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Author Topic: Team Fortress 2: World's #1 War-Based Hat Simulator  (Read 825061 times)

ECrownofFire

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Re: Team Fortress 2: Free To Play! Manniversary! "Suck it, Valve Time!"
« Reply #7245 on: October 17, 2011, 02:48:01 am »

I'd like to see a minigun for the heavy that has an increased ammo count.

Oh, and one that he can rev up and stay at a higher speed.
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Dsarker

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Re: Team Fortress 2: Free To Play! Manniversary! "Suck it, Valve Time!"
« Reply #7246 on: October 17, 2011, 03:07:00 am »

This one is the heavy's answer to Sentry Guns.
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Osmosis Jones

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Re: Team Fortress 2: Free To Play! Manniversary! "Suck it, Valve Time!"
« Reply #7247 on: October 17, 2011, 03:22:37 am »

If you want a fast heavy, befriend a soldier with the disciplinary action. The buff continues even when spun up, and the maneuverability is insanely effective.

I'm liking the cross between righteous bison and brass, here's my idea;

You get unlimited ammo, a small chain lightening effect (anyone within say a sticky splash of the person in the beam gets 15% of the damage too) and the ability to shut down sentries while locked onto them.

The downside is a slower movement speed, longer spin up, (or stationary when firing but normal spin up), and your shot is an extremely high visibility team coloured lighting arc. If you really want to have fun, make it so that you don't get natural crits, but can chain heavies; one tesla cannon shoots a another tesla heavy (friend OR foe maybe?) and the 2nd heavy shoots at 175% damage, a 3rd at 250%, maybe up to a max of 4 (325%).
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dragonshardz

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Re: Team Fortress 2: Free To Play! Manniversary! "Suck it, Valve Time!"
« Reply #7248 on: October 17, 2011, 03:53:33 am »

I'm just playing with ideas right now. And yeah, the idea for his main is basically a cross between Righteous Bison, a Sentry Turret, and the Brass Beast. To sum up OJ's idea:

Unlimited ammo (via natural ammo regen), small team-colored chain lightning effect/splash, sentry shutdown ability when locked (maybe make the shotgun a targeting array of some sort?), EXTREMELY slow movement speed (perhaps make it so you can deploy/undeploy the weapon by switching to melee - you can move faster, but you sacrifice the ability to shoot immediately), normal spin-up (charge) time, stationary when firing, shot is supa-high visibility team-color lightning bolt effect.

What would be most fun with crits, IMO: Crits vs. non-heavy classes have a chance to disintegrate; crits vs. heavies boost that heavies damage output by 175%/250%/325%, max "chain" length is 4, affects friend or foe.

So basically, when you got the drop, you'd actually get a free-to-open crate, which would give you Tesla's Traveling Turret, Tesla Targeting Array, and Tesla Quick-Transport Tool - main, secondary, and melee slots, respectively.

Okay, I need to get working on this like, now.

TF2-style list of +/-:

TESLA'S TRAVELING TURRET

Unlimited ammo
Crits have x% chance to disintegrate vs. Non-Heavy
Crits give proportional boost to damage output of targeted Heavy
15% Splash Damage
20-second stun vs. Buildables


Speed reduced to 20% when deployed*
Cannot move when firing


*IE, you move as fast as a Heavy spinning the Brass Beast when NOT firing.
« Last Edit: October 17, 2011, 03:55:46 am by dragonshardz »
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ECrownofFire

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Re: Team Fortress 2: Free To Play! Manniversary! "Suck it, Valve Time!"
« Reply #7249 on: October 17, 2011, 04:47:18 am »

I'd slap down a speed penalty when not deployed, some kind of reloading thing, and the stun needs to be way shorter too.

And the disintegrate/damage output thing to anybody that doesn't have the traveling turret (including other heavies).

Ooh, this thing gave me an idea for a heavy thing too...
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Dsarker

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Re: Team Fortress 2: Free To Play! Manniversary! "Suck it, Valve Time!"
« Reply #7250 on: October 17, 2011, 04:56:35 am »

It's versus the turrets and (maybe) the teleporters.

And it's very slow when not deployed.
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MrWiggles

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Heavy Turret
« Reply #7251 on: October 17, 2011, 06:11:15 am »

I dont think you're going far enough with the Turret idea.

We have the medic buddy concept. Lets make an Engy Buddy concept.

Engy can heal up to normal health, no overheal, engy can replinish ammo. Immune to head shots. Backstabs still happen. Dispensers can give ammo, but cant heal.

When revved up, can move around.
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Tyler6498

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Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
« Reply #7252 on: October 17, 2011, 07:33:04 am »

Also, you can now trade things for things in the store! Remember; one refined metal is worth US$1.33. Or maybe it's 1&1/3 refined metal is one dollar...

So, if you're trading, it's worthwhile to check the store prices now; if you can get it for $8, then you shouldn't need to spend 15 refined on it.

Do you mean trade our items to get items in the store? If so, how? I've been looking around for how and I'm starting to think I misinterpreted this message.
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Metalax

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Re: Team Fortress 2: Free To Play! Manniversary! "Suck it, Valve Time!"
« Reply #7253 on: October 17, 2011, 08:34:44 am »

Also, you can now trade things for things in the store! Remember; one refined metal is worth US$1.33. Or maybe it's 1&1/3 refined metal is one dollar...

So, if you're trading, it's worthwhile to check the store prices now; if you can get it for $8, then you shouldn't need to spend 15 refined on it.

Do you mean trade our items to get items in the store? If so, how? I've been looking around for how and I'm starting to think I misinterpreted this message.

Previously items bought from the store have been untradeable so the actual price in the store has not necessarily been the equivalent price that people have been trading for it. 1 refined metal has held fairly steady at around an equivalent of $0.80, so look at what the item is costing in the store, work out how many refined metal that is equivelent to and don't trade with people who are asking for much more than that.
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Shadowlord

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Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
« Reply #7254 on: October 17, 2011, 11:57:47 am »

Also, you can now trade things for things in the store! Remember; one refined metal is worth US$1.33. Or maybe it's 1&1/3 refined metal is one dollar...

So, if you're trading, it's worthwhile to check the store prices now; if you can get it for $8, then you shouldn't need to spend 15 refined on it.

Do you mean trade our items to get items in the store? If so, how? I've been looking around for how and I'm starting to think I misinterpreted this message.

Valve reverted that, so, no, you can't.
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dragonshardz

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Re: Team Fortress 2: Free To Play! Manniversary! "Suck it, Valve Time!"
« Reply #7255 on: October 17, 2011, 12:51:01 pm »

I'd slap down a speed penalty when not deployed, some kind of reloading thing, and the stun needs to be way shorter too.

And the disintegrate/damage output thing to anybody that doesn't have the traveling turret (including other heavies).

Ooh, this thing gave me an idea for a heavy thing too...

All good ideas, except the speed penalty. You're already moving at the same speed as a Brass Beast Heavy who is spinning his minigun when you're not firing. The deploy/undeploy mechanic is a tradeoff - you can run around deployed all the time and be slow, or deploy, shoot, and undeploy, but that takes time - thus, you sacrifice mobility for firepower and vice versa.

I dont think you're going far enough with the Turret idea.

We have the medic buddy concept. Lets make an Engy Buddy concept.

Engy can heal up to normal health, no overheal, engy can replinish ammo. Immune to head shots. Backstabs still happen. Dispensers can give ammo, but cant heal.

When revved up, can move around.

The Traveling Turret idea is a sort of Engy Buddy thing. But the entire point is that when revved up or shooting, you CAN'T move. You can turn in place, but forward motion = no. The only part I have a problem with is dispensers not healing. But at this point, I think that adding any additional bonuses will make the weapon unbalanced. As it is, the balance is pretty damn precarious as-is, even with the mobility-firepower tradeoff.

TESLA'S TRAVELING TURRET

Unlimited ammo
Crits have 15% chance of disintegrating anyone not wearing this weapon
Crits give proportional, chainable damage output boost to players wearing this weapon.
15% Splash Damage
10-second stun vs. Buildables


Speed reduced to 20% when deployed*
Cannot move when firing
Must wait for ammo to fully regenerate from 0


*IE, you move as fast as a Heavy spinning the Brass Beast when NOT firing.

PTTG??

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Re: Team Fortress 2: Free To Play! Manniversary! "Suck it, Valve Time!"
« Reply #7256 on: October 17, 2011, 02:17:15 pm »

You can still trade items from the store, but not craft with them.
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Tyler6498

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Re: Team Fortress 2: Free To Play! Manniversary! "Suck it, Valve Time!"
« Reply #7257 on: October 18, 2011, 05:43:44 pm »

http://tf2wiki.net/wiki/Demoman

So I was looking at the demoman's wiki page and noticed that his motto was changed to "watermelon is sho good"
=/ Usually I only see these childish changes on wikipedia.

EDIT: Almost passed this change "Niglet DeGroot" *Rolls eyes*
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I believe we're talking about full scale colonisation here.  You don't just leave all your shit in the van when you move house.

Dsarker

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Re: Team Fortress 2: Free To Play! Manniversary! "Suck it, Valve Time!"
« Reply #7258 on: October 18, 2011, 05:47:41 pm »

Yes. That's disgraceful.

It should be something like "Waetermelon is tae good stuff, ye ken!". He's a scotsman.

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[Dsarker is] a good for nothing troll.
You do not convince me. You rationalize your actions and because the result is favorable you become right.
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umiman

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Re: Team Fortress 2: Free To Play! Manniversary! "Suck it, Valve Time!"
« Reply #7259 on: October 18, 2011, 05:49:28 pm »

Oh? This is what greeted me when I went to the wiki:
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A Nigger-swilling, monster-bothering Nigger expert from the Scottish highlands, the Nigger (real name Tavish DeGroot) is one of the more versatile members of the team. Though his weapons lack pinpoint long-range accuracy, the Nigger is a powerful, if unpredictable, asset and can hold his own in just about any situation. He is a master of the explosive, excelling at indirect mid-range combat. Armed with his Grenade launcher and Sticky bombs, the Nigger uses his only good eye and knowledge of the surrounding environment for well timed detonations that send enemies skyward, often in several pieces. The Nigger, as his name implies, eating watermelons, bouncing his balls around corners to wreak havoc on enemy sentry gun emplacements while remaining safely out of sight. His sticky cum are a perfect tool for area denial, keeping opponents away from any carts, control points and intelligence cases he deems off-limits. His weapons are some of the most powerful, but also the most situational. He requires more thought and swift decision-making than other classes, especially when lining up his Charges and planting sticky cum. Recent updates to the Nigger have upgraded his role to being a melee specialist, capable of wielding a variety of melee weapons compared to every other class in-game.
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