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OCR TF2: Stab stab stab!


FireSlash
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What does this mean?

-Gunboats new penalty: -20% self damage force

Also, I'm looking forward to exploiting some of these changes. :)!!

Saharan Spy is, I think, meant to have +10% movement speed bonus (not minus).

Silly Aero, that "-" is a bullet point, not a negation.

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Kind of an odd number but eh, I guess it could be worse. As long as I can still hack some heads with my usual amount of satisfaction.:twisted:

In fact, it should be improved. I took off the move speed penalty--you're just more obligated to use the Skullcutter now. No quick pipes.

When you said you were making some changes, I figured you were making a FEW changes.

This is WAY too many, and just glancing at the list, many of them are questionable as to why they've been changed (Gunslinger, Frontier Justice, Ambassador, L'Etranger, Saharan Spy just from the two classes I play the most)

You know what they say about people who assume, Powelord. My intent was to create a whole new gamestyle. Not the same game with a few tweaks here and there. Their counterparts are perfectly fine, I agree. The intent wasn't to fix what's broken, it's to be totally new.

Let's please not start getting into discussions about the game balance of someone's house rules. Arguing about the actual game gets bad enough.

Well, it is nice to have input to improve upon this--though I think the method of going about it could be...improved. This is likely best said on the server and not this topic. Reading something and experiencing it are two different things.

Hahahahaha! Some of those changes were hilarious! It would totally be funny to play on a server like that where most veterans suddenly had no idea how weapons and mechanics changed. I did some silly modding of my own once (only for local matches against computers) and made stuff like rocket launchers that would rapid fire, had 999 ammo, always critted, and had an obscenely large blast radius.

I'm not here to argue about balance. I'm here to have fun. We'll see how fun it is once you have it up. Give us a post when that happens!

That's the spirit! And yeah, to the "pros" who have it boiled down to a science, it's nice to throw them for a loop while having a new and enjoyable experience.

Gunslinger has been changed to effectively allow the Engineer to expedite the entire build process and make all of his buildings somewhat expendable. It's not all that different from the current Gunslinger build, really.

Frontier Justice fires slower and reloads slower. It has a larger clip size compared to the current one, yes, but when you exhaust that, your refire rate is horrific. It's also comparatively worse in close combat due to its firing rate, but with the revenge crits mechanic, it encourages one to aim a bit more carefully when unloading said crits. Don't ask me why- I don't know- but having tried it out last night, it seems to work splendidly.

Ambassador has been changed into a hand cannon. Tremendous damage, but only one shot per clip and the reload/refire time is enormous. If you hit with that one shot, you will take down pretty much anything at close range (noting, however, that it CANNOT one-shot anything from full health at close range unless it crits), but you're screwed if you miss. I need to remember to remind Gamemaster to nerf it against buildings, though. I believe it can currently take down a minisentry in one hit at range, which is problematic.

L'Etranger is now a stealth weapon. You sacrifice firepower in a very large way to gain silent decloaking. Not sure why the lack of disguise kit is there, though. That strikes me as odd, though I could have sworn there was some kind of roundabout reasoning for it.

Saharan Spy is, I think, meant to have +10% movement speed bonus (not minus).

On a somewhat completely different note, as mentioned in passing above, several of us had the chance to try the mod out last night. It was incredibly fun, but it does need a few tweaks. Offhand, I know Gamemaster will be nerfing the movement speed on Natascha's in-mod incarnation and trying to figure out why the Equalizer has a Shovel kill-icon.

Aeronaut hit the nail on the head for the most part with these modifications. The only thing is that as stated by Rambo, it is a bullet. There is a 10% bonus. Perhaps I mistyped in the update.

I gotta say, I love how Scout can now die in one rocket and every one of his nearly useless unlocks is made even more useless.

I thought he always could. :U And Cinder, I had no input from anybody I asked about Scout. The only people who had input were two Scoot haters--of course he isn't going to benefit! :U This isn't a final mod, however. Suggest some changes and they may very well be implemented

Bleed effects are the worst thing in the game and adding them to sniper rifle makes me want to tear my eyes out.

Again, not a final mod, it may change. Additionally, it seemed like a better alternative to Jarate---and in fact, it's ultimately weaker. No ~450 headshots. It's ultimately weaker in theory. It seemed like a good idea too until....Lumpy used it.

Aw crap, I missed the test run of this mod? D:

Yeah, you did. It wasn't MEANT to be a full party--but it ended up being one in no time flat....Oops!

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Yeah, you did. It wasn't MEANT to be a full party--but it ended up being one in no time flat....Oops!

What: Frogg wants to give the Heavy's retooled toolset a try as well as for those who missed the first time last night.

When: This will be at about 1830 PST (2130 EST), which is about when Frogg wanted to do this thang, but I can certainly be coerced into starting it sooner. ;D

Where: My server, tee-eff-two.ian-justman.com (173.12.223.108)

Gameplay rules are much the same as OCR's TF2 servers. Decorum rules have been tuned to my own personal liking, and, at times, diverge greatly from OCR's own.

Hope to see you there.

--Ian.

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Ever since I started thinking about the old TF2 characters from the picture in the Engineer comic, I've thought about a game mode (possibly mod?) where every characters abilities is stripped down a lot with way smaller amounts of ammo.

Like instead of designing every class to be capable of fighting for themselves, making them more interdependent.

An example would be making it so Demoman only has a sticky bomb launcher and nothing else, effectively limiting his role to territory control and nothing else.

Like hyper-defining every classes role. Maybe make Scout extremely weak but also make him cap points very, very fast. (with a class limit on how many there are).

Not sure it would be fun so much as interesting to see what comes out of it. I know its drastically different than how TF2 currently works.

Another idea would be to make pyro's flames extremely powerful, but give them very low hp and take away every other weapon.

Basically, making everyone way weaker so that games end up defined more around group skirmishes than general death match style.

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I sent IJ the v1.1 game files. Hopefully he'll be using this one for the game.

=====================

VERSION 1.1 CHANGELOG

=====================

Pyro

Items:

-Homewrecker change: 900% dmg vs buildings set to 1000% damage vs buildings

Heavy

Items:

-Natascha change: 50% spin-up move speed bonus has become 15%

Sniper

Items:

-Sydney Sleeper change: Bleed time lowered to 3 seconds from 4 seconds.

Spy

Items:

-Ambassador change: -50% damage vs buildings

Misc Modifications

Ghastly Gibus:

-Fixed attributes not showing up in-game

Ghastlier Gibus:

-Fixed attributes not showing up in-game

Issues to be fixed/can't be fixed:

-Equalizer using shovel kill icon. This cannot be fixed as the attribute for the icon is in the mod shovel damage boost. It will have to be a separate attribute to work.

-Reload animations repeating or hiccuping. This cannot be fixed as it has to do with how the reload speed attributes work. This is something Valve will have to fix.

-Reload animations occuring, but weapon clip not reloading immediately or weapon not firing. This has to do with game mechanics--and once again, is the responsibility of Valve.

-Damage penalty vs buildings showing as positive attribute on Ambassador: Since there is no damage bonus vs players, damage penalty vs buildings, or means to hide it--this is how it's displayed.

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Ever since I started thinking about the old TF2 characters from the picture in the Engineer comic, I've thought about a game mode (possibly mod?) where every characters abilities is stripped down a lot with way smaller amounts of ammo.

Like instead of designing every class to be capable of fighting for themselves, making them more interdependent.

An example would be making it so Demoman only has a sticky bomb launcher and nothing else, effectively limiting his role to territory control and nothing else.

Like hyper-defining every classes role. Maybe make Scout extremely weak but also make him cap points very, very fast. (with a class limit on how many there are).

Not sure it would be fun so much as interesting to see what comes out of it. I know its drastically different than how TF2 currently works.

Another idea would be to make pyro's flames extremely powerful, but give them very low hp and take away every other weapon.

Basically, making everyone way weaker so that games end up defined more around group skirmishes than general death match style.

Theoretically, this is possible by current modification means. However, I don't have time to fulfill every request out there by all people. :P I can do it for you if you wish, but it's going to take a while unless I get....incentive. :P
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Theoretically, this is possible by current modification means. However, I don't have time to fulfill every request out there by all people. :P I can do it for you if you wish, but it's going to take a while unless I get....incentive. :P

Five nights in fabulous Ft. Meade, MD at the Brushfire House Spa and Resort. Fine Dining and relaxed atmosphere await you in the Nerd Room, a 5-Star Rated hotel surrounding you with serveral hundred large breasted Anime Women. Enjoy luxurious 25 MBit High Speed Internet. Shotime, HBO, Cinemax, and Starz included!! HOT POCKETS!!

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Five nights in fabulous Ft. Meade, MD at the Brushfire House Spa and Resort. Fine Dining and relaxed atmosphere await you in the Nerd Room, a 5-Star Rated hotel surrounding you with serveral hundred large breasted Anime Women. Enjoy luxurious 25 MBit High Speed Internet. Shotime, HBO, Cinemax, and Starz included!! HOT POCKETS!!

Dude...that's like an all-paid trip on some luxury spaceliner, and then realizing you're spending the trip with Ruby Rod.

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Perhaps this mod should have its own thread. While some ocr tf2 players are interested, and it is TF2 related, it has nothing to do with the primary purpose of this thread: The OCR TF2 server pool.

Its also confusing to follow and somewhat disruptive since it drowns out the normal conversation.

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While I understand the idea, it should be noted that the Social Groups are apparently highly ignorable. For instance, much about the highlander tourney has been discussed here, but the social group thread hasn't been updated at all in ages. Just a thought.

So GM, please post here if you are going to set up another testing session at least. Otherwise I imagine hardly anyone will pay attention.

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While I understand the idea, it should be noted that the Social Groups are apparently highly ignorable. For instance, much about the highlander tourney has been discussed here, but the social group thread hasn't been updated at all in ages. Just a thought.

So GM, please post here if you are going to set up another testing session at least. Otherwise I imagine hardly anyone will pay attention.

I've... [thread=28828]suggested[/thread] that the forums be upgraded to a newer version, but it's been largely ignored. Despite there being a large number of security fixes in addition to being able to watch social groups in newer versions.

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A required update for Team Fortress 2 is now available. The specific changes include:

Team Fortress 2:

- Added check to prevent control characters from user-provided item names and descriptions (replaced with spaces).

- Fixed a control point bug where players could capture points that were already owned by their team.

- Fixed a server crash caused by kicking a player that isn't fully connected.

- Fixed Spies being able to destroy sappers using the "destroy" command.

- Fixed Engineers being able to destroy sapped buildings by issuing the command directly in the console.

- Fixed an issue where team colored hats were showing up improperly when previewing the Team Spirit paint on them.

- Fixed an issue where SourceTV clients were seeing their local player/duel stats in the scoreboard.

- Updated the player_hurt event to always set "damageamount" even if the attacker is the world (falling damage).

- Updated items:

---- Many hats have had their appearance while painted improved. Paintable hats should now appear less like solid blobs of color and retain more of the character and texture of the hat.

---- Integrated several improvements to contributed items provided by their authors.

---- Made the following items paintable: Sergeant's Drill Hat, Pyro's Beanie, "Dangeresque, Too?", Whiskered Gentleman, Safe'n'Sound, Trophy Belt, Frenchman's Beret, Camera Beard, Max's Severed Head, Alien Swarm Parasite, Ellis' Cap, and the Horrific Headsplitter.

---- Sam & Max items and the Portal 2 Pin are now Gift Wrappable.

Also, there's a new TF2 Beta starting. New to it are:

Three Natascha variants:

* -40% damage

* -25% damage, -25% health

* Spin-up/down time increased, slowdown-on-hit effect falls off over distance.

Map changes:

* cp_granary: new entrance added into the RED and BLU mid ramp room.

* cp_5gorge: 5 CP version of cp_gorge.

Misc balance changes:

* Players being healed by a medic are immune to movement-impairing effects generated by hit-scan weapons.

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