[QUOTE=The_Rad;49955957][video=youtube;ISF74Au1bWY]https://www.youtube.com/watch?v=ISF74Au1bWY&feature=youtu.be[/video][/QUOTE]
I miss the swinging :(
Bring back the swinging anims, but only make the whooshing noises when you charge up to throw it
Well, since we're back on the topic of the MIRV, I feel the stats should feel something like this:
[IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png[/IMG] ??% more damage (for main MIRV; Each Dynamite stick does 1/4 damage of main MIRV)
[IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png[/IMG] Explodes into 4 smaller Dynamite sticks
[IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png[/IMG] 2 second delay between each throw
[IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png[/IMG] Cannot manually detonate
[IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png[/IMG] Only 8 carried ammo
[IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png[/IMG] No reserve ammo
[IMG]https://wiki.teamfortress.com/w/images/thumb/f/fd/Pictogram_info.png/15px-Pictogram_info.png?t=20110419092828[/IMG] Beeps 5 times before exploding
[IMG]https://wiki.teamfortress.com/w/images/thumb/f/fd/Pictogram_info.png/15px-Pictogram_info.png?t=20110419092828[/IMG] Doesn't stick to surfaces
[IMG]https://wiki.teamfortress.com/w/images/thumb/f/fd/Pictogram_info.png/15px-Pictogram_info.png?t=20110419092828[/IMG] Press and hold Primary Fire to delay the swing before throwing
[IMG]https://wiki.teamfortress.com/w/images/thumb/f/fd/Pictogram_info.png/15px-Pictogram_info.png?t=20110419092828[/IMG] Holding Primary Fire does not throw farther
My reasoning for the only 8 carried ammo is that it shouldn't be spammed, and should be used wisely. Ammo packs should still refill it's ammo, just in case the demo is still alive after using all 8 carried MIRVs. These are only concept stats, so I don't know how much the damage should be for the main dynamite pack.
As for the animation, it's looking better than it did, but he should still do an underhand swing, rather than overhand one, reason being is that when you throw overhand, you don't have an accurate reading on how far your going to be throwing it, and with an underhand swing, if you memorize where to let go when your swinging it, you can throw it to where you want it.
[QUOTE=Druidlyclean;49957835]Well, since we're back on the topic of the MIRV, I feel the stats should feel something like this:
[IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png[/IMG] ??% more damage (for main MIRV; Each Dynamite stick does 1/4 damage of main MIRV)
[IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png[/IMG] Explodes into 4 smaller Dynamite sticks
[IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png[/IMG] 2 second delay between each throw
[IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png[/IMG] Cannot manually detonate
[IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png[/IMG] Only 8 carried ammo
[IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png[/IMG] No reserve ammo
[IMG]https://wiki.teamfortress.com/w/images/thumb/f/fd/Pictogram_info.png/15px-Pictogram_info.png?t=20110419092828[/IMG] Beeps 5 times before exploding
[IMG]https://wiki.teamfortress.com/w/images/thumb/f/fd/Pictogram_info.png/15px-Pictogram_info.png?t=20110419092828[/IMG] Doesn't stick to surfaces
[IMG]https://wiki.teamfortress.com/w/images/thumb/f/fd/Pictogram_info.png/15px-Pictogram_info.png?t=20110419092828[/IMG] Press and hold Primary Fire to delay the swing before throwing
[IMG]https://wiki.teamfortress.com/w/images/thumb/f/fd/Pictogram_info.png/15px-Pictogram_info.png?t=20110419092828[/IMG] Holding Primary Fire does not throw farther
My reasoning for the only 8 carried ammo is that it shouldn't be spammed, and should be used wisely. Ammo packs should still refill it's ammo, just in case the demo is still alive after using all 8 carried MIRVs. These are only concept stats, so I don't know how much the damage should be for the main dynamite pack.
As for the animation, it's looking better than it did, but he should still do an underhand swing, rather than overhand one, reason being is that when you throw overhand, you don't have an accurate reading on how far your going to be throwing it, and with an underhand swing, if you memorize where to let go when your swinging it, you can throw it to where you want it.[/QUOTE]
Well, I was thinking the almost the same think Druidly, an I was thinking a way to avoid the spam grenade is adding:
[IMG]https://wiki.teamfortress.com/w/images/thumb/f/fd/Pictogram_info.png/15px-Pictogram_info.png?t=20110419092828[/IMG] Reload time increased 200%(thats like 3 or 5 seconds)
[IMG]https://wiki.teamfortress.com/w/images/thumb/f/fd/Pictogram_info.png/15px-Pictogram_info.png?t=20110419092828[/IMG] clip size penalty 80% (only can carry one at time)
[IMG]https://wiki.teamfortress.com/w/images/thumb/f/fd/Pictogram_info.png/15px-Pictogram_info.png?t=20110419092828[/IMG]max-ammo secondary reduced 75% (only can carry 6 of this bombs)
The Actual damage of the MIRV grenade (back in patch 1.9.0) was same/more than a stickybomb per Dynamite sticks, Also the inicial explosion didnt deal much damage( is more than a knock back damage). Like I said this are a good stats ONLY to avoid spamming.
Edit:
I believe that the damage is enough to blow up a entire engie nest.
[QUOTE=The_Rad;49959441]Well, I was thinking the almost the same think Druidly, an I was thinking a way to avoid the spam grenade is adding:
[IMG]https://wiki.teamfortress.com/w/images/thumb/f/fd/Pictogram_info.png/15px-Pictogram_info.png?t=20110419092828[/IMG] Reload time increased 200%(thats like 3 or 5 seconds)
[IMG]https://wiki.teamfortress.com/w/images/thumb/f/fd/Pictogram_info.png/15px-Pictogram_info.png?t=20110419092828[/IMG] clip size penalty 80% (only can carry one at time)
[IMG]https://wiki.teamfortress.com/w/images/thumb/f/fd/Pictogram_info.png/15px-Pictogram_info.png?t=20110419092828[/IMG]max-ammo secondary reduced 75% (only can carry 6 of this bombs)
The Actual damage of the MIRV grenade (back in patch 1.9.0) was same/more than a stickybomb per Dynamite sticks, Also the inicial explosion didnt deal much damage( is more than a knock back damage). Like I said this are a good stats ONLY to avoid spamming.
Edit:
I believe that the damage is enough to blow up a entire engie nest.[/QUOTE]
I don't think there should be any reload or reserve ammo because it would look strange for the demo to pull out 8 more MIRVs out of his ass, hence the reason why I put in the inclusion of no reserve ammo.
[QUOTE=Druidlyclean;49959486]I don't think there should be any reload or reserve ammo because it would look strange for the demo to pull out 8 more MIRVs out of his ass, hence the reason why I put in the inclusion of no reserve ammo.[/QUOTE]
I think that you're right about the reserve ammo, and its because for now I was thinking on the MIRV as the stickybomb launcher but with different stats and different model(while i'm still finding the mirv stats on the item_game.txt) but if the script of the dynamite will be different than the stickybomb launcher well,so be it... In other things,there's something that I want to add to help to notice that there's a demoman with the dynamite pack, a model like this.
[t]https://wiki.teamfortress.com/w/images/1/1a/Double_Dynamite.png?t=20141209143043[/t]
Also I forget to add other stat that the max pipebombs is decreased by -7 that only let the use to only throw one at time.
So you guys are talking about grenade stuff?
I did make a page on that topic.
And in such a way that the grenades have their own stuff, as in "no quick throw". And made it in such a way that the strong stuff is about 2 max.
I saw the Karma Charger video. And hot damn, 4 out of 4 frag grenades and you can do a quick throw?! No wonder that sort of grenade mechanics are considered Spammy and OP.
My suggestion is similar in function to the CS:GO grenade mechanics. As in limited amount of them can resupply them only under certain conditions and have to switch to the grenade slot to use them.
I did make an idea bit and also combined the TFC and TF2 beta grenades to my suggestion for grenades. The idea is Grenade Slot for all classes, and each has at least one explosive type(their version of a frag grenade, think of the grenade slot as an extra secondary slot, meaning you have your primary weapons(which are your main damage dealers) and your secondaries(good for finishing off opponents)) as well as the slot for the Utility items. Boots and consumables and throwables form TF2 for example would be in that slot.
The point is I can show the list and so on.
To recap, the Strong stuff would ahve small amounts like say 2 frag grenades for Soldier or the 2 Dynamite packs(and the Ullapool Caber) for the Demo, this is the easiest example.
Again the stronger a grenade type thing is the less of it there is, max 2 total. But say Dynamite sticks as a item there would be six of them, because the damage of 3 sticks is equal to one dynamite pack.
Do you like my reasoning? And would you like a link to the Page for my grenade slot suggestions? Grenades as class items, to be exact. In DM the grenades would eb a new slot but each grenade and mine type thing would have its own function. Is this alright?
[QUOTE=John N. Workovi;49964509]So you guys are talking about grenade stuff?
I did make a page on that topic.
And in such a way that the grenades have their own stuff, as in "no quick throw". And made it in such a way that the strong stuff is about 2 max.
I saw the Karma Charger video. And hot damn, 4 out of 4 frag grenades and you can do a quick throw?! No wonder that sort of grenade mechanics are considered Spammy and OP.
My suggestion is similar in function to the CS:GO grenade mechanics. As in limited amount of them can resupply them only under certain conditions and have to switch to the grenade slot to use them.
I did make an idea bit and also combined the TFC and TF2 beta grenades to my suggestion for grenades. The idea is Grenade Slot for all classes, and each has at least one explosive type(their version of a frag grenade, think of the grenade slot as an extra secondary slot, meaning you have your primary weapons(which are your main damage dealers) and your secondaries(good for finishing off opponents)) as well as the slot for the Utility items. Boots and consumables and throwables form TF2 for example would be in that slot.
The point is I can show the list and so on.
To recap, the Strong stuff would ahve small amounts like say 2 frag grenades for Soldier or the 2 Dynamite packs(and the Ullapool Caber) for the Demo, this is the easiest example.
Again the stronger a grenade type thing is the less of it there is, max 2 total. But say Dynamite sticks as a item there would be six of them, because the damage of 3 sticks is equal to one dynamite pack.
Do you like my reasoning? And would you like a link to the Page for my grenade slot suggestions? Grenades as class items, to be exact. In DM the grenades would eb a new slot but each grenade and mine type thing would have its own function. Is this alright?[/QUOTE]
The devs said no grenades! only the MIRV and dm grenades
Nades are DM only, onefourth already established this.
[QUOTE=cha0s;49965542]Nades are DM only, onefourth already established this.[/QUOTE]
The mirv grenade can be the ONLY exception to this, I mean it's the Demoman, he has a GRENADE launcher and a STICKYBOMB launcher, why not replace the stickybomb for the TNT
Alright no Grenades on the classes. but yes as an DM item, items that is.
What do you think about my proposed mechanics? The more powerful stuff is in limited amounts(max 2) and all that. Hell that could be a utility slot for picking up Health packs as well.
Also would only Grenades be in the mode, what about Mines? And as I proposed, what about using the grenade slot for Health packs, the small ones.
[editline]19th March 2016[/editline]
[QUOTE=John N. Workovi;49964509]So you guys are talking about grenade stuff?
I did make a page on that topic.
And in such a way that the grenades have their own stuff, as in "no quick throw". And made it in such a way that the strong stuff is about 2 max.
I saw the Karma Charger video. And hot damn, 4 out of 4 frag grenades and you can do a quick throw?! No wonder that sort of grenade mechanics are considered Spammy and OP.
My suggestion is similar in function to the CS:GO grenade mechanics. As in limited amount of them can resupply them only under certain conditions and have to switch to the grenade slot to use them.
I did make an idea bit and also combined the TFC and TF2 beta grenades to my suggestion for grenades. The idea is Grenade Slot for all classes, and each has at least one explosive type(their version of a frag grenade, think of the grenade slot as an extra secondary slot, meaning you have your primary weapons(which are your main damage dealers) and your secondaries(good for finishing off opponents)) as well as the slot for the Utility items. Boots and consumables and throwables form TF2 for example would be in that slot.
The point is I can show the list and so on.
To recap, the Strong stuff would ahve small amounts like say 2 frag grenades for Soldier or the 2 Dynamite packs(and the Ullapool Caber) for the Demo, this is the easiest example.
Again the stronger a grenade type thing is the less of it there is, max 2 total. But say Dynamite sticks as a item there would be six of them, because the damage of 3 sticks is equal to one dynamite pack.
Do you like my reasoning? And would you like a link to the Page for my grenade slot suggestions? Grenades as class items, to be exact. In DM the grenades would eb a new slot but each grenade and mine type thing would have its own function. Is this alright?[/QUOTE]
Stuff from that but applyt to a sort of single class only type of thing, and some plethora of items to choose.
Frag Grenade, MIRV, Maybe Mines, things like that.
What about in the trailer 2 of tf2 where the demo change to the mirv, I mean in that point they scrapped most of the grenades except the dynamite pack that was the demo's secondary weapon. What's the problem on adding the dynamite to demo's loadout I mean, It can't be worst than the nailgun the RPG.
Maybe could requied a nerf but its a ok weapon
Can we please just get off of the grenade topic? Its been established on the thread multiple times that grenades will not be in normal gameplay and that isn't hoping to be changed, mainly because there is no way of keeping them balanced.
The grenades are only going to be secondary weapons in deathmatch, they don't give themselves a different slot for the Mercenary, they are just weapons you can decide to have if you really want to carry one grenade over having a shotgun/smg etc.
As for the MIRV, I don't know how the devs feel about it and if it should be implemented or not as a secondary, but do I know that it shouldn't be its own 'slot' for the demo.
once again
[img]http://puu.sh/nk5iZ/c05fd24883.png[/img]
24.142.137.45:27017
Playing DM
Those updates apply only to EUROPOOR UNITED for now
*Payload has very basic (====@=======) UI now displaying the cart position
*shovel acts like market gardener on plr_hightower
* Sniper Rifle works like Railgun in deathmatch, deals 90 dmg and draws a beam
*6 original maps (ctf_2fort, tc_hydro, cp_gravelpit, cp_dustbowl, cp_well, cp_granary) are 100% classic, stock weps, no hauling, no airblast etc.
* Kill streaks and Multi Kills in deathmatch. They work just like UT99
* Mercenary has a team color outside of DM
[IMG]http://i.imgur.com/dBBRinU.jpg[/IMG]
[QUOTE=TenmaPL;49973676]Those updates apply only to EUROPOOR UNITED for now
*Payload has very basic (====@=======) UI now displaying the cart position
*shovel acts like market gardener on plr_hightower
* Sniper Rifle works like Railgun in deathmatch, deals 90 dmg and draws a beam
*6 original maps (ctf_2fort, tc_hydro, cp_gravelpit, cp_dustbowl, cp_well, cp_granary) are 100% classic, stock weps, no hauling, no airblast etc.
* Kill streaks and Multi Kills in deathmatch. They work just like UT99
* Mercenary has a team color outside of DM
[IMG]http://i.imgur.com/dBBRinU.jpg[/IMG][/QUOTE]
The only post of the day, and its just basically a Server ad. Sad
[QUOTE=The_Rad;49974984]The only post of the day, and its just basically a Server ad. Sad[/QUOTE]
ill tell you what else is sad, the hard drive with all my TF2c concept art and stuff died today. rip in jarate
[QUOTE=The_Rad;49974984]The only post of the day, and its just basically a Server ad. Sad[/QUOTE]
Sad thing is tf2c still doesn't have overtime or progress bar on payload, even though it took me few minutes to fix that.
[QUOTE=TenmaPL;49975656]Sad thing is tf2c still doesn't have overtime or progress bar on payload, even though it took me few minutes to fix that.[/QUOTE]
|=====@=============| is not a hud fix
[QUOTE=WhyNott;49976800]|=====@=============| is not a hud fix[/QUOTE]
It's better hack in a meantime than nothing.
Sooo, we got a big problem, and i don't know how the devs missed this but Ubers cause crashes. I can name 4 times I crashed and each time there was an uber-charged player in front of me.
[QUOTE=TenmaPL;49976816]It's better hack in a meantime than nothing.[/QUOTE]
I really don't think it's that hard to import a very basic mod from a TF2 forum into TF2c, pretty sure fixing up the HUD takes more effort than just a bunch of small text that appears on screen, which doesn't really stay on screen for those who have bad connection. Plus it isn't even centered, I'm pretty sure I'd find it annoying to have to look a bit to the right, away from my crosshair, to look at a misplaced "hud fix".
[sp]but I've never done any game coding in my life, but I at least have some sense that just importing something from a forum isn't that much in quality[/sp]
[QUOTE=Druidlyclean;49977088]I really don't think it's that hard to import a very basic mod from a TF2 forum into TF2c, pretty sure fixing up the HUD takes more effort than just a bunch of small text that appears on screen, which doesn't really stay on screen for those who have bad connection. Plus it isn't even centered, I'm pretty sure I'd find it annoying to have to look a bit to the right, away from my crosshair, to look at a misplaced "hud fix".
[sp]but I've never done any game coding in my life, but I at least have some sense that just importing something from a forum isn't that much in quality[/sp][/QUOTE]
" which doesn't really stay on screen for those who have bad connection" what ? everyone see it just fine, you can position it wherever you want and shows the very important info that wasn't implemented in this mod since beginning. Also all of this is purely server side, so you can play without downloading any patches... I'm working on the "official" payload UI too, but that will require new patch to the client, so it's not a prority for me (especially that the game is almost dead, we've got 5-10 frequent players, but we mostly play DM)
[QUOTE=TenmaPL;49977793]" which doesn't really stay on screen for those who have bad connection" what ? everyone see it just fine, you can position it wherever you want and shows the very important info that wasn't implemented in this mod since beginning. Also all of this is purely server side, so you can play without downloading any patches... I'm working on the "official" payload UI too, but that will require new patch to the client, so it's not a prority for me (especially that the game is almost dead, we've got 5-10 frequent players, but we mostly play DM)[/QUOTE]
I'm probably thinking of those VSH servers with the really bad text huds that were an eyesore to look at
[QUOTE=Druidlyclean;49977842]I'm probably thinking of those VSH servers with the really bad text huds that were an eyesore to look at[/QUOTE]
Speaking of VSH, Whats changed with Overpowered?
So we can make our DM Merc any colour we want.
But what about Camo Patterns?
[QUOTE=Der dasMann;49984490]So we can make our DM Merc any colour we want.
But what about Camo Patterns?[/QUOTE]
1. It doesn't work that way.
2. Why...? The DM merc was designed like the default tf2 player models, high visibility through little visual noise and solid color.
[QUOTE=Der dasMann;49984490]So we can make our DM Merc any colour we want.
But what about Camo Patterns?[/QUOTE]
1)Download VTFedit
2)Export as your desired format
3)Use paint.net, gimp, or photoshop
4)Profit
[QUOTE=Der dasMann;49984490]So we can make our DM Merc any colour we want.
But what about Camo Patterns?[/QUOTE]
An idea we've considered, but not yet tried. Would there be interest in this? As it stands right now that is more on the optional side of things, and we are very much still working on the core functions.
[QUOTE=OneFourth;49986429]An idea we've considered, but not yet tried. Would there be interest in this? As it stands right now that is more on the optional side of things, and we are very much still working on the core functions.[/QUOTE]
if this would be added any chance i would be expanded on? i was thinking of something similar to the decal tool, it would let you put custom decals in place of the mercs emblem.
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