01-28-2009, 05:36 PM | #81 |
Pub Allstar!
Beta Tester
Join Date: Aug 2008
Class/Position: under en kvinna Gametype: Capture the Flag Affiliations: Eternal Order, Must be h4x, Mono's happy funtime. Posts Rated Helpful 0 Times
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testing for both would be fine.
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01-28-2009, 08:14 PM | #82 |
mimic- 3k. leisure^BtU
Join Date: Jun 2008
Location: FL
Class/Position: Fucker/On Your Mom Gametype: ADL Affiliations: #mimic #pick Posts Rated Helpful 0 Times
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Smaller splash for blue pipes, but the same damage
A bit smaller splash for rpg, but more vertical push Flag pop when the flag carrier dies like in TFC (maybe not as much but some) Reduced damage for nail gun but keep the armor damage A armor strip mode for AvD |
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01-28-2009, 08:37 PM | #83 |
el duke.
Join Date: Mar 2007
Class/Position: spy evryfring & med. Posts Rated Helpful 0 Times
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01-28-2009, 10:19 PM | #84 |
I am Redeye for anything.
Join Date: Oct 2008
Location: Sacramento California
Class/Position: Def NG Gametype: Capture the Flag Affiliations: [TALOS] Posts Rated Helpful 0 Times
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I would like to see the pyro need to drop thier ammo like everyone else, instead of making emps hurt them less.
They are loaded with cells, they should have to be carefull. EMPs were never that big of a prob in tfc, if you drop your ammo. I have see the server getting full evernight, and been watching scouts and meds fly right in front of my sg, without it ever locking on. Maybe locking on faster would be nice, you dont have to increase turning speed, I believe its fast enough given a good lock. |
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01-28-2009, 11:41 PM | #85 |
Banned
Join Date: Sep 2008
Class/Position: Soldier Gametype: AVD Affiliations: TALOS Posts Rated Helpful 5 Times
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To offer my suggestions onto Elwood's, the Engineer's dispenser should come standard with an animated screen or animations so its not so dull. It should also have content generation sounds, flash its team color when damaged, and provide ammo and armor to everyone except its owner (owner can be healed though). Yes to the dispenser giving health, yes to caltrops, and yes to sabotaging jump pads. The main effect should be an explosion, as suggested, and the passive sabotage should either throw the player in a random direction, in the opposite direction, or weaken in power.
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01-29-2009, 12:11 AM | #86 |
Keep On Keepin' On
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Here's an idea: Sabotaged jump-pads send you straight up. Easy target for snipers. |
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01-29-2009, 12:40 AM | #87 |
Beta Tester
Join Date: Mar 2007
Location: Winnipeg Manitoba
Posts Rated Helpful 0 Times
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COMPLETE NEW CLASSES EVERYTHING SCRAPPED AND NEW MAPS LOL
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01-29-2009, 12:45 AM | #88 |
Banned
Join Date: Sep 2008
Class/Position: Soldier Gametype: AVD Affiliations: TALOS Posts Rated Helpful 5 Times
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01-29-2009, 01:04 AM | #89 |
Bacon haxor
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The Internet, is serious business.
Yeah I'm definitely down for the caltrops and sabotaged jump pads |
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01-29-2009, 02:05 AM | #90 |
Pub Allstar!
Beta Tester
Join Date: Aug 2008
Class/Position: under en kvinna Gametype: Capture the Flag Affiliations: Eternal Order, Must be h4x, Mono's happy funtime. Posts Rated Helpful 0 Times
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01-29-2009, 05:40 AM | #91 |
Join Date: Jan 2009
Gametype: Capture the Flag Posts Rated Helpful 1 Times
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itd also be a good idea to lock ax1, or hopefully servers will do so on thier own
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01-29-2009, 06:48 AM | #92 |
Join Date: Jan 2009
Gametype: Capture the Flag Posts Rated Helpful 0 Times
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I think there should be a rethinking on the medic. Right now the medic is designed to capture flags due to his speed and conc grenades. If this is his role, how is he going to be a medic aka healing people? I seriously think there's a serious flaw going on here.
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01-29-2009, 12:43 PM | #93 |
FFcrab
Join Date: May 2008
Location: Poland
Class/Position: Spectator Gametype: Fragfest (Sometimes without "r".) Affiliations: LCD Posts Rated Helpful 4 Times
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-Steamworks and OB engine (please focus on it for now, we need players) D: D: D:
-Caltrops (and make throwing it instant) -spinning minigun before firing -new player models (with better hitboxes, this is important too) -"I need ammo" voice and icon over player -dispenser hit and spark effects -fix the hud bugs like not disappearing "+100 fragged enemy" etc. infos and line near weapon icon -smoke grenade for sniper -better team-colored hud |
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01-29-2009, 01:41 PM | #94 |
el duke.
Join Date: Mar 2007
Class/Position: spy evryfring & med. Posts Rated Helpful 0 Times
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i have recently played TF2 with some friends again and something new to me that wasn't there before was on the kill displays in the upper right screen, it now shows a glowing weapon icon distinguishing a critical shot/kill.
this would be really cool to have a different weapon icon to show backstabs. this way the opposing team could have another way of a heads up of what a spy could be disguised as after they get the backstab. plus, show it was actually a real backstab and not just a regular stab. |
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01-29-2009, 04:13 PM | #95 | |
D&A Member
Wiki Team Fortress Forever Staff Join Date: Apr 2007
Posts Rated Helpful 31 Times
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Quote:
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01-29-2009, 05:16 PM | #96 |
Nade Whore
Server Owner
Beta Tester Join Date: Sep 2007
Location: Oklahoma
Class/Position: Scout/Soldier Gametype: CTF/TDM Affiliations: blunt. Moto Posts Rated Helpful 128 Times
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A visual indicator that you are low on ammo could be useful. Something that blinks in the middle of your screen below your crosshair maybe?
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01-29-2009, 06:27 PM | #97 | |
G9-
D&A Member
Join Date: Sep 2007
Location: Florida
Class/Position: D Solly,Engy Gametype: ALL Posts Rated Helpful 0 Times
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Quote:
Plus it's kinda getting to the point and direction of being to much of a noob friendly game, this is the prob. with these fat american kids, they just want want and want, but not willing to do anything for it, lol I kid I kid! |
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01-29-2009, 10:11 PM | #98 |
I am Redeye for anything.
Join Date: Oct 2008
Location: Sacramento California
Class/Position: Def NG Gametype: Capture the Flag Affiliations: [TALOS] Posts Rated Helpful 0 Times
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I would also like to see the teamchate messages, the ones that were pre written. You know, need assitance on defense.
That sort of thing. Would be nice. I Do believe the sgs in tfc has faster lock on, or better memory, one of the 2. In tfc, you could get an sg to lock on by popping in and out of a corner. You can do that here as well, but if you listen to the lock on beeps, tfc had many more lock ons in the same space of time/movement. I dont really have a problem with the sg fire speed, or the knockback, but if it could lock alot faster than it does, i would not see scouts and medics be able to fly infront of my sg, and I dont think the number of enemies in the room matter, i did yesterday, but I dont think it confuses the sg as much as I thought. |
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01-30-2009, 11:57 PM | #99 |
Join Date: Jan 2009
Gametype: Capture the Flag Posts Rated Helpful 1 Times
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LOL... the sgs have a much slower lock on in TFC, but i dont know what you mean by memory
The sgs are fine the way they are... They are actually too fast given the fact that engineers have thier altered railgun, a shotgun, AND EMPS.. How easy do you want engineer to be? I think the fact that you can go into a 20 man servers, and at any given time see 4+ engineers says that the engineer is a pretty advantaged class If scouts are flying past your sg, there is a reason for it. You put it in a shitty position, or you picked a lesser evil and now its gotta be covered by one of your teammates. The sg shouldnt dominate on defense Last edited by Toastie; 01-31-2009 at 12:02 AM. |
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01-31-2009, 12:13 AM | #100 |
G9-
D&A Member
Join Date: Sep 2007
Location: Florida
Class/Position: D Solly,Engy Gametype: ALL Posts Rated Helpful 0 Times
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I say put wheels on the mofo SG so it can chase the scouts medic's etc. lmao! If im getting shit for this post plz remove it. lol
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