE] I actually downloaded a skin that did that. I liked the concept of the blue and red flames, but that was just eye bleedingly bad for me. I found one that changed RED to have just the red particles and had BLU use just the yellow particles, and I really liked that one. Although it rarely came up that I had to use the flames to identify what team the Pyro was on, it was still something I liked having present. [editline]03:12PM[/editline] [QUOTE=Fr3ddi3;23783678]And by bleeding not revealing a cloaked spy i mean no shimmer or blood spray.[/QUOTE] I know what you meant. And that still doesn't make any sense. The cloaking field wouldn't cover bodily fluids after they've left your body, provided they're not on your clothes. If someone was bleeding bad enough it did damage like it does in TF2, - which, by the way, I severely dislike how powerful it is - they wouldn't be able to keep from dripping blood unless they sat in a corner and held the wound, or whatever. And the drip would be a telltale sign that there's a Spy. [editline]03:13PM[/editline] [QUOTE=Fr3ddi3;23783678]I am one of the people that feels that neither the sniper or engineer should be given tools designed to hunt spies, they are both essentially the prey that's the way it always use to be and it should have remained that way. You could kill a spy without these items.[/QUOTE] EVERY class is the prey of the Spy. And EVERY class is the predator of the Spy. That's the Spy's nature; if he goes undetected, he is the predator. If he becomes detected in any way, he's the prey.
[QUOTE=Keychain;23783145]not rly[/QUOTE] Agree, it fits the artstyle much better when it's teamcolored. It also looks a lot less stupid than a blu team class using a red colored weapon.
It's a game, it does not need to make sense. I still stand by the fact you don't need items designed to hunt spies, you could do it without them. If you want to go full on Anti spy and have the tools to do so, you go pyro or you call one in.
[QUOTE=Fr3ddi3;23783975]It's a game, it does not need to make sense.[/QUOTE] I'm really tired of this excuse of an argument.
[QUOTE=Fr3ddi3;23783975]It's a game, it does not need to make sense. [/QUOTE] This rule only applies to things that are fun or cool.
[QUOTE=minilandstan;23772607][code]On completion of a mini-objective (capping point, not final point, getting cart to one of the points, etc) capers get mini-crits for 10 seconds.[/code][/QUOTE] [url=http://www.youtube.com/watch?v=lITBGjNEp08]How about no?[/url] [quote]- Removed Sandvich cooldown - Added new voice files, so the Demoman doesnt say "Aye, me bootle of scrumpy" anymore. - Added "Follow me, doc" voice files for certain classes. - Added new polycount weapons.[/quote] That's all I want.
Here's mine [B][U] Crafting: [/U][/B][code] -Class and Weapon tokens are avalaible through selection they don't have to be crafted. -This avoids the retarded system of having to craft lots of items to get a weapon you want. In this instance basically the weapon you want costs 2 Weapons = 1 Scrap Metal. -Items can be locked in the crafting screen locked items will not be used in blueprints. (Prevents accidental crafting/auto-crafting of wanted weapons/hats) -All Blueprints are immediatly available (no need for uknown blueprints espicially when the TF2 Wiki is now official) -Add Choice Token (Extra token that can only be crafted, requires 1 Refined Metal this allows you to specify a specific hat or weapon) being that the other tokens are free that means.... -Specific Class Hat = 4 Refined Metal + Class Token + Choice Token = 36 Scrap Metal = 75 Weapons. [/code][U][B] Backpack:[/B][/U] [code] -Non-Craftable items have a seperate backpack page, such as the Ghastly Gibus or medals etc to clear up backpack space of items that can't be crafted. (This also means that unqiue item deletion doesn't occur) -New backapck items from the [B]Revamped Item Icons[/B] pack (By [I]Shugo[/I]) -Spy's primary slot no longer shows as a secondary -The Spy's PDA2 Slot no longer shows as a PDA -Demoman's primary and secondary slots are in the correct position. [/code][U][B] Drop System[/B][/U] [code] [B]-Cumalative Drop System[/B] -This system is designed to prevent unlucky streaks, when a player does not get any hats/weapons after X amount of time (3 Days or a Week) the chance of a hat drop increases by 0.5% and for weapons drops is increases by 5% this is to prevent unlucky streaks and make the system fairer for those who seem to be cursed with no luck. -Daily instead of weekly cap limit. -When items are not instantly made during crafting (connection issues) and found again after dieing the words "[B]PLAYERNAME[/B] has recovered: [B]METALTYPE[/B]" are used instead of the current "[B]PLAYERNAME[/B] has found: [B]METALTYPE[/B]". To avoid misconception that you have found scrap metal. [/code]
I've decided to post some explanations... as well as some new things I thought of :3: [quote]- Dominations are now only triggered by a direct kill on the victim, to avoid that assists prevent the domination lines from being spoken.[/quote] This makes it so that assists still help you get dominations, BUT the domination itself can only be triggered by a kill directly from you. It feels a lot more personal, it makes more sense with a lot of the domination lines, and it's simple enough that it wouldn't require any major coding to implement. I have however on further consideration decided it might not be all that good of an idea though... It would make it a lot harder for Medics to achieve dominations, and it would screw up 2 achievements. [quote]- Added new domination lines for Pyro.[/quote] It doesn't matter that he is unintelligible, if you hear the same line enough times you are going to find it repetitive, no matter if you can comprehend what it says. [quote]- Sandwich cooldown has been reduced to 5 seconds when consumed rather than dropped. [/quote] The Sandwich still retains a slight cool-down to prevent Heavies from becoming invincible while eating. [quote]- The Direct Hit now mini-crit when hitting an enemy at maximum range. - The Direct Hit splash damage now deals 25% more knockback.[/quote] "Maximum Range" would be the distance where the fall-off is usually the greatest. The knockback encourages juggling, while punishes bad Soldiers by pushing their enemies further away from them. [quote]- Added team colors to the Fire Axe.[/quote] It is one of the only weapons in the game that uses the enemy teams color (disregarding blood stain). It doesn't matter that it would be unrealistic, it would be as realistic as the blue Brigade Helmet is, but it would not be such a terrible contrast to his team colors and it would look a lot more badass if it matched the blue Brigade. [quote]- Added a new taunt for Pyro's Flaregun. [/quote] Pyro is the only class in the game with only 3 taunts, every other class have 4 or more taunts. Flaregun is the weapon with he most unique playstyle of Pyro's unlockables, and therefor the weapon most worthy of having a new taunt. [quote]- Added gib effect on telefrag kills.[/quote] The whole idea behind telefrags are that the enemy is killed because you teleport inside them. It would make more sense (and be a lot more more awesome) if they exploded into blood and gibs upon being killed. New things: [code] - Spy's hats are now visible to his allies even when he is disguised. - Added advanced Spytech technology to Pyro's Beanie to enhance it with a spinning mechanism. - Added jiggle-bones to the Tough Guy's Toque. - Added new domination lines for Heavy. - Added new responses to jarate.[/code]
- Fixed a glitch that clamped mat_picmip values at -1. Please?
Pyro's Homewrecker should destroy both sappers on a Teleporter. I thought they would've fixed that by now.
[QUOTE=Simski;23785904]It doesn't matter that he is unintelligible, if you hear the same line enough times you are going to find it repetitive, no matter if you can comprehend what it says.[/QUOTE] someone on SPUF suggested pyro sing songs that have to do with the characters like if he dominated a scout he'd sing a few lines of "take me out to the ball game" and since they're widely known you'd be able to tell what it is just by the notes
-Added single player campaign Don't deny that you think it's awesome after the thread before the current one I actually really really want one.
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