[QUOTE=G=4//\/\3!2;49919091]You guys sure are talking a lot about reanimation, have you ever thought of hiring [B]Paysus[/B]?, He's great at animation.[/QUOTE]
While Paysus is good, some of his animations look awkward and he doesn't want to work for TF2C. One of my examples of awkward animations are his newest Soldier re-animation pack. It appears to spent more time doing inspections, rather than actually making the others look good.
What about N-COG? Hes no stranger to making re-animations [url]http://gamebanana.com/wips/45254[/url]
[QUOTE=cha0s;49919674]What about N-COG? Hes no stranger to making re-animations [url]http://gamebanana.com/wips/45254[/url][/QUOTE]
[url]http://tf2classic.com/theteam.php[/url]
N-COG Is in the team right now, I guess...
[QUOTE=The_Rad;49915890]I know that giving weapon animations is important, but right now we have something really REALLY unbalanced, and thats the Nailgun. I see people using this and is ridiculous OP. The RPG that is getting spammed and the tranquilizer gun...[/QUOTE]
The RPG is being moved strictly to DM, the nail gun has the same DPS as the scatter gun, and the Tranq is pretty useless actually.
[QUOTE=MrDrToaster;49919884]The RPG is being moved strictly to DM, the nail gun has the same DPS as the scatter gun, and the Tranq is pretty useless actually.[/QUOTE]
I think, In my opionion that Tranq should have more reload speed, the nailgun maybe can have a slower reload(Like the tommy gun) and a slow rate of fire(Like the pistol one), About the RPG on DM I guess is ok.
[QUOTE=MrDrToaster;49919884]The RPG is being moved strictly to DM, the nail gun has the same DPS as the scatter gun, and the Tranq is pretty useless actually.[/QUOTE]
why not make the nail gun work exactly like its tfc incarnation? where it pulls its ammo loaded off of the class ctx file(like the minigun), has it 200 ammo, and does 9 damage per nail.[sp]don't crucify me, its just an idea[/sp]
[QUOTE=cha0s;49920093]why not make the nail gun work exactly like its tfc incarnation? where it pulls its ammo loaded of of the player, has it 200 ammo, and does 9 damage per nail.[sp]don't crucify me, its just an idea[/sp][/QUOTE]
The main problem of the nailgun is the huge clip and rapid fire that makes it the ultimate spammer and makes the scout go like w+m1 pyro. You dont need to aim with the nailgun. I was thinking on the slow rate to make it more easy to dodge and the long reload could make the scout retreat or change gun and also 15% damage penalty(I guess is that ammount) you could take to deploy a whole clip to a heavy to kill him with out miss any shot
The main problem with the Nailgun is that it's too easy to spam, and unlike the Scattergun, requires little aiming skill to do good damage to people. And it's very hard to dodge as an enemy, so you just end up with a weapon that requires too little skill from it's user, and too much from it's opponent.
[QUOTE=Moonrat;49921758]The main problem with the Nailgun is that it's too easy to spam, and unlike the Scattergun, requires little aiming skill to do good damage to people. And it's very hard to dodge as an enemy, so you just end up with a weapon that requires too little skill from it's user, and too much from it's opponent.[/QUOTE]
I dont want to resort to this kind of debuff, but make it a nusiance weapon with small damage like (ugh) the nail gun in TFC/FF while spammable. The issue is that then people wont use it because of the damage. TBH, there really isn't that good of a debuff that will make it balanced.
Also, when joining a 4 team game in team select, I tend to press tab to see who is out numbered, but whenever I do that, the team select menu is gone and will not come back up, so I have to reconnect to it.
nailgun has 25% blast weakness, then its fixed! [sp]im half awake again, im sorry[/sp]
[QUOTE=cha0s;49922087]nailgun has 25% blast weakness, then its fixed! [sp]im half awake again, im sorry[/sp][/QUOTE]
What about just decreasing the accuracy of the Nailgun, and making it so that the nails fall sooner, so Scouts have to get closer with the Nailgun to do damage. This might give classes with high damage falloff or projectiles that can be avoided a better chance of fighting a Scout using the Nailgun.
As it stands right now the Nailgun can be used for medium range encounters, which is what the pistol should be used for. It also means that the Scout gets the DPS of the Scattergun, without having to get nearly as close.
[T]http://i.imgur.com/K8qzZfS.png[/T]
Man, Fubar is a literal miracle worker. This Dusk skybox is bright enough for me not to have to slap lights EVERYWHERE. But some areas might need some...
Ok let's took some articles from tf2 wiki to see what does it the nailgun and the super nailgun (The Syringe Gun) used to deal:
[t]http://i.imgur.com/HLJ4rJw.png[/t]
Considering that the Syringe Gun is the new super nailgun now we look at the nailgun
[t]http://i.imgur.com/pNAEYSU.png[/t]
we can realize that the nailgun is some kind of down-side-grade weapon for the scout.
Edit:
Making the nails fall sooner is a good idea I like it
How about making the nailgun an anti building weapon thats weaker vs people?
[QUOTE=Trittyburd;49924083]How about making the nailgun an anti building weapon thats weaker vs people?[/QUOTE]
While that might be a nice idea on the surface, I kind of think that would make the Nailgun too situational. Also, as a Scout, it's generally a bad idea to try and take on a Sentry Gun, no matter what weapon you hold, and for Dispensers and Teleporters, you don't really need a damage bonus.
[QUOTE=Trittyburd;49924083]How about making the nailgun an anti building weapon thats weaker vs people?[/QUOTE]
Moonrat's ideas looks good you know that reducing the range of the nailgun is a good idea, anyway the scout is a mobile class that maximize his damage by going close and ambush other classes
[QUOTE=Barbarossa;49924237]While that might be a nice idea on the surface, I kind of think that would make the Nailgun too situational. Also, as a Scout, it's generally a bad idea to try and take on a Sentry Gun, no matter what weapon you hold, and for Dispensers and Teleporters, you don't really need a damage bonus.[/QUOTE]
Yeah, it's best that a weapon that can deal with buildings easier also has other advantages. You're not always gonna go against an Engineer and his nest.
And with a direct line of fire weapon like the Nailgun, that's just stupid. You'd have to get in the line of fire of the Sentry Gun to damage it. A level 3 Sentry with 236 HP is gonna kill a Scout long before a piddly nail gun destroys it.
[QUOTE=Moonrat;49924931]Yeah, it's best that a weapon that can deal with buildings easier also has other advantages. You're not always gonna go against an Engineer and his nest.
And with a direct line of fire weapon like the Nailgun, that's just stupid. You'd have to get in the line of fire of the Sentry Gun to damage it. A level 3 Sentry with 236 HP is gonna kill a Scout long before a piddly nail gun destroys it.[/QUOTE]
Also,the nailgun almost deal the same damage (like 10-13 damage from short-long) while other weapons like minigun and shotguns deals low damage and projectiles like rockets and grenades are easy to dodge. You can point the nailgun in a 45º to get the max distance and deal with sentries
[QUOTE=Moonrat;49924931]Yeah, it's best that a weapon that can deal with buildings easier also has other advantages. You're not always gonna go against an Engineer and his nest.
And with a direct line of fire weapon like the Nailgun, that's just stupid. You'd have to get in the line of fire of the Sentry Gun to damage it. A level 3 Sentry with 236 HP is gonna kill a Scout long before a piddly nail gun destroys it.[/QUOTE]
Actually on certain maps, I was able to arc the nailgun at a fair distance to reduce those level 3 sentries to a heaping pile of scrap, though granted there were only 4 players at the time
i think it's neat from a game development perspective that the people collaborating on tf2c are having the same sort of discussions about features to add or remove that one would imagine the tf2 devs had early on
for instance, we're having difficulty justifying the inclusion of the nailgun, which is presumably the same conundrum the tf2 devs faced leading to its removal. other notable examples are escort (which was resolved in tf2 by adapting it into payload) and utility grenades. it's interesting
I just thought of something that could involve devs and players; have a designated server that has the beta weapons stats changed to what the devs made them and players test them and give feedback then and there, so the nailgun can be tested through changes they think of, apply them next match, and maybe even have the occasional 10x server/randomizer chaos.
[QUOTE=Trittyburd;49927042]I just thought of something that could involve devs and players; have a designated server that has the beta weapons stats changed to what the devs made them and players test them and give feedback then and there, so the nailgun can be tested through changes they think of, apply them next match, and maybe even have the occasional 10x server/randomizer chaos.[/QUOTE]
Thats something that I was thinking It could be great to add another server to test this weapon changes
So Karma Charger just uploaded a video showing us what grenades might look like. [url]https://www.youtube.com/watch?v=pMigxwIspSQ[/url]
The only thing that interests me is the way gibs are affected by explosions. Instead of popping out, they burst apart in the direction they were hit with in the explosion.
[QUOTE=cha0s;49927267]So Karma Charger just uploaded a video showing us what grenades might look like. [url]https://www.youtube.com/watch?v=pMigxwIspSQ[/url][/QUOTE]
Except in TF2C, they won't be spammable like the video and have a viewmodel.
[QUOTE=Gentleman Cat;49927361]The only thing that interests me is the way gibs are affected by explosions. Instead of popping out, they burst apart in the direction they were hit with in the explosion.[/QUOTE]
Would be a nice feature to have in TF2C.
[img]http://puu.sh/nk5iZ/c05fd24883.png[/img]
[T]http://i.imgur.com/YYyJ9YL.png[/T]
Lighting up the night is important you know
[T]http://i.imgur.com/wZL0nP1.png[/T]
Lighting up deathpits is also important, although for other reasons....
[T]http://i.imgur.com/tkwH1Vs.png[/T]
I hope this can still play Solitaire...
I guess the very basic playable VIP ESCORT mode is done and avaiable on the VIP ESCORT DEVELIPING, but i don't have a map ! Maybe someone here could make one. The rules are
Blu can play merc or medic, one blu player is randomly selected to be civilian
Red can play merc or spy.
Civ as it is can respawn, we can change it to insta win for red, we'll see..
About the map.
Make it like CP with one point that BLU has to cap in some time. That will be the area where you have to deliver the CIV. You can make the trigger_capture be only activated by civilian. Put weapons like in deathmatch in the spawn room. I don't recommend explosive weapons for RED.
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