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ParanoidDrone

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Posts posted by ParanoidDrone

  1. The Strange Huntsman is found only in the #40 "salvaged" crates, which are extremely rare drops. All the Stranges from that crate (and #30 too) are very expensive as a result of that rarity, and since the Huntsman seems to be the most desirable of them, it fetches the highest price. Hell, I managed to sell a #40 crate by itself for 7 keys, which I eventually used to buy a Bill's; the poor sap who opened the crate got something that was only worth 3 keys, so I definitely came out ahead.

    Supply and demand. Yay economics.

  2. Pyromania Update is now live, and the server is updating...scratch that, we are currently experiencing technical difficulties. Please stand by.

    (It's working now.)

    Source Engine Changes (TF2, DoD:S, HL2:DM)

    • Added ConVars sv_rcon_maxpacketsize and sv_rcon_maxpacketbans to allow server admins to control the maximum RCON packet size and whether or not users get banned for exceeding that limit. The defaults reflect the existing behavior.
    • Fixed not being able to import custom spray images on Macs
    • Fixed Macs cancelling http map downloads that take longer than 30 seconds

    Team Fortress 2

    • Added Pyrovision!
    • Added new game mode Special Delivery and map Doomsday!
    • Friendly players glow when carrying the flag
    • Fixed rare cases where flag could fall out of the world
    • Fixed cases where the Payload HUD looked like the cart is still on a hill when it isn't
    • Fixed cases where some clients didn't receive broadcasts about long continuous particle effects being started or stopped
    • Updated the HTML renderer for displaying server MOTD
    • Votes created by a dedicated server no longer trigger a failed vote cooldown
    • Fixed map triggered annotation events not working on dedicated servers
    • Fixed the game crashing if tempents are created that use invalid materials
    • Using a Name Tag while in game notifies everyone of the name change
    • Fixed Strange Part: Projectiles Reflected not tracking grenade and sentry rocket deflections
    • Added new items
      • City on Fire item sets
      • Pyroland weapons and cosmetics
      • Community-contributed cosmetic items for all classes
      • Mysterious treasures have been incinerated, but are now craftable
      • Added crafting recipe for Pile of Ash
      • Scorched Keys are now available in the store for a limited time
      • New promo item

      [*]Weapon balancing changes

      • Gloves of Running Urgently
        • Removed self-damage over time penalty
        • Heavy takes mini-crits while active and for 3 seconds after switching away
        • Attack damage penalty reduced from -50% to -25%

        [*]Tomislav

        • Spin-up speed bonus reduced from +40% to +10%

        [*]Quick-Fix

        • Medic mirrors blast jump of their heal target

        [*]Crusader's Crossbow

        • Reload speed time reduced by +40%

        [*]Cozy Camper

        • Regenerates 1 heath per second
        • Reduced movement penalty from -90% to -80%

        [*]Sticky Jumper and Rocket Jumper

        • Added 'flying' sound to blast jumps

        [*]The Concheror

        • Changed rage building source from "damage done and damage received" to only "damage done"
        • Increased the rate at which Rage builds for this item by +25%

        [*]The Equalizer

        • Removed player move speed modification and added it to a new item named The Escape Plan
        • All owners of the Equalizer will be automatically granted The Escape Plan

        [*]Crit-a-Cola

        • Added +25% increased movement speed while active
        • Increased duration from 6 to 8 seconds

        [*]Atomic Bonk

        • Increased duration from 6 to 8 seconds

        [*]All Flamethrowers

        • Increased base damage by +10%.

        [*]Backburner

        • Removed +10% damage bonus attribute
        • Note: Because of base damage increase, damage remains unchanged

        [*]Degreaser

        • Added -10% damage penalty attribute
        • Note: Because of base damage increase, damage remains unchanged

        [*]Phlogistinator

        • Damage defense while taunting reduced from -90% to -75%

      [*]Item bug fixes

      • Fixed sentry sometimes spawning in shielded mode while the Wrangler was equipped, but not deployed
      • Improved visual and audio cues for when the Manmelter is ready to fire
      • Fixed Manmelter being able to earn crits via friendly Pyro self-damage
      • Fixed Scotch Bonnet's blue team skin not showing
      • Fixed Unarmed Combat's taunt not working
      • Unarmed Combat's color now matches the team using it
      • Fixed the Apparition's Aspect showing a burning texture in DX8

    Edited for pretty formatting.

  3. I haven't seen them personally, and TBH I'm struggling to work up the energy to care enough to fight Kai Leng and the Banshee Squad all over again, but from what I've read, a few things stick out. (Spoilers, obviously.)

    Shooting the Starchild results in a new "Rejection" ending where Starchild suddenly starts ranting in Harbinger's voice, followed by Liara's hologram explaining about the Reapers, and a final cutscene similar to the Stargazer's that implies that we lost but the next cycle was able to win.

    ---

    The relays are now "merely" damaged and inoperational for now, instead of gone completely kablooey. (Possibly EMS dependent.)

    ---

    EDI was reported to survive during the Destruction ending, despite it supposedly wiping out all synthetic life. No word on the Geth.

  4. My problem with round limits is that sometimes everyone genuinely is enjoying a map, and then after 2 rounds, the map ends. If anyone has any good suggestions on how a good round limit could be implemented, I'm all ears though. I do want to adjust the time limit for several maps though.

    Also if a particular custom map sucks, tell me. I am always looking to pare down the votable list.

    To be fair, the number of times I've actually enjoyed a balanced round of Dustbowl/Badwater/etc. to the point where I wanted to continue after the map time ran out can be counted on one hand. Alternately, you could add an option to extend the current map time to the map vote. Have the vote start at the beginning of the last round if possible, as well. (By "round" I mean a segment of gameplay that can't be interrupted by a map change. So for Dustbowl it would be the start of Stage 1, but for Pipeline it could be at the start of any stage, for example. Single stage maps don't have to worry about this for obvious reasons.)

    I'd also like to put in my blanket disapproval for all flavors of Orange maps, but IDK if any are on the list.

  5. A friend of mine summed up the problem well. The game didn't end so much as it just...stopped. There's very little closure to any of the various major choices you make, not even text. Not to mention the relays blow up no matter what you do, which has its own set of horrifying implications. (Stranding a major chunk of galactic society in the Sol system for an indeterminate amount of time, for starters.)

    You could argue that you see the result of your actions ingame for the most part, but I want more than the abstract knowledge of "You cured the Genophage, here's some numbers and a pissed off Dalatrass." What are the implications when the war is over? Ditto for the Geth, the Rachni, hell even Javik's mere existence. It's silly to expect a sunshine and rainbows ending where everyone lives happily ever after given the sheer scale of the conflict, but I don't think getting to see the end result of 3 games' worth of effort is too much to ask for.

    Put it this way: Majora's Mask was released on the N64 in 2000 -- 12 years ago. It had an asston of sidequests with wide ranging effects on the various minor characters, everything from teaching the Rosa sisters a dance to the huge Anju and Kafei subplot. Every single one of these sidequests that you completed got their own little 3-5 second clip during the credits showing the result of your efforts. If a relatively ancient, 12 year old game can do this, why can't ME3?

  6. I was replaying HeartGold earlier and it kind of bummed me out that that was probably the last Pokemon game we'll get to play that was translated by Nintendo of America's Treehouse group.

    Unfortunately starting with Black and White, The Pokemon Company international has handled translation and as far as I'm concerned, we got a very wooden, flat and lifeless script. I'd even go as far as to say that people who may not have gotten into the games like they had with the previous generations may well have been turned off by the unimpressive dialogue.

    I'm very excited about BW 2 (and I'm not one of those people that always bitch about localization) but I can't help but be a bit sad that we're in for another bland translation.

    I can't say I noticed, to be honest. Then again, the same basic recycled plot for 4 generations + remakes conditioned me to gloss over any exposition.

  7. I'm not sure what to make of Brycen making an appearance. On the one hand, I'd expect the Gym Leaders to either be all the same or all different. On the other, the Kanto lineup changed between RBY and GSC. Yet I struggle to figure out which leaders would be replaced by Punk Girl and Shirtless Dude. Best I can figure is that you won't fight the Striation Trio, since I doubt they'd leave you to possibly face two leaders that use the same type.

    I really want to know how Cheren and Bianca figure into the plot. N's no doubt involved with the legendaries du jour.

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