One question I have is where we want to go with new weapons. Do we want weapons that are simple stat changes from stock like the powerjack or the brass beast or weapons that are completely different from stock and offer new gameplay like the dead ringer or the huntsman?
[QUOTE=_Pai;49275875]One question I have is where we want to go with new weapons. Do we want weapons that are simple stat changes from stock like the powerjack or the brass beast or weapons that are completely different from stock and offer new gameplay like the dead ringer or the huntsman?[/QUOTE]
As long as it's nothing as drastic as the Demoknight "subclass", or nothing broken from the start like the Dead Ringer, I think it would definitely spruce up the gameplay more than stat changes. As long as they deviate from the base class design, play style, etc. I think it would be fine to have some sub classes into TF2C.
[QUOTE=_Pai;49275875]One question I have is where we want to go with new weapons. Do we want weapons that are simple stat changes from stock like the powerjack or the brass beast or weapons that are completely different from stock and offer new gameplay like the dead ringer or the huntsman?[/QUOTE]
Personally I would like both as long as we don't go overboard.
My preference is that new weapons add variation in how to play each class without completely changing what their class role is like the mentioned DemoKnight. We do not need a ton of new weapons if each alternative weapon is polished well enough.
The earlier mentioned beta minigun for the Heavy. How about faster player movement speed while firing than the normal minigun, but at the trade-off of less damage and not being able to wind the gun up before firing like the normal minigun?
What about to add... Minisentries?
[QUOTE=cha0s;49274986]I'm gonna help change the subject, will the pyro get any new weapons? Maybe one with a charged airblast? And will the auto updater ever get fixed?[/QUOTE]
On github they added the flare gun
Give the pyro a vacuum cleaner :v:
Give the Pyro an Ice Thrower that slows down enemies but deals no initial damage (only frostbite damage, like afterburn) , and an icepick that deals increased damage versus frosted players.
The Heavy's Russian blood prevents him from being slowed down, but he still takes frostbite damage.
[QUOTE=EdvardSchnitz;49273178][t]http://s10.postimg.org/h216kasgp/1449601581812.png[/t]
/v/ is making a map
theyre doing it...the absolute madmen[/QUOTE]
Haha, they have the same mid layout as Fourt, someone should tell them that…
Heh, I should probably finish that hunk of junk.
[B]
Edit: [/B]That actually gives me what I can consider a good idea. Going to go prototype a 4 Team CTF esc gamemode. Also I'm going to (probably) release the vmf to Fourt, I kinda gave up on it.
[QUOTE=Su_Bu;49276491]My preference is that new weapons add variation in how to play each class without completely changing what their class role is like the mentioned DemoKnight. We do not need a ton of new weapons if each alternative weapon is polished well enough.
The earlier mentioned beta minigun for the Heavy. How about faster player movement speed while firing than the normal minigun, but at the trade-off of less damage and not being able to wind the gun up before firing like the normal minigun?[/QUOTE]
I think thats perfect
I prefer changes in gameplay to simple stat changes, but it doesn't have to be anything drastic like the Huntsman. For example, the RPG and Cyclops are technically just stat changes (smaller clip size, more damage), but they feel different enough from the stock weapons. (They could still use some balancing though, imo)
[QUOTE=Su_Bu;49276491]The earlier mentioned beta minigun for the Heavy. How about faster player movement speed while firing than the normal minigun, but at the trade-off of less damage and not being able to wind the gun up before firing like the normal minigun?[/QUOTE]
I second this. Seems like a good change of gameplay, while still sticking to the basics of what the Heavy is supposed to be.
I think a good idea would be overhauls of weapons in vanilla TF2; take the basic concepts, and rework them to be more interesting. i.e. could have an item that's similar to the Fists of Steel for Heavy conceptually, where it's an item that's intended to help the Heavy move across a battlefield without taking heavy damage, but instead of fists you just equip to get the effect, it could be some kind of ballistic shield, and instead of a vulnerability to melee, the downside could be slower movement while shielding, or not giving any protection from behind.
Also, some weapons that are already perfect like the Loose Cannon (maybe with the Double Donk replaced with something else. Maybe. I don't know.) and the Backburner should make the jump.
edit: also, while I wouldn't be against subclasses like Demoknight personally, I think it would be the coolest thing ever and probably better for balancing them if the really different ones were spun off into their own classes, possibly set up as an alternate version of one of the usual nine mercs
but this is a pipe dream and probably not feasible
pipe dream is a good phrase i should use it more
I also like the Backburner, but it always felt spammy and easy to get kills with. What if the pyro's movement speed is decreased while firing? This may give more incentive to taking enemies by surprise and not simply holding down the fire while running towards them.
EDIT: Visibility can be an issue, wonder if we can have different flame effects depending on the flamethrower.
[QUOTE=Su_Bu;49279375]EDIT: Visibility can be an issue, wonder if we can have different flame effects depending on the flamethrower.[/QUOTE]
What if the nu-Backburner had a thin, concentrated jet of fire? It would make it more distinct and interesting. Plus, if we made that affect it statistically by having the flame particles much less spread out, it might fix the minor issue the Backburner has where it's really easy to hit the enemy's back, even if you're not really aiming at it.
Also, I would think that it'd use a different model.
A while back me and my friend played quake team fortress, and in it the heavys minigun had drastically different stats from tfc or tf2, the way it worked was it would only fire when standing still and when you did move it would go back to just spinning, why not add this as a new minigun that has faster movement when revved up, but only fires when still.
How many spawn points there should be in a Deathmatch map? 24?
[QUOTE=Annoyed Grunt;49280189]How many spawn points there should be in a Deathmatch map? 24?[/QUOTE]
Most servers in TF2C (and TF2) have a 32 player capacity. For convenience on Team maps, (And a good recommendation for DM, with the ability to kill everyone in mind) always put 32 Spawn Points.
Sorry i'm late to the party
[B]1.[/B]
[QUOTE]I can't believe your so angry over a server having its own rules
who would of thought people could make rules they want for their server? One which, they pay for, and you dont have to play on. One which is a privilege not a right. If they want to remove you for being something they dont like, they can.
Nobodys stoping you from playing anywhere else [/QUOTE]
Hey why did you ban me from your server?, I'm not in any Furry, Pony, Or FNAF groups, check my profile if you want, I never mentioned any of it on your server either , And I barley even go on them so why ban? me
[B]2.[/B]
[QUOTE]Not necessarily, there just needs to be a gamemode built and balanced specifically with 4 teams in mind. [/QUOTE]
Here's a gamemode idea, Make all the weapon stats in reverse or something, like instead of say, The Overhealer overhealing a ridiculous amount with no ubercharge, why not make it have fast uber and no overhealing, or The Minigun instead of it slowing you down when shooting make it make you go faster. Just a thought
[B]3.[/B]
[QUOTE]I'm gonna help change the subject, will the pyro get any new weapons? Maybe one with a charged airblast? And will the auto updater ever get fixed? [/QUOTE]
I made a pistol reskin idea a while back it essentially just changed the texture and gave it a multicolored silencer, It whent pretty well but no word on if it was good for TF2C or not, its for the mercenary and its mostly intended as a starter pistol.
[B]4.[/B]Why make a completely new double barrel shotgun with new animations why not just reuse the Force-A-Nature model and animations?
[QUOTE=IliekBoxes;49277614]Give the Pyro an Ice Thrower that slows down enemies but deals no initial damage (only frostbite damage, like afterburn) , and an icepick that deals increased damage versus frosted players.
The Heavy's Russian blood prevents him from being slowed down, but he still takes frostbite damage.[/QUOTE]
But he's a pyro, Not captain cold.
[QUOTE=cha0s;49284185]But he's a pyro, Not captain cold.[/QUOTE]
[url]https://en.wikipedia.org/wiki/Freezer_burn[/url]
[IMG]http://i.imgur.com/cVFMkXz.jpg[/IMG]
Spai, the one who came in the wrong server at the worst moment.
[url]https://www.youtube.com/watch?v=Bl9Ue0SpSng[/url] How did this person download dm_wiseau the new version?
[editline]10th December 2015[/editline]
[QUOTE=MaartenS11;49285422][url]https://www.youtube.com/watch?v=Bl9Ue0SpSng[/url] How did this person download dm_wiseau the new version?[/QUOTE]
Sory he is the gameplay lead didn't notice it
[QUOTE=NeverLose;49285045][IMG]http://i.imgur.com/cVFMkXz.jpg[/IMG]
Spai, the one who came in the wrong server at the worst moment.[/QUOTE]
Few things.
Would probably be better to post something like this in the media thread.
Your posing is bad.
Your AA seems almost nonexistant.
Your FOV is too wide. Lower it and move the camera out.
Theres no lighting.
Over all 1/10, you can spawn in models congrats :v:
[QUOTE=DrMedicVG;49284730][url]https://en.wikipedia.org/wiki/Freezer_burn[/url][/QUOTE]
Is that supposed to be in the favor of Ice-based weapons?
A freezer burn isn't caused by fire, so even if the name contains "burn", it doesn't match the Pyro, at all.
Considering that the Pyro is a pyromaniac, the combustion, the fire itself is what he's looking after.
And god knows how ice looks like within the pyrovision mode... Cookie mix... Probably.
Replace Ice/snow/cool stuff with energy-beam ammunition and I think we got something.
please use this thread to discuss gameplay, patches, and suggestions. everything else can either go on our official forums, the steam group, or the trash
Remove the kritz powerup from dm_lumberyard.
[QUOTE=Annoyed Grunt;49287836]Remove the kritz powerup from dm_lumberyard.[/QUOTE]
How about replacing it with a powerful weapon?
Also what's gonna happen to the scouts smg? It was the main reason i installed the game, i would hate to see it have the same fate as the medic shotgun.
[t]http://i.imgur.com/SsYDgyS.jpg[/t]
Made a deathmatch map for fun. Just need to add weapons.
I think this map would fit into tf2classic an attack defend capture the flag map [url]http://steamcommunity.com/sharedfiles/filedetails/?id=454128304[/url]
[QUOTE=G=4//\/\3!2;49283474]Sorry i'm late to the party
[B]1.[/B]
Hey why did you ban me from your server?, I'm not in any Furry, Pony, Or FNAF groups, check my profile if you want, I never mentioned any of it on your server either , And I barley even go on them so why ban? me
[/QUOTE]
That is not the person who runs the server. The person who banned you is one of my co-hosts who has priority over the west coast US server. If you have any suggestions, complaints and such about any of our servers, PM my inbox instead so the thread can be kept to gameplay and patch discussion.
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