Anyone seen this yet?
- [tLD] Optimus Prime
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Anyone seen this yet?
I just came across this randomly in my travels, and was filled with what can only be described as glee...
http://www.pentadact.com/index.php/2008 ... able-ideas
This guy has some of the better ideas i've ever seen, as far as balance and other factors go. But the major selling point, for me, is the sheer fun factor.
Let's face it, you don't play TF2 for the tactical combat or the gritty, balls-to-the-wall adrenaline combat; you play it for the massive amounts of joy and other fuzzy feelings it gives you to whack a heavy with a baseball bat and yell out "EAT IT, FATTY!". And i think this guy has done a great job of working the fun-ness into the new stuff. I mean, come on...a teleporter/catapult? Fling a heavy straight behind a pile of guys? The demo's bottle of fortifying alcohol, i.e. MORE FLYING DEMO BOTTLES? Although i shudder to think of something like the "skeet shooter" in the hands of, oh, say, Fleshwound...just pop 'em in the air with a rocket, whip out the shotty and bam! PURE SCOUT BAT-NESS? The spy stuff is gold, too.
Also he totally called the axtinguisher...
ps if link doesn't work, copy/paste you lazy bums...j/k
http://www.pentadact.com/index.php/2008 ... able-ideas
This guy has some of the better ideas i've ever seen, as far as balance and other factors go. But the major selling point, for me, is the sheer fun factor.
Let's face it, you don't play TF2 for the tactical combat or the gritty, balls-to-the-wall adrenaline combat; you play it for the massive amounts of joy and other fuzzy feelings it gives you to whack a heavy with a baseball bat and yell out "EAT IT, FATTY!". And i think this guy has done a great job of working the fun-ness into the new stuff. I mean, come on...a teleporter/catapult? Fling a heavy straight behind a pile of guys? The demo's bottle of fortifying alcohol, i.e. MORE FLYING DEMO BOTTLES? Although i shudder to think of something like the "skeet shooter" in the hands of, oh, say, Fleshwound...just pop 'em in the air with a rocket, whip out the shotty and bam! PURE SCOUT BAT-NESS? The spy stuff is gold, too.
Also he totally called the axtinguisher...
ps if link doesn't work, copy/paste you lazy bums...j/k
Re: Anyone seen this yet?
He's got some interesting ideas. Though the spy hacker gun is perhaps not such a great idea I find myself hoping that Valve has read this.
Re: Anyone seen this yet?
Some of those aren't bad...several of them are ripped straight out of Fortress Forever with little to no changes.
'You might not have the intelligent to find it so i'll queto it for you' - Some guy trying to insult me on the Steam boards
- Masakari
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I agree with most of the things on here, although there were a few things that seem a little too extravagant.
His idea's for a heavy seemed kind of weak in my mind, yet better than anything I could probably come up with. I'd like Valve to give me a reason to use my fists/shotgun, not just cheap out and be impressive with the minigun.
His idea's for a heavy seemed kind of weak in my mind, yet better than anything I could probably come up with. I'd like Valve to give me a reason to use my fists/shotgun, not just cheap out and be impressive with the minigun.
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- Plinko
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I think the guy has some phenomenal ideas, for all the classes. The pyro ones seemed most difficult for me but he did totally call the axtinguisher.
Naturally they'd all be play tested and balanced so even the ones that could be abused could be fixed.
I can't stand to play scout or sniper and begrudgingly play Engy rather than get rolled sometimes. All these ideas would make those classes more fun to me. Of course, I don't know that I could stand to try and earn the achievements without cheesing out in the first place.
Naturally they'd all be play tested and balanced so even the ones that could be abused could be fixed.
I can't stand to play scout or sniper and begrudgingly play Engy rather than get rolled sometimes. All these ideas would make those classes more fun to me. Of course, I don't know that I could stand to try and earn the achievements without cheesing out in the first place.
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Re: Anyone seen this yet?
You use the shotgun to deal with demos and snipers and depending on the situation, soldiers.
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- NoodgeVader
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Re: Anyone seen this yet?
Some of those ideas are great and some are terrible. I'll bet Valve gives us a few of them.
- !B a T m A n!
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Re: Anyone seen this yet?
i like the idea for the spy knife
but i had an idea for the sapper
it takes a few seconds to put on to a building but once on it turns a dispencer, sg, or teleporter onto your side for a very short time while it sappes
but i had an idea for the sapper
it takes a few seconds to put on to a building but once on it turns a dispencer, sg, or teleporter onto your side for a very short time while it sappes
Re: Anyone seen this yet?
[quote="!B a T m A n!";p="104832"]i like the idea for the spy knife
but i had an idea for the sapper
it takes a few seconds to put on to a building but once on it turns a dispencer, sg, or teleporter onto your side for a very short time while it sappes[/quote]
In Fortress Forever, if a disguised spy hits a backstab, rather than dropping disguise, he automatically redisguises as the person he killed. If he misses the first stab attemp, he loses the disguise and cannot steal his victim's ID. Also instead of sappers, they can sabotage a sentry, which makes it slower to respond for a couple minutes and does not alert the engineer (sabotage cannot be removed and sabotaged buildings cannot be dismantled by the engineer). The spy can also activate the sabotage, which remotely detonates dispensers and turns sentries against their own team for a few seconds.
One other feature of FF that could be incorporated into a TF2 weapon is making the spy's footsteps silent (including when falling from a ledge).
Something from there they might take for the heavies is a resistance to explosive knockback (stickies, rockets & airblast)
but i had an idea for the sapper
it takes a few seconds to put on to a building but once on it turns a dispencer, sg, or teleporter onto your side for a very short time while it sappes[/quote]
In Fortress Forever, if a disguised spy hits a backstab, rather than dropping disguise, he automatically redisguises as the person he killed. If he misses the first stab attemp, he loses the disguise and cannot steal his victim's ID. Also instead of sappers, they can sabotage a sentry, which makes it slower to respond for a couple minutes and does not alert the engineer (sabotage cannot be removed and sabotaged buildings cannot be dismantled by the engineer). The spy can also activate the sabotage, which remotely detonates dispensers and turns sentries against their own team for a few seconds.
One other feature of FF that could be incorporated into a TF2 weapon is making the spy's footsteps silent (including when falling from a ledge).
Something from there they might take for the heavies is a resistance to explosive knockback (stickies, rockets & airblast)
'You might not have the intelligent to find it so i'll queto it for you' - Some guy trying to insult me on the Steam boards
- HeatStryke
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Re: Anyone seen this yet?
I liked fortress forever, the problem is the servers I played on seemed to take themselves way to seriously, forcing certant classes to do certant things, no shooting in the middle ETC. "clan rules" or some such bs.
All I know is about the third time I got yelled at for going agro as a pyro I grabbed a sniper rifle and shot every enemy that came across the bridge since they wouldn't shoot back. Odd that, I get irritated then start flexing the rules a tad.
ANYWAY. The ideas this guy presents are interesting, but some of them are simply for comedic value instead of the current standard of new tactics or problem solving.
In the same token, most of them don't seem so much better then what you already have to completly obsolote the base version (blutslager anyone?)
All I know is about the third time I got yelled at for going agro as a pyro I grabbed a sniper rifle and shot every enemy that came across the bridge since they wouldn't shoot back. Odd that, I get irritated then start flexing the rules a tad.
ANYWAY. The ideas this guy presents are interesting, but some of them are simply for comedic value instead of the current standard of new tactics or problem solving.
In the same token, most of them don't seem so much better then what you already have to completly obsolote the base version (blutslager anyone?)
--HeatStryke--
Remember: It's not how many kills you get. Its how much trouble you cause.
Remember: It's not how many kills you get. Its how much trouble you cause.
- black_and_blue
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Re: Anyone seen this yet?
For the most part, looks good. The new advantages do seem to be adequately balanced out with new disadvantages. My biggest complaint is with the whole concept of having unlockables at all. To give any item to a player that is not equally available to all other players is to give an advantage to one team over another.
New items are great, but they should not be linked to achievements in-game.
New items are great, but they should not be linked to achievements in-game.
Re: Anyone seen this yet?
@ Torven
I think the current disguise system works better for the spy than stealing an identity. If it was implemented, most spies would end up as heavies and that would not be much fun. It also lessens the spy's chances of infiltration since the death message would alert the entire team as to who the spy was disguised as.
That sapper system also doesn't work well with TF2. It places the spy on a similar level as the sniper: while teamwork is possible with the spy, most people wouldn't even consider it. They'd just run around sabotaging sentries with no concern for the strategic value of their actions.
The present sapper system, however, also doesn't work. I say steal the best of both worlds. Make sappers function as they do presently, except allow them to be remotely activated by the spy after placement. The model or indication of the sapper would not be present until activated. The animation of placing them would still play for those observant few, though. But you shouldn't be able to remove it until activated (since then engineers would just always remove it). Either hunt down the spy who placed it or accept your sentry is going to be destroyed in the near future when that spy activates his sapper at an opportune time.
Other than sappers being useless, the only other real problems are backstab hit detection and the unreliability of cloak. For cloak, they should just put an indicator in the center of a screen. Something that flashes when you are momentarily visible.
I think the current disguise system works better for the spy than stealing an identity. If it was implemented, most spies would end up as heavies and that would not be much fun. It also lessens the spy's chances of infiltration since the death message would alert the entire team as to who the spy was disguised as.
That sapper system also doesn't work well with TF2. It places the spy on a similar level as the sniper: while teamwork is possible with the spy, most people wouldn't even consider it. They'd just run around sabotaging sentries with no concern for the strategic value of their actions.
The present sapper system, however, also doesn't work. I say steal the best of both worlds. Make sappers function as they do presently, except allow them to be remotely activated by the spy after placement. The model or indication of the sapper would not be present until activated. The animation of placing them would still play for those observant few, though. But you shouldn't be able to remove it until activated (since then engineers would just always remove it). Either hunt down the spy who placed it or accept your sentry is going to be destroyed in the near future when that spy activates his sapper at an opportune time.
Other than sappers being useless, the only other real problems are backstab hit detection and the unreliability of cloak. For cloak, they should just put an indicator in the center of a screen. Something that flashes when you are momentarily visible.
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