I wish to start the "bring back the rotation" movement.
And also hydro will be a part of this rotation.
Ok, so you just started the bring back the rotation movement.
I'd rather see a hybrid vote/rotation that will play desired maps like dustbowl/goldrush/gravelpit 3 times during the the entire rotation, and have other popular/hated maps like well/granary/freight played a couple of times, with some niche or unique maps like cashworks/science/all chosen CTF + 12v12 arena maps etc once. If the entire rotation were done two or three times per day, people would have opportunities to play the overplayed maps, while all of the lesser played maps would have a certain amount of playtime, while not becoming a tired set of events.
Not having any say whatsoever in what maps you play other than waiting just isn't ideal.
Roland_tHTG on
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Zen VulgarityWhat a lovely day for teaSecret British ThreadRegistered Userregular
edited August 2009
Hydro should force both teams to not have any engineers.
the mod isn't publicly available apparently. you have to go to their servers to play it, which is dumb
And, from what I've seen of other similar mods, I'm guessing is one that you basically have to run a dedicated server for. You can't really switch it on and off without restarting the server.
On a unrelated note, anyone have any experience with MySQL and Sourcemod? Trying to work on the Map Rating mod again, and I've got no idea what I'm doing.
PMAvers on
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
I wonder if they would consider replacing the shotgun with the ability to place another turret. Possibly make it non upgradeable even with the regular wrench.
Can't see engineers without some sort of primary weapon
well like i suggested, shotgun being replaced means you have to rely on the pistol, which is ideal for being replaced with a cowboy revolver to one-up some spies
i mean they already have a melee weapon that crits more predictably (ie always) than the spy, so how about one-upping the ambassador
This sidearm remains holstered at all times. When you wish to fire a golfswing-esque meter appears and if you time it correctly you get all 6 shots as crits when you draw it. If you fail on the meter then it fires normally, even the Kritzkrieg has no effect.
Once the bullets are spent the Engineer reloads it and holsters it.
This sidearm remains holstered at all times. When you wish to fire a golfswing-esque meter appears and if you time it correctly you get all 6 shots as crits when you draw it. If you fail on the meter then it fires normally, even the Kritzkrieg has no effect.
Once the bullets are spent the Engineer reloads it and holsters it.
This sidearm remains holstered at all times. When you wish to fire a golfswing-esque meter appears and if you time it correctly you get all 6 shots as crits when you draw it. If you fail on the meter then it fires normally, even the Kritzkrieg has no effect.
Once the bullets are spent the Engineer reloads it and holsters it.
minigames? in MY tf2?
Well, maybe not as clear cut as that. But the idea of quick drawing appeals in some way. Possibly have the power balance out the time it takes to draw.
This sidearm remains holstered at all times. When you wish to fire a golfswing-esque meter appears and if you time it correctly you get all 6 shots as crits when you draw it. If you fail on the meter then it fires normally, even the Kritzkrieg has no effect.
Once the bullets are spent the Engineer reloads it and holsters it.
As an engineer with over 9000 hours of play time I think this would be tons of fun. I recently been on a pistol shooting spree and I love it.
I kinda disagree with the idea of a instant six-shot crit string, but some kind of chargeable single shot would synergize nicely with the sentry gun itself, which is fairly vulnerable to peek-a-boo tactics. So you charge your attack, wait for the enemy to appear, then quick-draw on him. In the meantime, you don't have your wrench ready to do repairs if necessary. Sounds like a fair trade to me.
Kupi on
My favorite musical instrument is the air-raid siren.
0
GumpyThere is alwaysa greater powerRegistered Userregular
edited August 2009
If the shotgun gets changed, then the pistol would need some significant punch in exchange for a smaller clip
I kinda disagree with the idea of a instant six-shot crit string, but some kind of chargeable single shot would synergize nicely with the sentry gun itself, which is fairly vulnerable to peek-a-boo tactics. So you charge your attack, wait for the enemy to appear, then quick-draw on him. In the meantime, you don't have your wrench ready to do repairs if necessary. Sounds like a fair trade to me.
How about a charge attack that ( the longer you charge it ) fires off a string of bullets in quick succession. Any left over if the charge was low can be fired off or the gun can be reloaded. Once fully loaded it goes back in the holster.
I kinda disagree with the idea of a instant six-shot crit string, but some kind of chargeable single shot would synergize nicely with the sentry gun itself, which is fairly vulnerable to peek-a-boo tactics. So you charge your attack, wait for the enemy to appear, then quick-draw on him. In the meantime, you don't have your wrench ready to do repairs if necessary. Sounds like a fair trade to me.
How about a charge attack that ( the longer you charge it ) fires off a string of bullets in quick succession. Any left over if the charge was low can be fired off or the gun can be reloaded. Once fully loaded it goes back in the holster.
That's a good one. I was thinking something like a single powerful shot if quick-drawn, but any shots that aren't quick-drawn are relatively weak and fire slowly. Right-click would spend a lengthy animation to put the gun back in the holster for another quick-draw.
The reason I want that one is that if the gun is reholstered when it's empty, the engineer is forced to endure mini-crit vulnerability while reloading after the failed quick-draw, due to his terrible shame at having 13 PhDs but still failing basic arithmetic.
I kinda disagree with the idea of a instant six-shot crit string, but some kind of chargeable single shot would synergize nicely with the sentry gun itself, which is fairly vulnerable to peek-a-boo tactics. So you charge your attack, wait for the enemy to appear, then quick-draw on him. In the meantime, you don't have your wrench ready to do repairs if necessary. Sounds like a fair trade to me.
How about a charge attack that ( the longer you charge it ) fires off a string of bullets in quick succession. Any left over if the charge was low can be fired off or the gun can be reloaded. Once fully loaded it goes back in the holster.
That's a good one. I was thinking something like a single powerful shot if quick-drawn, but any shots that aren't quick-drawn are relatively weak and fire slowly. Right-click would spend a lengthy animation to put the gun back in the holster for another quick-draw.
The reason I want that one is that if the gun is reholstered when it's empty, the engineer is forced to endure mini-crit vulnerability while reloading after the failed quick-draw, due to his terrible shame at having 13 PhDs but still failing basic arithmetic.
Edit: quick-draw quick-draw
Plus, who wouldn't want to look as awesome as this?
I like the idea of a quick draw revolver for the engineer
I was thinking it could have to ways to be used. The normal way it would be pretty fast/powerful but with low accuracy and as an homage to old westerns could ricochet off walls with an audible TWANG to help prevent edging a sentry, if you held it down for a relatively long charge up period the engy goes into an animation similar to the heavy's fist taunt and then fires off all six of his shots faster and more accurate than normal
Personally I don't see any reason to give Engineers a gun for killing people. Their class is all about the structures, there's a reason they only got generic secondary weapons beyond that. I'd rather see an unlock for each building type, at least for the turret. If he gets a gun unlock it should be for something support based, like applying a status effect or something.
Personally I don't see any reason to give Engineers a gun for killing people. Their class is all about the structures, there's a reason they only got generic secondary weapons beyond that. I'd rather see an unlock for each building type, at least for the turret. If he gets a gun unlock it should be for something support based, like applying a status effect or something.
Even more push back? Or like damage over time / slow effects?
There could also simply be two modes, left click firing is normal, while right click would holster the gun. If you shoot it from the holster then there could a temporary damage or crit boost.
All this talk of engy upgrades made me think of Perfect Dark for N64. The laptop sentry. You toss it on something, it sticks to it and converts to a sentry.
- Weaker then a lvl 1 (not too much though)
- Has a limited life time (battery dies)
- 1 spy revolver shot takes it out
- Designed for offensive engy, takes pistol slot
- Short setup time (1-2 sec)
- Short detection range
Its goal is to give the engineer the ability to create a small distraction / small area denial useful for offense. Often in push maps there are areas were offensive engy doesn't use his tools all that well. This would allow him to toss up a sentry on a wall which would slowly pick off people in the confusion of battle.
Personally I don't see any reason to give Engineers a gun for killing people. Their class is all about the structures, there's a reason they only got generic secondary weapons beyond that. I'd rather see an unlock for each building type, at least for the turret. If he gets a gun unlock it should be for something support based, like applying a status effect or something.
Even more push back? Or like damage over time / slow effects?
A jet engine, blows people away (more violently than a normal sentry) and catches them on fire (only does secondary fire damage, so it doesn't hurt much). Same mechanics as a normal sentry, only targets one closest person at time, etc.
Personally I don't see any reason to give Engineers a gun for killing people. Their class is all about the structures, there's a reason they only got generic secondary weapons beyond that. I'd rather see an unlock for each building type, at least for the turret. If he gets a gun unlock it should be for something support based, like applying a status effect or something.
Even more push back? Or like damage over time / slow effects?
A jet engine, blows people away (more violently than a normal sentry) and catches them on fire (only does secondary fire damage, so it doesn't hurt much). Same mechanics as a normal sentry, only targets one closest person at time, etc.
Personally I don't see any reason to give Engineers a gun for killing people. Their class is all about the structures, there's a reason they only got generic secondary weapons beyond that. I'd rather see an unlock for each building type, at least for the turret. If he gets a gun unlock it should be for something support based, like applying a status effect or something.
Even more push back? Or like damage over time / slow effects?
A jet engine, blows people away (more violently than a normal sentry) and catches them on fire (only does secondary fire damage, so it doesn't hurt much). Same mechanics as a normal sentry, only targets one closest person at time, etc.
So, a anti-spy turret?
Not really, it still won't shoot cloaked or disguised mans. In fact, it'd be less useful for killing spies, cause they don't have as much worry dying after they back stab an engineer, since they'll be alive, just on fire.
It'd be nice if while it was shooting, any spies cloaked/disg behind it got sucked into it, caught on fire, then spit back out.
edit:
Also, if the knockback was based on distance, it'd put more emphasis on putting the jet closer to entry way corners, rather than in a far off corner. It'd add a mix to sentry placement strategy.
falsedef on
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TTODewbackPuts the drawl in ya'llI think I'm in HellRegistered Userregular
edited August 2009
Had an awesome game as Heavy tonight. Tanks for the heals That Guy.
Also. Senty Unlock: level 1 and 2 the same, and level 3 looks the same as a level 2 but explodes like a mini nuke when sapped.
Posts
sudden death overtime is the worst part of hydro
Ok, so you just started the bring back the rotation movement.
Not having any say whatsoever in what maps you play other than waiting just isn't ideal.
Would be so much better.
It's the damn sentries that are the problem.
And, from what I've seen of other similar mods, I'm guessing is one that you basically have to run a dedicated server for. You can't really switch it on and off without restarting the server.
On a unrelated note, anyone have any experience with MySQL and Sourcemod? Trying to work on the Map Rating mod again, and I've got no idea what I'm doing.
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
I'd call it a revolution. Some people will be the first up against the wall when it comes.
well like i suggested, shotgun being replaced means you have to rely on the pistol, which is ideal for being replaced with a cowboy revolver to one-up some spies
i mean they already have a melee weapon that crits more predictably (ie always) than the spy, so how about one-upping the ambassador
Texan Revolver:
This sidearm remains holstered at all times. When you wish to fire a golfswing-esque meter appears and if you time it correctly you get all 6 shots as crits when you draw it. If you fail on the meter then it fires normally, even the Kritzkrieg has no effect.
Once the bullets are spent the Engineer reloads it and holsters it.
how about press and hold M2 to unholster it, press and hold M1 at the right time to fire
if you fail the shots are slow and kinda crappy, if you suceed the shots are fast as an smg and crit
it sounds cool i just don't know what situations it would be useful for
minigames? in MY tf2?
Well, maybe not as clear cut as that. But the idea of quick drawing appeals in some way. Possibly have the power balance out the time it takes to draw.
Wait...
Wait...
BOOSH!
Got the map rating plugin working. The web interface for it is here.
As I understand it, it'll ask you for a rating when you're either dead, or when you do a !maprate.
EDIT: Maybe. Gotta fiddle with it more to make sure.
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
As an engineer with over 9000 hours of play time I think this would be tons of fun. I recently been on a pistol shooting spree and I love it.
How about a charge attack that ( the longer you charge it ) fires off a string of bullets in quick succession. Any left over if the charge was low can be fired off or the gun can be reloaded. Once fully loaded it goes back in the holster.
That's a good one. I was thinking something like a single powerful shot if quick-drawn, but any shots that aren't quick-drawn are relatively weak and fire slowly. Right-click would spend a lengthy animation to put the gun back in the holster for another quick-draw.
The reason I want that one is that if the gun is reholstered when it's empty, the engineer is forced to endure mini-crit vulnerability while reloading after the failed quick-draw, due to his terrible shame at having 13 PhDs but still failing basic arithmetic.
Edit: quick-draw quick-draw
Plus, who wouldn't want to look as awesome as this?
http://www.youtube.com/watch?v=7ADKVcbm42Q
I was thinking it could have to ways to be used. The normal way it would be pretty fast/powerful but with low accuracy and as an homage to old westerns could ricochet off walls with an audible TWANG to help prevent edging a sentry, if you held it down for a relatively long charge up period the engy goes into an animation similar to the heavy's fist taunt and then fires off all six of his shots faster and more accurate than normal
Twitter Youtube Xbox
Some people should come into the server to test it with me, IMO.
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
It'll be a nailgun.
That would be fine by me too. More bodies pinned to walls.
Twitter Youtube Xbox
Even more push back? Or like damage over time / slow effects?
Twitter Youtube Xbox
Edit: Net Gun
- Weaker then a lvl 1 (not too much though)
- Has a limited life time (battery dies)
- 1 spy revolver shot takes it out
- Designed for offensive engy, takes pistol slot
- Short setup time (1-2 sec)
- Short detection range
Its goal is to give the engineer the ability to create a small distraction / small area denial useful for offense. Often in push maps there are areas were offensive engy doesn't use his tools all that well. This would allow him to toss up a sentry on a wall which would slowly pick off people in the confusion of battle.
A jet engine, blows people away (more violently than a normal sentry) and catches them on fire (only does secondary fire damage, so it doesn't hurt much). Same mechanics as a normal sentry, only targets one closest person at time, etc.
So, a anti-spy turret?
Twitter Youtube Xbox
Not really, it still won't shoot cloaked or disguised mans. In fact, it'd be less useful for killing spies, cause they don't have as much worry dying after they back stab an engineer, since they'll be alive, just on fire.
It'd be nice if while it was shooting, any spies cloaked/disg behind it got sucked into it, caught on fire, then spit back out.
edit:
Also, if the knockback was based on distance, it'd put more emphasis on putting the jet closer to entry way corners, rather than in a far off corner. It'd add a mix to sentry placement strategy.
Also. Senty Unlock: level 1 and 2 the same, and level 3 looks the same as a level 2 but explodes like a mini nuke when sapped.
once again, pro posting.
And the engie MUST have a six shooter