[QUOTE=The_Rad;49932931][video=youtube;10ct2Furrh0]https://www.youtube.com/watch?v=10ct2Furrh0&feature=youtu.be[/video][/QUOTE]
Looks stuttery and awkward. Why is Demo endlessly spinning it? That should only be a draw animation.
To be ready to throw at any moment presumably. I do agree it's distracting and i think should be swinging the other way if it had to be that way, but i don't think it doesn't make any sense
The repeating sound it makes also could be annoying. I don't want to hear a "swoosh" sound when I'm walking around every second.
If its going to be like the MIRV grenade shown in the beta trailer, it shouldn't stick to surfaces.
[video]https://youtu.be/h_c3iQImXZg[/video]
2:36 Right as its pulled out its already activated, hence the beeping. In the beta it was a grenade, it beeps right away as its pulled out, 5 beeps before it explodes, then into 4 singular dynamite sticks.
But lets say the MIRV grenade was added as a replacement to the Sticky Launcher: if it weren't to go off exactly off the Trailer 2 video, it should be pulled out, without being spun in his hand, and once hes ready to throw it, you have the option to throw it right away, or to hold it until 5 seconds are up. The throwing ability would have to work like the Sticky Launchers, the longer you hold it down, the farther its shot is after 5 seconds, but instead of the demo throwing it after 5 seconds, it should explode, and holding down the button doesn't affect the range its thrown. Of course it would have to keep the 5 beeps, for the player and the enemy team to know how much longer until it explodes; when it explodes it should still turn into 4 dynamite sticks, keeping the enemy team away from the area, even after the main MIRV has exploded. With how much ammo he should have, he should have only 8 MIRV grenades on him, no reload animations and no carried ammo, so it doesn't look like hes pulling some other MIRV's from his ass.
In Rad's video, its always spinning, which would really be annoying to watch and to listen to the whole "Spinning Noise", which is just the Heavy's swing sounds. It should only spin when the player is holding down the mouse button, for the said 5 beeps; the draw animation shouldn't have it spinning, just more of "He just pulled it out," rather than "Hes showing off his sweet spinning tricks."
The first person spin animation should have him spinning it in an underhand swing, rather than an overhand; having him have an overhand swing makes it feel as if hes going to throw it right at the ground in front of him, rather than with an underhand swing, it looks as if hes about to throw it farther and more accurate. He's not playing baseball, he shouldn't throw it like one.
Huh, in first person he's swinging it away from himself but in third person he's swinging it towards himself.
I guess the whole MIRV thing made the most sense to me as Demoman's grenade; if the grenade button was pressed while something else was out, then it would do that- lower his main weapon and use his left hand to toss. But if switched to and used, it would be thrown or at least a longer toss and look like 0:24
[video]https://youtu.be/ks4OmbtHhEM?t=24[/video]
But that's all if we decide to revisit grenades, which I sincerely hope we do. Revisit also meaning nerf into oblivion if necessary; Karma Charger's video with it was taken out of context in TF2's scenario with damage, etc ported directly over from tfc... which really makes no sense.
If it's ever going to be spinning, it should be spinning when holding down the fire key, letting the player and enemies know he's charging it up for a throw.
Or you can have it replace the secondary slot, but it isn't used as a individual weapon. It will function along side the primary weapon, just like the shields in the live game, holding down the secondary fire trigger will "charge" the MIRV so that it can be thrown farther. You can't use your primary weapon while doing this because it will be holstered, so you're very vulnerable until you've thrown the MIRV.
[IMG]http://i.imgur.com/XEf8Q2p.gif[/IMG]
[QUOTE=Gentleman Cat;49936600]Or you can have it replace the secondary slot, but it isn't used as a individual weapon. It will function along side the primary weapon, just like the shields in the live game, holding down the secondary fire trigger will "charge" the MIRV so that it can be thrown farther. You can't use your primary weapon while doing this because it will be holstered, so you're very vulnerable until you've thrown the MIRV.
[IMG]http://i.imgur.com/XEf8Q2p.gif[/IMG][/QUOTE]
I feel if it were put along side the grenade launcher, it would change the way the demo feels and plays, it would just be better as a secondary with 8 usable MIRVs.
Sure it's a cool concept, but it shouldn't count as a grenade, it should give him more of a offensive role rather than defensive, where he can go around throwing them in small areas with enemy's instead of placing stickys and waiting for someone to run into them
So I've been trying to think of a balanced grenade, What I've come up with is the max damage it should do is 95 and there should be a cool down of atleast 7 seconds, personally I also think the max amount of grenades you should be able to carry is 3, and they can't be refilled at a resupply locker. I think each class should have unique grenades, not only frags, my ideas are scout should have the caltrops, soldier should have the frag, demo should have the mirv, pyro should have the incendiaries, engi should have some sort of throwable tele that teleports you to where you throw it, heavy should have the nali bomb(the one that spits out nails), medic should have heal nades, sniper should have broken glass that if you step on it, it causes bleeding and if the sniper that threw it down takes 3 damage, and spy should have a smoke bomb. [sp]omg i typed all this on a phone[/sp]
We are only considering grenades for DM. I don't think there is any such thing as balanced grenades for all classes.
[QUOTE=OneFourth;49936852]We are only considering grenades for DM. I don't think there is any such thing as balanced grenades for all classes.[/QUOTE]
What about the MIRV? If it were made into a secondary to give an option to replace the sticky launcher, would that count as a grenade, or its own weapon? I suspect it's the latter since it isn't able to be thrown with other weapons in hand,
[QUOTE=Druidlyclean;49936984]What about the MIRV? If it were made into a secondary to give an option to replace the sticky launcher, would that count as a grenade, or its own weapon? I suspect it's the latter since it isn't placed along side a weapon, or weapons[/QUOTE]
Also if added, could it function the same way as it did in the trailer?
I think the dynamite pack would work well as a Demo secondary. It would switch up the Demoman's gameplay (from defensive trap-laying to offensive room-clearing) without changing the core class itself too much. [DEL]*cough*Demoknight*cough*[/DEL]
That said, if it's added, I'd say it would need a cooldown, or at the very least, an extremely slow fire rate. (the charged throw mechanic sounds pretty good) If the dynamite is really as powerful as it appears in the Beta trailer, it should probably not be a viable tactic to throw more than one dynamite at a time, but rather be used to take out sentry nests or cause havoc in a room full of enemies, then follow up with the grenade launcher. Anyway, that's my two cents.
[QUOTE=Barbarossa;49937249]I think the dynamite pack would work well as a Demo secondary. It would switch up the Demoman's gameplay (from defensive trap-laying to offensive room-clearing) without changing the core class itself too much. [DEL]*cough*Demoknight*cough*[/DEL]
That said, if it's added, I'd say it would need a cooldown, or at the very least, an extremely slow fire rate. (the charged throw mechanic sounds pretty good) If the dynamite is really as powerful as it appears in the Beta trailer, it should probably not be a viable tactic to throw more than one dynamite at a time, but rather be used to take out sentry nests or cause havoc in a room full of enemies, then follow up with the grenade launcher. Anyway, that's my two cents.[/QUOTE]
I think using it along-side the grenade launcher (like the shields secondary fire) would make it more versatile and less of a hassle to switch between.
[QUOTE=Gentleman Cat;49937939]I think using it along-side the grenade launcher (like the shields secondary fire) would make it more versatile and less of a hassle to switch between.[/QUOTE]
I've never heard of someone complaining over switching over to the sticky launcher, so why should any one give a fuss towards switching over to the MIRV if it becomes a secondary weapon? Plus for new players coming into Tf2c from tf2, they might not realize that the grenade launcher has a secondary function for throwing dynamite.
OK, my question is where are the community play test, the servers are always empty, so theirs no one to play with...
[QUOTE=cha0s;49938259]OK, my question is where are the community play test, the servers are always empty, so theirs no one to play with...[/QUOTE]
I don't use this group as much as I should, but I'll call events on it sometimes. Mainly DM, as the hackers seem to not like it very much.
[url]http://steamcommunity.com/groups/TF2CPlayas[/url]
Well, aside from talking about the MIRV and if it will be added; what's been happening in TF2c as of recently, there isn't a lot to look forward to, since nothings shown up on trello or github, or hell even here. I understand if things need to stay secretive, but it would be nice to have some info on some stuff at least.
I would show some edits of what I've done to Ware, but I haven't really done anything to the map, since I haven't had any motivation towards making anything.
[QUOTE=Druidlyclean;49945050]Well, aside from talking about the MIRV and if it will be added; what's been happening in TF2c as of recently, there isn't a lot to look forward to, since nothings shown up on trello or github, or hell even here. I understand if things need to stay secretive, but it would be nice to have some info on some stuff at least.
I would show some edits of what I've done to Ware, but I haven't really done anything to the map, since I haven't had any motivation towards making anything.[/QUOTE]
If you dig through the files you can find a Combat knife, a Grenade, and a ton of other stuff, if they would just tell us what there gonna do that would be nice, stop being like valve and actually tell us what gonna be in the next update. [sp]also whens the next playtest? i dont want it to be DM.[/sp]
Thing is, if the game is too transparent, how's hype going to be built?
However, since this is a community thing, that might not necessarily apply here...
[QUOTE=LondierX;49946835]Thing is, if the game is too transparent, how's hype going to be built?
However, since this is a community thing, that might not necessarily apply here...[/QUOTE]
I see your point, and it's true- at times larger updates will be completely transparent until release.
But this is more of a different issue- instead of being assured something is being worked on silently, all the indicators say that nothing's going on at all (github, trello, this thread's pace)
It's been 2 weeks since anythings happened on the Github
And a month since the Trello's seen any activity
Many on the team are students or professionals who are working on this in what free time they have. For those of you that haven't been following us as long, we usually hit a slump around Fall and Spring when people are dealing with studies and work
Could we at least know what's in the next update?
-nvm-
Oops
Seems we forgot about finals and all that other shit that's happening. Alright, let's go back to the normal routine....
[editline]17th March 2016[/editline]
Also, is tf_generic_bomb broken for everyone or just me? I don't know if it's because of particle fuckery or something else, but it crashes my game when I shoot them