[QUOTE=OneFourth;49769673]work continues on office. hopefully will have a test out soon
[t]http://i.imgur.com/YXp4CuJ.jpg[/t][/QUOTE]
I just want to say that the glass looks out of place.
[IMG]http://images.akamai.steamusercontent.com/ugc/313368332385795589/88355E1F7695ADF7AC36BA4DC757AF34802D8D14/[/IMG]
Another View
All credits for OneFourth
[QUOTE=maxfield;49769325]if you can already kill the agent with the weapons you have, the red team will have an EXTREMELY easy time winning, because there's like, what, 1 or so agents? there is going to be like, 20 red team members. The red team would have an extremely easy time winning[/QUOTE]
I think that the Agents are of number type something in the single decimal, meaning 9 max, correct me if I am wrong.
My suggestions about sidearms for everyone, well it just feels the right thing to do. As I said for me the Agent and the Guard having the most powerful sidearms is a given, and the other classes having less reliable ones is also a given to compensate.
For teh Armory, I think that I can be accessed by anyone(both teams) with a Master key(which is probably somewhere hard to reach and authorization is required, maybe alarm state as well).
Anyway, if you do not have sidearms by default, you might not appreciate the Armory weapons. My suggestion is about feeling safe with the sidearms you have. Basically the employess knew what they singed up for and have their standard issue weapons.
On the Defending Team with default guns, the Guard with his service pistol is a serious threat to the Agent, the others, would at most wound him, but unable to kill him. Agent vs notaGuard class would be damage stat alone in the agents favor, but at least the notaGuard classes would have somethign to repel the Agent with.
Summary : Agent with his guns is a match for the Guard, but with the other Company Workers, it is in Agents favor, but you would still want the armory stuff. Alright?
[editline]19th February 2016[/editline]
Anyway, about new weapons that would be added to the game.
You did mention that this Mod is also for Beta Stuff, right? What about Concept stuff? In the Weapon Page of the TF2 wiki there is the concept picture, and it has 3 SMGs, and there is a magazine loaded Rifle(probably semiauto). Would that be good in TF2C?
Also Lead Pipe for the Heavy please.
last post about office until there is a test version out. sorry for the spam the last few posts
[video=youtube;VPdIf1JbvDk]https://www.youtube.com/watch?v=VPdIf1JbvDk[/video]
[QUOTE=OneFourth;49773215]last post about office until there is a test version out. sorry for the spam the last few posts
[video=youtube;VPdIf1JbvDk]https://www.youtube.com/watch?v=VPdIf1JbvDk[/video][/QUOTE]
I don't see any flamethrower or flaregun on the map, have they been removed ?
Nice work by the way !
[QUOTE=OneFourth;49773215]last post about office until there is a test version out. sorry for the spam the last few posts
[video=youtube;VPdIf1JbvDk]https://www.youtube.com/watch?v=VPdIf1JbvDk[/video][/QUOTE]
The map's looking great, and the destructible environments are an awesome idea. But is it just me, or is the map [I]really[/I] small?
i was worried the destructible environments would be a little gimmicky or out of place but honestly it looks like a really nice addition to DM, good way to flush out campers and such
[QUOTE=OneFourth;49773215]last post about office until there is a test version out. sorry for the spam the last few posts
[video=youtube;VPdIf1JbvDk]https://www.youtube.com/watch?v=VPdIf1JbvDk[/video][/QUOTE]
I really love the map, and also the music. Maybe MrModez or someone else can make a TF2 song based on the song of this video
[QUOTE=Barbarossa;49773622]The map's looking great, and the destructible environments are an awesome idea. But is it just me, or is the map [I]really[/I] small?[/QUOTE]
It does look really small, but I do understand why it would be with two reasons. 1:The destructible environment could be doing a number on the engine which has a couple destructibles here and there, while this map is full of them. 2:DM being spread out in a big map can easily boil down to basically hunting the other players.
Map is looking good though, keep up the good work.
[QUOTE=OneFourth;49773215]last post about office until there is a test version out. sorry for the spam the last few posts
[video=youtube;VPdIf1JbvDk]https://www.youtube.com/watch?v=VPdIf1JbvDk[/video][/QUOTE]
is that a new grenade launcher model? the barrels look improved.
[QUOTE=cha0s;49779541]is that a new grenade launcher model? the barrels look improved.[/QUOTE]
and less in quantity
[QUOTE=Cufflux;49779705]and less in quantity[/QUOTE]
the 4 barrel model has been in for a while, this one looks improved
[QUOTE=John N. Workovi;49773172]
Also Lead Pipe for the Heavy please.[/QUOTE]
There was a leadpipe in the game, but it was removed. I think it was because it was just a reskin of the fists.
[QUOTE=John N. Workovi;49773172]
Also Lead Pipe for the Heavy please.[/QUOTE]
a lead pipe the doesn't make since as a weapon for heavy, a man who has that much muscle should be using his fists or some type of boxing glove (gru/kgb), i see the the pyro welding a lead pipe more then i do the heavy.
[QUOTE=cha0s;49785091]a lead pipe the doesn't make since as a weapon for heavy, a man who has that much muscle should be using his fists or some type of boxing glove (gru/kgb), i see the the pyro welding a lead pipe more then i do the heavy.[/QUOTE]
There is technically nothing about a lead pipe that doesn't make sense. Even when you already have ridiculous amounts of muscle, using a long, blunt, heavy object [I]will[/I] make your attacks significantly stronger. That's just basic physics. Honestly, the only thing I didn't like about the Lead Pipe that was in the game was that it just looked puny in the hands of the Heavy. If it were a bit bigger, I still think it could work as a weapon.
[QUOTE=Barbarossa;49785356]There is technically nothing about a lead pipe that doesn't make sense. Even when you already have ridiculous amounts of muscle, using a long, blunt, heavy object [I]will[/I] make your attacks significantly stronger. That's just basic physics. Honestly, the only thing I didn't like about the Lead Pipe that was in the game was that it just looked puny in the hands of the Heavy. If it were a bit bigger, I still think it could work as a weapon.[/QUOTE]
Like an eyelander for the HWG?
[QUOTE=LondierX;49785398]Like an eyelander for the HWG?[/QUOTE]
I'm guessing you mean that the Lead Pipe could have longer reach than the fists, like how the Eyelander has longer reach than the Bottle? I guess that could work, though I'm leaving stat discussions up to people who know better than me. What I meant was mainly that the Lead Pipe's model should be bigger than how it was before, so that it doesn't look like the Heavy is holding a pencil.
I think the sandvich is more of a priority than the lead pipe. The sandvich is a bit cartoony, but this is a cartoony game, and a little sandvich would do no harm to it. This isn't a very serious game, it's not against the art style to have a little sandwich. Also, the stats for the sandvich are not over or underpowered, and add a lot of replayability to the heavy
[QUOTE=maxfield;49785980]I think the sandvich is more of a priority than the lead pipe. The sandvich is a bit cartoony, but this is a cartoony game, and a little sandvich would do no harm to it. This isn't a very serious game, it's not against the art style to have a little sandwich. Also, the stats for the sandvich are not over or underpowered, and add a lot of replayability to the heavy[/QUOTE]
The Sandvich itself isn't unbalanced (and certainly isn't unfitting), but the danger with adding it is that it almost completely invalidates the shotgun.
I don't want it to be nerfed to work, but I'm not sure if it would be a good idea to buff the shotgun to compete with it either.
[QUOTE=Barbarossa;49785356]There is technically nothing about a lead pipe that doesn't make sense. Even when you already have ridiculous amounts of muscle, using a long, blunt, heavy object [I]will[/I] make your attacks significantly stronger. That's just basic physics. Honestly, the only thing I didn't like about the Lead Pipe that was in the game was that it just looked puny in the hands of the Heavy. If it were a bit bigger, I still think it could work as a weapon.[/QUOTE]
I believe that The Heavy weilding the lead pipe was funny because of the small size of that pipe. [my opinion]
Plus, it's a beta element, so I think it deserve a place in the game.
But it could indeed have different stats like stronger hits and/or longer range but with slower rate of fire. (mini-eyelander)
[QUOTE=_charon;49786061]The Sandvich itself isn't unbalanced (and certainly isn't unfitting), but the danger with adding it is that it almost completely invalidates the shotgun.
I don't want it to be nerfed to work, but I'm not sure if it would be a good idea to buff the shotgun to compete with it either.[/QUOTE]
I think that nerfing the Sandvich is pretty much unavoidable. The stock weapons are perfect as they are, but as you said, the Sandvich as it currently is in live TF2 makes the shotgun pale in comparison.
Yes, about the Lead Pipe increased range slower firing speed as stats(I think that is best). And yes to making it a bigger model.
the concept of a lead pipe that works like a eyelander for heavy sounds pretty nice, making him better at cqc would be interesting, maybe the upside would be 15% faster speed when the melee is out, but 15% of the health is gone.
[QUOTE=John N. Workovi;49786406]Yes, about the Lead Pipe increased range slower firing speed as stats(I think that is best). And yes to making it a bigger model.[/QUOTE]
imo these stats would be ok, but it would be better to aim for something more interesting. At the very least, make it use the KGB's stats or something instead.
[QUOTE=cha0s;49787671]the concept of a lead pipe that works like a eyelander for heavy sounds pretty nice, making him better at cqc would be interesting, maybe the upside would be 15% faster speed when the melee is out, but 15% of the health is gone.[/QUOTE]
I can't really see that being very useful, 15% faster is still really slow and 15% less health is a lot. It'd basically be the old Warrior's Spirit, but worse.
Quick Question
You guys thinking of VR support anytime in the future?
[QUOTE=_charon;49787725]imo these stats would be ok, but it would be better to aim for something more interesting. At the very least, make it use the KGB's stats or something instead.
[/QUOTE]
Well, I kind of feel that melee weapon stats should be carefully considered. While it's generally accepted that the stock weapons are the best, melee weapons don't really seem to fall into that rule. IMHO, if the devs get too adventurous with the different melee weapon stats, TF2C might fall into the same situation as live TF2, where most players [I]never[/I] use the stock melees.
If that is the case, then the Lead Pipe stats I suggested are a good idea(increased range, decreased firing speed.). Bit on the boring side, but not a major upside compared to the stock.
About the SMGs for other classes, I think that they should use the SMG stats and not the pistol stats, Which is why the Scout's Lanchester SMG was a upgrade to the Pistol, it used the Pistol stats, not the SMG stats.
Indeed, the sandvich needs nerfed to include it. I would suggest that it cannot be used right away, and removing the timed cooldown. Make it so that the heavy needs to "earn" the sandvich, done through a bar buildup similar to the soldier's buff banner.
Heavy should build an appetite after killing so many enemies.
[QUOTE=Barbarossa;49789677]Well, I kind of feel that melee weapon stats should be carefully considered. While it's generally accepted that the stock weapons are the best, melee weapons don't really seem to fall into that rule. IMHO, if the devs get too adventurous with the different melee weapon stats, TF2C might fall into the same situation as live TF2, where most players [I]never[/I] use the stock melees.[/QUOTE]
Kind of by design though, the only still 'viable' stock melee weapons are the Wrench and Knife, which are the only ones that function in a way to support their class, the "useless" ones are all identical, barring the bat
[QUOTE=Barbarossa;49789677]Well, I kind of feel that melee weapon stats should be carefully considered. While it's generally accepted that the stock weapons are the best, melee weapons don't really seem to fall into that rule. IMHO, if the devs get too adventurous with the different melee weapon stats, TF2C might fall into the same situation as live TF2, where most players [I]never[/I] use the stock melees.[/QUOTE]
The thing is, a lot of unlockable melees are better because they offer utility, which is a great trade-off for a weapon you'll be using less than 5% of the time. The stock melees are terrible and IMO, they should be like the rest and offer some sort of bonus for using them.
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