[QUOTE=John N. Workovi;50482708]-grenade shit-[/QUOTE][B][I]No.[/I][/B]
something something grenades
Re-worked RPG is looking good.
[video=youtube;FqLYLbNIXj4]https://www.youtube.com/watch?v=FqLYLbNIXj4[/video]
[QUOTE=Nicknine;50492105]Re-worked RPG is looking good.
[video=youtube;FqLYLbNIXj4]https://www.youtube.com/watch?v=FqLYLbNIXj4[/video][/QUOTE]
So wait, the RPG will act like a mortar? That'd be interesting.
[QUOTE=Tacosmell;50475798]Blaholtzen was the concept artist for the Civilian model.
[editline]8th June 2016[/editline]
here's some goodies for yall
[IMG]https://media.giphy.com/media/xT8qBkNqnazY9y4ud2/giphy.gif[/IMG][IMG]https://media.giphy.com/media/xT8qBw0BX4vCC8lb32/giphy.gif[/IMG][IMG]https://media.giphy.com/media/xT8qBgflkf5seUTG3m/giphy.gif[/IMG]
)[/QUOTE]
I even textured the guy! He's my beloved fat little baby <3 and he's growing up so fast!
Not sure what's up with the Funny ratings. I quite like the idea. It really does set it apart from the stock RL and creates more unique strategies to take advantage of.
[QUOTE=Gsilverleaf;50493293]Not sure what's up with the Funny ratings. I quite like the idea. It really does set it apart from the stock RL and creates more unique strategies to take advantage of.[/QUOTE]
It's the fact that it's going in crazy directions rather than just forward.
[QUOTE=Nicknine;50492105]Re-worked RPG is looking good.
[video=youtube;FqLYLbNIXj4]https://www.youtube.com/watch?v=FqLYLbNIXj4[/video][/QUOTE]
That's an interesting mechanic. I mean looks like the rotation is random on 45-90 degree but, looks really interesting
Can confirm that video is just showing off the new attributes we used for the RPG. Will be posting a video later showing how it looks for real.
Oh, nice, will the reload animation be tweaked? It always seemd a bit odd, like after he loads the rocket he moves it back in place so "robotic-ly".
[QUOTE=cha0s;50497162]Oh, nice, will the reload animation be tweaked? It always seemd a bit odd, like after he loads the rocket he moves it back in place so "robotic-ly".[/QUOTE]
I would like it more if it played the animation completely before refiring.
[video=youtube;QF4-B66Fig0]https://www.youtube.com/watch?v=QF4-B66Fig0[/video]
Here it is, enjoy.
So is the new beta rl gonna be dm only? If not can it have the power to fling you further when you rocket jump?
[sp]can you calm down with the dumb ratings? Shessh[/sp]
another vid of the rpg coming soon
[QUOTE=iiboharz;50497202][video=youtube;QF4-B66Fig0]https://www.youtube.com/watch?v=QF4-B66Fig0[/video]
Here it is, enjoy.[/QUOTE]
I personally think this pushes Soldier too far into Demo territory. Feel free to disagree with me but the Soldier should never be allowed to arc his shots ever, especially with how powerful his rockets are.
[QUOTE=wauterboi;50500792]I personally think this pushes Soldier too far into Demo territory. Feel free to disagree with me but the Soldier should never be allowed to arc his shots ever, especially with how powerful his rockets are.[/QUOTE]
Very good point. I never really thought about that while we were testing it out.
I don't see the problem. The player not only has to think about the rockets speed and enemy's speed, but also the drop distance when aiming. The arc itself is also only useful for blindfire at distances at which damage falloff takes effect. It theoretically takes longer to hit its target as well, as it has to follow the path of the arc instead of a straight line. Having to reload after each shot also decreases the fire rate significantly, so there is a window of opportunity to pass if a soldier is spamming a path.
[QUOTE=chandlerj333;50501772]I don't see the problem. The player not only has to think about the rockets speed and enemy's speed, but also the drop distance when aiming. The arc itself is also only useful for blindfire at distances at which damage falloff takes effect. It theoretically takes longer to hit its target as well, as it has to follow the path of the arc instead of a straight line. Having to reload after each shot also decreases the fire rate significantly, so there is a window of opportunity to pass if a soldier is spamming a path.[/QUOTE]
Every class in TF2 is supposed to have unique strengths and weaknesses. The Demoman, for example, has indirect fire. Both of his weapons share the [I]unique for him only[/I] ability to shoot things you can't see. It gives him tons of unique strategies, but also hurts him when he needs to fire at someone who is in sight. Giving the Soldier this ability suddenly makes the Demoman less unique, and takes away the Soldier's direct fire, which is meant to be one of his strengths over the Demoman, as he can aim much better than the drunken cyclops.
If anything, I'd want this new RPG to stay in Deathmatch, rather than mess up the balance of classes in the game.
[QUOTE=Moonrat;50508032]Every class in TF2 is supposed to have unique strengths and weaknesses. The Demoman, for example, has indirect fire. Both of his weapons share the [I]unique for him only[/I] ability to shoot things you can't see. It gives him tons of unique strategies, but also hurts him when he needs to fire at someone who is in sight. Giving the Soldier this ability suddenly makes the Demoman less unique, and takes away the Soldier's direct fire, which is meant to be one of his strengths over the Demoman, as he can aim much better than the drunken cyclops.
If anything, I'd want this new RPG to stay in Deathmatch, rather than mess up the balance of classes in the game.[/QUOTE]
Why are a lot of people just jumping on the bandwagon that the new RPG is going to ruin the Demoman? The Demoman has grenades that bounce and are never have the same shot pattern like rockets do. The new RPG only has a precise arch that's the same every time you shoot it.
It isn't like we are removing the Demoman, and seriously I don't even know why people think that the Demo will get affected. The RPG just gives the Soldier a different play-style, and the Demoman still works the exact same as he always does. The RPG has less damage and a smaller clip size, so it isn't overpowered compared to the Rocket Launcher.
You can always play the Demo, and just because the soldier has a new weapon that archs doesn't change a thing. Look at the Pyro, he has a literal Flaregun, but I hear no one complaining about him and how he ruins the Soldiers or Demos play-style one bit, so why the hell are we so afraid that one little change to the RPG would kill a class.
The point I'm making is that everyone is over-reacting and shouldn't jump to such conclusions. I may sound harsh, but I'm trying to make a point.
[QUOTE=wauterboi;50509102]Being able to clear an obstructing wall is something that the soldier shouldn't be allowed to do. It's part of his meatheaded design to always go straight.[/QUOTE]
The Pyro was originally a close ranged class, now that he has had a flaregun, he can catch targets on fire from a long distance, so I guess that means his class is ruined and that he's too close to the soldier, right? Guess we better keep that to only DM then. The pyro has a flare gun that basically mixes the Rocket Launcher and the Loch n Load into one weapon, I guess that means he's the new soldier demo class. One small weapon isn't changing a class as a whole, if we gave all his weapons an arch, then yes it would.
[QUOTE=Druidlyclean;50509042]Why are a lot of people just jumping on the bandwagon that the new RPG is going to ruin the Demoman? The Demoman has grenades that bounce and are never have the same shot pattern like rockets do. The new RPG only has a precise arch that's the same every time you shoot it.
It isn't like we are removing the Demoman, and seriously I don't even know why people think that the Demo will get affected. The RPG just gives the Soldier a different play-style, and the Demoman still works the exact same as he always does. The RPG has less damage and a smaller clip size, so it isn't overpowered compared to the Rocket Launcher.
You can always play the Demo, and just because the soldier has a new weapon that archs doesn't change a damn thing. Look at the Pyro, he has a literal fucking Flaregun, but I hear no one complaining about him and how he ruins the Soldiers or Demos play-style one bit, so why the hell are we so afraid that one little change to the RPG would kill a class.
The point I'm making is that everyone is over-reacting and shouldn't jump to such conclusions. I may sound harsh, but I'm trying to make a point.[/QUOTE]
Being able to clear an obstructing wall is something that the soldier shouldn't be allowed to do. It's part of his meatheaded design to always go straight.
[QUOTE=wauterboi;50509102]Being able to clear an obstructing wall is something that the soldier shouldn't be allowed to do. It's part of his meatheaded design to always go straight.[/QUOTE]
[QUOTE]"so like it ruins the soilder class because it makes him more like the demo"[/QUOTE]
No it doesnt, just because one weapon archs, doesnt make his whole class tainted
[QUOTE]"But his class is meant to be a straight shot, easy to use, easy to learn, beginner class that can be mastered through means of rocket jumping, adding an arching weapon adds another level of learning that beginner players might have trouble understanding which should be reserved for demoman"[/QUOTE]
Arching literally does nothing to his rocket jumping, it works the exact same way as the rocket launcher does with it. Adding arching to the weapon means that players could easily read where the rockets land and how they work. For demoman, his grenades are always shot in an RnG pattern, theyre never the same
[QUOTE]"But the soliders weapons are more powerful than the demos, adding the arch to a rocket launcher would make a grenade launcher useless"[/QUOTE]
His rockets with the RPG are less damage, not the same. We wouldn't add in archs if it ment that we would ignore the fact of the weapons damage
I really don't want to sound harsh, but with what you guys are giving, whats the point of giving classes unique weapons if there's going to be that opinion where "The weapon screws with the character's gameplay, so it shouldn't be in" especially since we haven't had more people test the RPG.
The Loch n' Load and Grenade Launcher function in a way that matches Demo's design. The Direct Hit and Rocket Launcher function in a way that matches Soldier's design. Hell, the Beggar's Bazooka is pretty different while still matching Soldier's Design, with straight projectiles. The second you make that rocket no longer moving infinitely straight and start adding physics to it, it doesn't fit. It would be like making Demo's grenade launcher shooting straight.
And I think your whole "sorry but not sorry" thing is pretty lame - if you're going to be bold then be bold. Don't apologize for it. If you're going to apologize it, adjust your tone. Don't append insincerity to your statements.
[QUOTE=wauterboi;50509458]The Loch n' Load and Grenade Launcher function in a way that matches Demo's design. The Direct Hit and Rocket Launcher function in a way that matches Soldier's design. Hell, the Beggar's Bazooka is pretty different while still matching Soldier's Design, with straight projectiles. The second you make that rocket no longer moving infinitely straight and start adding physics to it, it doesn't fit. It would be like making Demo's grenade launcher shooting straight.
And I think your whole "sorry but not sorry" thing is pretty lame - if you're going to be bold then be bold. Don't apologize for it. If you're going to apologize it, adjust your tone. Don't append insincerity to your statements.[/QUOTE]
The RPG's rockets aren't physics based, if you shoot it straight up, it goes straight up and doesn't come back down, there is no arch to it when you shoot straight upward, its not like we are adding in a weapon for the soldier where he throws 'dud' rockets that explode after like 2 seconds. I am really not getting your reasoning behind "adding an arch to a rocket doesn't fit". The rocket, compared to the one shot out of the RL, is more front heavy than the default rocket, so it would make sense if it were to have some gravity to it. The video Nicknine posted was made when he was screwing around with it at first, the one iiboharz posted is the current one.
When the update is officially out and when people can REALLY test it, then we could take some real feedback, not some beforehand opinions that you're only getting from two videos. We're happy you want the game to be good, and were happy to take feedback, but it would be better if we received it when it came out.
You're missing the point
[QUOTE=wauterboi;50509509]You're missing the point[/QUOTE]
The point is we all asked for new content and now your looking at this content and saying its not good enough, this weapon is exactly what the mod represents "New concepts in the Team Fortress Universe", this weapon is a new concept for the soldier.
[QUOTE=Tacosmell;50475798]here's some goodies for yall
[T]https://media.giphy.com/media/xT8qBkNqnazY9y4ud2/giphy.gif[/T] [T]https://media.giphy.com/media/xT8qBw0BX4vCC8lb32/giphy.gif[/T] [T]https://media.giphy.com/media/xT8qBgflkf5seUTG3m/giphy.gif[/T]
(also the hat on the civi is just there because I liked how it looked)[/QUOTE]
If he ever gets the option to wear a hat, it should bounce up and down slightly in his walking animation. :v:
[QUOTE=cha0s;50509715]The point is we all asked for new content and now your looking at this content and saying its not good enough, this weapon is exactly what the mod represents "New concepts in the Team Fortress Universe", this weapon is a new concept for the soldier.[/QUOTE]
There is new content, but then there is shit that just doesn't really work.
For example, the Medic's Shotgun. Giving the class abilities he shouldn't have, generally doesn't work.
[QUOTE=Moonrat;50509788]There is new content, but then there is shit that just doesn't really work.
For example, the Medic's Shotgun. Giving the class abilities he shouldn't have, generally doesn't work.[/QUOTE]
This is completely different Moonrat. The medic shouldn't have a shotgun because its way too powerful for the medic, causing him to be played as an offensive-support class, which he ISN'T SUPPOSED to be. The RPG works literally the same as the Rocket Launcher, but only one difference: Arching.
Do the rockets still have their arc on airblast?
Also, here's how I predict the RPG might play out.
You know Mortars?
Yeah, across longer distances/longer maps, one might be using it like that: and thanks to the arc, a weakness for Soldiers: the mighty wall, is kinda mitigated if the RPG is aimed/used correctly
[QUOTE=LondierX;50510575]Do the rockets still have their arc on airblast?[/QUOTE]
Speaking of airblast, what are the chances of it being weapon specific?
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