• Team Fortress 2 Classic V3
    5,020 replies, posted
[QUOTE=Kierany9;49793435]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.[/QUOTE] I agree that the melees are currently terrible, and I think that's fine. Melee doesn't need to become a prioritized weapon style. The fact that the current version of TF2 uses the melee slot as free utility slot seems like a bad idea to follow. Melee should be what it's original purpose was, a last resort weapon. Also, melee has horrible hit detection.
[QUOTE=Trilby Harlow;49792681]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] The stock fist is also useful as well. It's faster than the KGB and is one of the only two to have a kill taunt besides the Holiday Punch which is more of a joke weapon.
[QUOTE=M.C.;49796664]The stock fist is also useful as well. It's faster than the KGB and is one of the only two to have a kill taunt besides the Holiday Punch which is more of a joke weapon.[/QUOTE] But it's still not nearly as useful as the GRU, because Heavy needs to use his fists almost never, and a burst of speed is just more helpful than an occasional advantage in very close range fighting. The stock melees just weren't designed with sidegrades in mind; they're there as emergency weapons so you can still do something on the [I]very[/I] off chance you manage to run out of ammo, for cherry tapping, and as a lucky-crit-based panic weapon against very close range threats like Spies that miss their backstab. Even if you made a utility melee that was significantly weaker than the stock melee in every way (say, a shovel for Soldier that heals him while it's out but also makes any damage taken while it's out into instant kills and deals 0 damage no matter what), it'd still be more useful than the stock melee because you don't typically need your melee as most classes. Some classes barely even use their secondaries; Heavy's shotgun, and to a lesser degree the SMG and Scout's pistol have the same issue as melees where a utility is just better. It might be a good idea to implement utility melees anyways, just because they're interesting and the stock melees are rarely used regardless, but they WILL invalidate the stock ones.
Any News about TF2C?, Like when the next patch will be release?
How is that harpoon gun for Deathmatch coming along, the animations Vincinator made a while back were the last we've seen of it, at least I'm pretty sure.
Hi everyone, I saw on the Trello that dynamic wounds are planned for Deathmatch, so I was wondering if they are also planned for the default gamemode or for espionage.
[QUOTE=VIPig;49805839]Hi everyone, I saw on the Trello that dynamic wounds are planned for Deathmatch, so I was wondering if they are also planned for the default gamemode or for espionage.[/QUOTE] They're easier to implement in deathmatch as we have the character model files and all that, meaning gorier and more fun wounds are easier to make. but as far as I am aware, they will be rolled out for all modes when they're done. Though I shall say I don't know when they will be done as they're not really on priority now sadly. (I do think we need some HD comedic gibs & gore ingame, going full 'Meet the x' gore style)
Everytime i launch the game this message pops up [T]http://i.imgur.com/bXLrrNg.png[/T]
[QUOTE=Imacreep;49809109]Everytime i launch the game this message pops up [T]http://i.imgur.com/bXLrrNg.png[/T][/QUOTE] try setting source 2013 MP to beta_test
[QUOTE=taz0;49809337]try setting source 2013 MP to beta_test[/QUOTE] That was the problem. Thank you. [QUOTE=Pie_Tony;49807539](I do think we need some HD comedic gibs & gore ingame, going full 'Meet the x' gore style)[/QUOTE] [url]http://tf2.gamebanana.com/skins/89549[/url] [url]http://tf2.gamebanana.com/skins/130585[/url] These are the closest to what you want. [video=youtube;L6HfYh6UJjg]https://www.youtube.com/watch?v=L6HfYh6UJjg[/video]
[QUOTE=Imacreep;49809389] [url]http://tf2.gamebanana.com/skins/89549[/url] [url]http://tf2.gamebanana.com/skins/130585[/url][/QUOTE] Pretty sure Hecates made some higher quality gib textures about 2 years back, pretty sure they were cleaner too [URL="https://facepunch.com/showthread.php?t=1410735&p=45690632&viewfull=1#post45690632"]Here it is[/URL]
[QUOTE=Druidlyclean;49809516]Pretty sure Hecates made some higher quality gib textures about 2 years back, pretty sure they were cleaner too [URL="https://facepunch.com/showthread.php?t=1410735&p=45690632&viewfull=1#post45690632"]Here it is[/URL][/QUOTE] Both look good.
I've been thinking about this a bit and what if instead of adding utilities, stock melees got a powerful but hard to use alt-fire unique to each class? They wouldn't be as hard to land as tauntkills, but would still leave you wide open both before and after the attack. This would emphasize their purpose as a last resort, add skill and would actually be a viable alternative to any future melees added since they would lack this attack. The Engineer and Spy wouldn't have these since their melee has a special purpose already and alt-fire is already taken up by hauling and cloaking respectively. For example, the Scout could hold M2 for up to a second to stop in his tracks and wind up a home-run swing that would deal up to triple(105) damage and send the opponent flying. The Soldier could do a hop and swing with extra reach, dealing double(135) damage and slamming airborne targets into the floor. The Fire Axe, IMO, should be buffed to deal 80 or 85 damage to be able to two-shot Medics, Demomen and enemy Pyros, and three-shot Soldiers. This fits aesthetically(An axe deals far more damage than a bottle or shovel) and gameplay-wise(The Pyro has both a flamethrower and a shotgun for close ranged options, the axe isn't even viable compared to those two). Pyro could stop and do a very slow swing that'd deal double(160-170) damage and cause bleeding on hit but would leave him extremely vulnerable after the attack. The Demoman could wildly flail his bottle around for a couple of seconds, dealing regular damage but attacking at Scout speeds. This would be the weakest alt-fire, since close-range is the Demoman's weakest range. The Heavy could do a haymaker which would deal double(135) damage, high knockback and spin the opponent around. The Medic and Sniper could jump backwards while attacking with regular damage and minor knockback to help them get out of melee range.
[QUOTE=Kierany9;49810625]Pyro could stop and do a very slow swing that'd deal double(160-170) damage and cause bleeding on hit but would leave him extremely vulnerable after the attack. [/QUOTE] That actually isn't that bad of an idea if the damage wasn't so high and there was no bleeding. if it did 110ish damage i could see it in live tf2 as a way to buff the axe.
[IMG]http://images.akamai.steamusercontent.com/ugc/322376165597435117/C2C4774DDE89007B97E52887A7D512B1BCEF4F90/[/IMG][IMG]http://images.akamai.steamusercontent.com/ugc/322376165597436783/60B33C78AB5A486E59B5D4182D303218176D0BAE/[/IMG][IMG]http://images.akamai.steamusercontent.com/ugc/322376165597437404/6265AF9060A34B4C17A8CCF38DE21FB457DDF15B/[/IMG] TDM(Team DeathMatch) :V
[QUOTE=msalinas2877;49812254] TDM(Team DeathMatch) :V[/QUOTE] This reminds me of TF2C 1.8.3-1.9. 4 Team Deathmatch lol.
[QUOTE=SwiggyAlt;49817717]This reminds me of TF2C 1.8.3-1.9. 4 Team Deathmatch lol.[/QUOTE] lel :V [highlight](User was banned for this post (""lel" this isn't 4chan, don't post like this" - postal))[/highlight]
Wow, I think this is the longest this thread has gone without any thing productive happening at all. Well, as in showing any thing we haven't seen.
[QUOTE=G=4//\/\3!2;49789061]Quick Question You guys thinking of VR support anytime in the future?[/QUOTE] Isn't cl_first_person_uses_world_model already in tf2c?
[QUOTE=cha0s;49818577]Isn't cl_first_person_uses_world_model already in tf2c?[/QUOTE] It doesn't work properly iirc
in the next update they added some extra options for the tf_weapon_spawner like disable the outline glow and rotation also added a convar for disable upgrades "tf2c_building_upgrades"
[QUOTE=msalinas2877;49818676]in the next update they added some extra options for the tf_weapon_spawner like disable the outline glow and rotation also added a convar for disable upgrades "tf2c_building_upgrades"[/QUOTE] Well anyone can read off of github.
[QUOTE=Druidlyclean;49818687]Well anyone can read off of github.[/QUOTE] yes, but not everyone go to github or know about it
[QUOTE=msalinas2877;49812254][IMG]http://images.akamai.steamusercontent.com/ugc/322376165597435117/C2C4774DDE89007B97E52887A7D512B1BCEF4F90/[/IMG][IMG]http://images.akamai.steamusercontent.com/ugc/322376165597436783/60B33C78AB5A486E59B5D4182D303218176D0BAE/[/IMG][IMG]http://images.akamai.steamusercontent.com/ugc/322376165597437404/6265AF9060A34B4C17A8CCF38DE21FB457DDF15B/[/IMG] TDM(Team DeathMatch) :V[/QUOTE] As cool as that is, I personally feel that any team related gamemode should be restricted to class based gameplay
Well, since literally bugger-all has been happening for the past week, I may as well post some images of what I've added and changed in Esp_Office: [t]http://i.imgur.com/rRPkpdk.jpg[/t] Here, I changed the floor textures, and added more details to the walkway up the stairs, [t]http://i.imgur.com/rertMYl.jpg[/t][t]http://i.imgur.com/iR7TdkK.jpg[/t] Move around and added some props in the Rec room, and yes, I know its a bit dark, going to fix that as soon as I can, and as for the storage room behind it, I changed the textures so the walls colours don't clash with the green ones in the Rec room, [t]http://i.imgur.com/qhI16ay.jpg[/t] Here's a new little thing I was told to do; I added some "Freezer fog" into the food freezer, so it gives you that feel that its cold inside there, [t]http://i.imgur.com/aqHArTz.jpg[/t][t]http://i.imgur.com/1AeOzWP.jpg[/t] Now, here's a change to the Locker room, which I hope that I can get props for these lockers rather than having brushes, and I changed that placeholder hazmat suit to a better looking placeholder shirt, [t]http://i.imgur.com/lJM3gCC.jpg[/t] Here's a small changed to the warehouse that I'm not sure if I'm going to keep, which are some unreachable platforms, with some crates and barrels stored up there. If anything needs changing or looks like it needs to be changed, please point them out, it really helps me.
[QUOTE=Druidlyclean;49823749] [t]http://i.imgur.com/lJM3gCC.jpg[/t] Here's a small changed to the warehouse that I'm not sure if I'm going to keep, which are some unreachable platforms, with some crates and barrels stored up there. [/QUOTE] Those platforms do look good and give the room a bit more detail, but if they're supposed to be inaccessible, I think the ladder shouldn't go all the way down to the ground. Maybe you could make it look like it's broken off, or maybe it's one of those movable ladder things that isn't lowered or something. Anyway, the map is looking better and better every time you show it. Keep up the good work!
[QUOTE=Barbarossa;49823826]Those platforms do look good and give the room a bit more detail, but if they're supposed to be inaccessible, I think the ladder shouldn't go all the way down to the ground. Maybe you could make it look like it's broken off, or maybe it's one of those movable ladder things that isn't lowered or something. Anyway, the map is looking better and better every time you show it. Keep up the good work![/QUOTE] But then we wont have those instances like in Junction where a newcomer tries to climb up them.
[QUOTE=Hogie bear;49823990]But then we wont have those instances like in Junction where a newcomer tries to climb up them.[/QUOTE] Well, the problem only comes in when you consider that TF2C has climbable ladders in several maps. (in fact, I think that esp_office has them too) When some ladders are climbable and others aren't, it just serves to confuse the hell out of players.
I'd vote for removing the ladders from the maps that have them, personally. They're not necessary and a confusing change from vanilla TF2.
[QUOTE=_charon;49825492]I'd vote for removing the ladders from the maps that have them, personally. They're not necessary and a confusing change from vanilla TF2.[/QUOTE] They actually make a nice change and open up options for maps and mappers.
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