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PostPosted: 16 Jul 2008, 11:44 
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http://tfportal.de/news_details.php?id=740

just scroll down a lil &nd open the videos 8)

the demoman one u may already know from the old team fortress 2 trailer :4

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PostPosted: 16 Jul 2008, 12:21 
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Interesting idea and kinda cool.

I think the Soldier should be able to use the throwable grenades from his ammo belt. I really think the soldier could benefit from that.

Also, while we're on explosives... for the Spy update I would like to see an alternative to the sapper, where the Spy can place some C4 explosives onto sentries etc. 8)

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PostPosted: 16 Jul 2008, 12:38 
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'Thanks to L. Duke for bringing the vidoes online'

What about 'Thanks to L. Duke for coding the nades'....

Anyhow, been following this for a while now, but i think i kinda agree with VALVe that nades would ruin the game.


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PostPosted: 16 Jul 2008, 13:26 
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I agree with Saint. Everyone would just be nade spamming and it would completely ruin the gameplay. Add this with the updates which aren't received well by quite a lot of people and the servers would drain faster then a free keg on a frat party.

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PostPosted: 16 Jul 2008, 13:30 
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jinja_ninja wrote:
Interesting idea and kinda cool.

I think the Soldier should be able to use the throwable grenades from his ammo belt. I really think the soldier could benefit from that.

Also, while we're on explosives... for the Spy update I would like to see an alternative to the sapper, where the Spy can place some C4 explosives onto sentries etc. 8)
I like this C4 idea. Would it be timed or remote triggered?

It would be funny if an Engineer runs back to difuse what he thinks is a Sapper then an invisible Spy nearby (I think he should be able to detonate whilst cloaked) blows him up just as he gets there. I don't think it should take off all his life but if he'd just been in a firefight and was running back to save his Sentry then his health might be depleted enough to die from a C4 explosion.

Plus it could be used on dispensers to take out troops who are falling back to heal themself. If a Soldier and a Demo ran up with low health and the Spy detonated it could take them out. Of course they'd have to be blind not to see it but let's face it, when you're on fire you tend to miss a lot of things.

I'm really digging this idea Jinja. Nice one mate.


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PostPosted: 16 Jul 2008, 13:39 
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DrMcMoist wrote:
jinja_ninja wrote:
Interesting idea and kinda cool.

I think the Soldier should be able to use the throwable grenades from his ammo belt. I really think the soldier could benefit from that.

Also, while we're on explosives... for the Spy update I would like to see an alternative to the sapper, where the Spy can place some C4 explosives onto sentries etc. 8)
I like this C4 idea. Would it be timed or remote triggered?

It would be funny if an Engineer runs back to difuse what he thinks is a Sapper then an invisible Spy nearby (I think he should be able to detonate whilst cloaked) blows him up just as he gets there. I don't think it should take off all his life but if he'd just been in a firefight and was running back to save his Sentry then his health might be depleted enough to die from a C4 explosion.

Plus it could be used on dispensers to take out troops who are falling back to heal themself. If a Soldier and a Demo ran up with low health and the Spy detonated it could take them out. Of course they'd have to be blind not to see it but let's face it, when you're on fire you tend to miss a lot of things.

I'm really digging this idea Jinja. Nice one mate.
What about a "reversed" sapper. Like the normal sapper it needs some time to work, but if the engi is too late at his sentry/dispenser, it changes color and belongs to the other team! :mrgreen:

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PostPosted: 16 Jul 2008, 13:44 
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[SpA]Unity wrote:
DrMcMoist wrote:
jinja_ninja wrote:
Interesting idea and kinda cool.

I think the Soldier should be able to use the throwable grenades from his ammo belt. I really think the soldier could benefit from that.

Also, while we're on explosives... for the Spy update I would like to see an alternative to the sapper, where the Spy can place some C4 explosives onto sentries etc. 8)
I like this C4 idea. Would it be timed or remote triggered?

It would be funny if an Engineer runs back to difuse what he thinks is a Sapper then an invisible Spy nearby (I think he should be able to detonate whilst cloaked) blows him up just as he gets there. I don't think it should take off all his life but if he'd just been in a firefight and was running back to save his Sentry then his health might be depleted enough to die from a C4 explosion.

Plus it could be used on dispensers to take out troops who are falling back to heal themself. If a Soldier and a Demo ran up with low health and the Spy detonated it could take them out. Of course they'd have to be blind not to see it but let's face it, when you're on fire you tend to miss a lot of things.

I'm really digging this idea Jinja. Nice one mate.
What about a "reversed" sapper. Like the normal sapper it needs some time to work, but if the engi is too late at his sentry/dispenser, it changes color and belongs to the other team! :mrgreen:
mh...&nd than the whole team would destroy in like 10 secs :P

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PostPosted: 16 Jul 2008, 14:03 
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Well the C4 would be timed. I think it would be too unbalanced to have it remotely detonated. Of course the engineer can wrench the C4 off the sentry/dispenser, but if he's too slow ... KABOOM! :twisted:

As it replaces the sapper, you can only place it on buildings of course. So no placing on control points :D

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PostPosted: 16 Jul 2008, 14:39 
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There are some good idea's their esp. the medic grenade...to heal people in areas you can't get to....the spy nade could be very annoying/lethal

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PostPosted: 16 Jul 2008, 15:18 
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[SpA]Unity wrote:
DrMcMoist wrote:
jinja_ninja wrote:
Interesting idea and kinda cool.

I think the Soldier should be able to use the throwable grenades from his ammo belt. I really think the soldier could benefit from that.

Also, while we're on explosives... for the Spy update I would like to see an alternative to the sapper, where the Spy can place some C4 explosives onto sentries etc. 8)
I like this C4 idea. Would it be timed or remote triggered?

It would be funny if an Engineer runs back to difuse what he thinks is a Sapper then an invisible Spy nearby (I think he should be able to detonate whilst cloaked) blows him up just as he gets there. I don't think it should take off all his life but if he'd just been in a firefight and was running back to save his Sentry then his health might be depleted enough to die from a C4 explosion.

Plus it could be used on dispensers to take out troops who are falling back to heal themself. If a Soldier and a Demo ran up with low health and the Spy detonated it could take them out. Of course they'd have to be blind not to see it but let's face it, when you're on fire you tend to miss a lot of things.

I'm really digging this idea Jinja. Nice one mate.
What about a "reversed" sapper. Like the normal sapper it needs some time to work, but if the engi is too late at his sentry/dispenser, it changes color and belongs to the other team! :mrgreen:
Yeah I really like the sound of that too.

Imagine running around your own base only to be gunned down by a level 3 sentry. Plus it would allow ally Engineers and Spies to work together. The Spy could retake the captured Sentry. Not exactly a big ask when you're in your own territory. They could also make a capture back only half the time so it's not taking the piss.


Last edited by DrMcMoist on 16 Jul 2008, 15:22, edited 1 time in total.

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PostPosted: 16 Jul 2008, 15:18 
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[SpA]Unity wrote:
DrMcMoist wrote:
jinja_ninja wrote:
Interesting idea and kinda cool.

I think the Soldier should be able to use the throwable grenades from his ammo belt. I really think the soldier could benefit from that.

Also, while we're on explosives... for the Spy update I would like to see an alternative to the sapper, where the Spy can place some C4 explosives onto sentries etc. 8)
I like this C4 idea. Would it be timed or remote triggered?

It would be funny if an Engineer runs back to difuse what he thinks is a Sapper then an invisible Spy nearby (I think he should be able to detonate whilst cloaked) blows him up just as he gets there. I don't think it should take off all his life but if he'd just been in a firefight and was running back to save his Sentry then his health might be depleted enough to die from a C4 explosion.

Plus it could be used on dispensers to take out troops who are falling back to heal themself. If a Soldier and a Demo ran up with low health and the Spy detonated it could take them out. Of course they'd have to be blind not to see it but let's face it, when you're on fire you tend to miss a lot of things.

I'm really digging this idea Jinja. Nice one mate.
What about a "reversed" sapper. Like the normal sapper it needs some time to work, but if the engi is too late at his sentry/dispenser, it changes color and belongs to the other team! :mrgreen:
Sorry about the triple post. I was trying to help a guy out with a problem and didn't notice I'd done it.


Last edited by DrMcMoist on 16 Jul 2008, 15:24, edited 1 time in total.

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PostPosted: 16 Jul 2008, 15:19 
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[SpA]Unity wrote:
DrMcMoist wrote:
jinja_ninja wrote:
Interesting idea and kinda cool.

I think the Soldier should be able to use the throwable grenades from his ammo belt. I really think the soldier could benefit from that.

Also, while we're on explosives... for the Spy update I would like to see an alternative to the sapper, where the Spy can place some C4 explosives onto sentries etc. 8)
I like this C4 idea. Would it be timed or remote triggered?

It would be funny if an Engineer runs back to difuse what he thinks is a Sapper then an invisible Spy nearby (I think he should be able to detonate whilst cloaked) blows him up just as he gets there. I don't think it should take off all his life but if he'd just been in a firefight and was running back to save his Sentry then his health might be depleted enough to die from a C4 explosion.

Plus it could be used on dispensers to take out troops who are falling back to heal themself. If a Soldier and a Demo ran up with low health and the Spy detonated it could take them out. Of course they'd have to be blind not to see it but let's face it, when you're on fire you tend to miss a lot of things.

I'm really digging this idea Jinja. Nice one mate.
What about a "reversed" sapper. Like the normal sapper it needs some time to work, but if the engi is too late at his sentry/dispenser, it changes color and belongs to the other team! :mrgreen:


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PostPosted: 16 Jul 2008, 16:10 
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The Necromancer (4970)
Well - with each class having grenades... We all (or perhaps not all because not everybody preordered the Orange Box and played the TF2 beta) know how horrible nade-spamming can be with even such a small difference as the normal Demoman grenades exploding on contact every time (even after bouncing - that's how it was in the beginning)... Now, the nade-spam if every class had grenades would be simply unbearable and always has been - hence I didn't like TFC at all. :-P

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PostPosted: 16 Jul 2008, 20:42 
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It would ruin the gameplay in so many ways. If you think it's bad now with 3-4 demoman constantly spamming, then how about the whole other team?
No thanks.


Vote no to grenades!


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PostPosted: 16 Jul 2008, 20:45 
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[SpA]moPP wrote:
It would ruin the gameplay in so many ways. If you think it's bad now with 3-4 demoman constantly spamming, then how about the whole other team?
No thanks.


Vote no to grenades!
yea...thats why valve never implemented them (:

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PostPosted: 16 Jul 2008, 23:38 
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I'm really afraid of the Spy achievements. It will be worse than the pyro update, cuz everyone wanna play spy. So we will have 5 Spies per team. That will suck. And i also think the spy will become, just like the pyro, really imba.

PRO Classlimit.

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PostPosted: 17 Jul 2008, 10:11 
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Hopefully people will go to an achievment server or something to get the achievments and then play normally.

I wish valve would just give us all the things right away without grinding for it like some mmorpg or battlefield 2.


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PostPosted: 18 Jul 2008, 17:35 
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I think sticking achievements to them is a good thing, as it gives people who always play the class the ability to add some variaty in it and keeping it interesting for them, however as the first 2 releases were also I think, experiments it went horribly wrong.

As for the 'achievements' servers, I think it is a rather sad way to get your achievements there, getting them ingame not only makes it harder, but much and much more fun if you get it, in a round where you did good.

All my achievements, I have gotten this way, playing a round which goes well, and then seeing that you also earned an achievement with it.

I think that the pyro update was a huge improvement in comparison to the medic update, as people did not need to completely harvest to get all achievements, however there are some which are rather ridiculous to get in regular play and that should be a point of improvement for the next update.

So to wrap up, I think achievements is a good thing to give people who regularly play the class an edge over people how play others, however bit more care should be taken when next pack is released.

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PostPosted: 18 Jul 2008, 18:38 
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I, for my part, don't like the achievements at all - at least not when they're tied to unlockables. I agree that the Pyro update was FAR more sensible than the Medic update but the whole point of achievements is that they SHOULDN'T give you ANYTHING. They are for people wanting to show off their internet pens0rs and nothing else - at least that's what they're like in other games.

I didn't put that many gameplay hours into TF2 to be told to suddenly start rampaging around with a fireaxe to unlock something and do other nonsensical things. Also, this system is what makes people flood servers with the updated class although increasing the popularity of a certain class is one goal Valve is trying to achieve with the packs, I guess.

It's also NOT true that the new weapons give you an edge over other players so why make them unlockable at all? When I'm playing the Pyro I usually use only one or two unlockables TOPS and in many situations I prefer the standard loadout (as nice as the Backburner might sound in theory, getting skilled in the compression blast can REALLY give you an edge in certain situations - especially incoming ubers).

Having said that I have and always will choose any and all methods available to unlock the weapons as fast as possible WITHOUT having to grind for achievements, especially the ones that require you to be lucky more than anything else. Then I happily know that I DON'T have to play the class all the time and spoil the gameplay on the servers just because Valve wants me to.

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PostPosted: 18 Jul 2008, 23:54 
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I also dont like this achievement system. Valve's biggest mistake is that they add the achievements one after one. So everytime a new achievement get integrated this one class get flooded by everyone. This just ruin the gameplay. I got my pyro achievements on a achievements server. I just didnt want 2 play pyro when at the same time 5 other pyros are in my team (and i am a really bad pyro^^).

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PostPosted: 19 Jul 2008, 09:29 
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Phil.- wrote:
I also dont like this achievement system. Valve's biggest mistake is that they add the achievements one after one. So everytime a new achievement get integrated this one class get flooded by everyone. This just ruin the gameplay. I got my pyro achievements on a achievements server. I just didnt want 2 play pyro when at the same time 5 other pyros are in my team (and i am a really bad pyro^^).
ya...but they only do it to keep the game current &nd the player's active...but same oppinion here like u &nd lim-dul from me ;D

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PostPosted: 19 Jul 2008, 10:33 
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[SpA]Lim-Dul wrote:
It's also NOT true that the new weapons give you an edge over other players
I never stated that this was true nor did valve, they only give you a degree of variety in gameplay. I don't think they 'should just be available' for everyone, but should be a bonus for people who play the class 'normally' the possibility to try out different tactics, thus you need a system which requires them to be unlockable. VALVe chose to go for achievements and with the medic pack they got it all wrong, yet with the pyro pack they significantly improved it.

There is never a 'right' or 'wrong' way to implement this, yet I do agree with valve that they should not be available for everyone right from the start of a new update package.

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