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OCR TF2: Stab stab stab!


FireSlash
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http://steamcommunity.com/id/Gamemaster1379/ Here's my ID for the private group invite.

ALSO, for all of you who are not aware, I just released version 1.3 of my taunt modification. It now includes custom animations. You can take a look at it here. http://www.youtube.com/watch?v=DxoVtBSSQBs

I see two things I consider deal breakers (one in game, one in the notes):

1. Some of the new taunts make the heads move around wildly, making headshots much harder to pull off on the person doing the taunt. The only taunts in the game that do this now are the Schadenfreude's taunt, and those stay in roughly one place after the taunt starts. The Pyro's Shoryuken taunt is by far the biggest offender here, followed by the Spy's new "dancing" fencing taunt.

2. The new taunts don't do taunt kills even when they should. This means that the Flare Gun, Detonator, Your Eternal Reward, and Big Earner all lose their taunt kills. Ironically, those are the same taunts I just complained about in #1.

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2. The new taunts don't do taunt kills even when they should. This means that the Flare Gun, Detonator, Your Eternal Reward, and Big Earner all lose their taunt kills. Ironically, those are the same taunts I just complained about in #1.

Apparently the tauntkill code is strictly Valve-sided, so any new taunts are forced to be damageless. To do otherwise would trigger VAC.

From what I understand, this isn't a simple animation switch, but rather a full fledged mod, hence the issue.

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Apparently the tauntkill code is strictly Valve-sided, so any new taunts are forced to be damageless. To do otherwise would trigger VAC.

From what I understand, this isn't a simple animation switch, but rather a full fledged mod, hence the issue.

Correct. If I were to even figure out HOW to modify these new taunt animations to kill--I would be looking as a nice VAC ban. As far as the animations go for moving the head--I know mine aren't the only ones that are victim to this. Not much that I can do about it. I didn't animate them.

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I see two things I consider deal breakers (one in game, one in the notes):

1. Some of the new taunts make the heads move around wildly, making headshots much harder to pull off on the person doing the taunt. The only taunts in the game that do this now are the Schadenfreude's taunt, and those stay in roughly one place after the taunt starts. The Pyro's Shoryuken taunt is by far the biggest offender here, followed by the Spy's new "dancing" fencing taunt.

2. The new taunts don't do taunt kills even when they should. This means that the Flare Gun, Detonator, Your Eternal Reward, and Big Earner all lose their taunt kills. Ironically, those are the same taunts I just complained about in #1.

I was under the impression that the hitbox for the head remained in the idle position when a character was taunting, and didn't move. I may be wrong though, as it's rare for a head to stray too far from the idle standing position during a taunt, and then for me to actually have time to aim at them.

Also I don't think that's the correct use of the word 'irony.'

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I was under the impression that the hitbox for the head remained in the idle position when a character was taunting, and didn't move. I may be wrong though, as it's rare for a head to stray too far from the idle standing position during a taunt, and then for me to actually have time to aim at them.

Also I don't think that's the correct use of the word 'irony.'

Sombrero is correct, the hitboxes do not change--and the character will return to idle position by the end of the taunt--meaning that you have a standstill target to prep headshotting like most other taunts.

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http://steamcommunity.com/id/unstablehamster

There ya go.

By the way, did Sir Prize come up with the details on the 3 V 3 Heavy Herding game? I still would love to see those rules come up.

I actually have a plan for much bigger than just 3v3. I just haven't had the time to put it down on paper and try to balance out all the rules and such to make sure everyone has fun with it.

In the meantime, enjoy my utter lack of creativity:

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I had a really weird TF2-related dream last night.

For whatever reason, my house or apartment had a little U-shaped dead-end. I was carrying the Sniper's Kukri for whatever reason.

As I was leaving with someone else (Melissa, I think), I told her "excuse me a second" and went to Spy-check the corner. I ran into a cloaked Spy, and clubbed him to death with my Kukri.

Next thing I remember from the dream is that we put a recliner in front of the U-shaped dead-end and I was sitting in it. For whatever reason, I got up to get a drink, came back with it, decided to club the air behind the chair to Spy-check, then stabbed the Spy that was there through the heart.

Then I woke up.

Not really that exciting I suppose, but it's not every day one has a TF2-related dream, right?

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I was watching a video recently and one of the things that kept popping up was the huge difficulty curve on Red Orchestra 2 (haven't played it personally) compared to a lot of other games.

That got me thinking, do you consider TF2 a game with an easy or hard difficulty curve?

My first instinct was that it has an easy curve. I remember when I first started playing, everything was easily recognizable and identifiable and I don't recall any particular aspect of the game being hard to figure out.

There could be finer details that are much harder to learn (Rocket jumping for newbies, playing Spy)

BUT, I noticed after TF2 went Free to play that some people I know to be FPS players didn't really catch on with TF2 very well. They played it a lot then just stopped completely, which leads me to wonder if its more difficult than I realize or if them being console gamers (gamepad vs. keyboard) hurt.

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BUT, I noticed after TF2 went Free to play that some people I know to be FPS players didn't really catch on with TF2 very well. They played it a lot then just stopped completely, which leads me to wonder if its more difficult than I realize or if them being console gamers (gamepad vs. keyboard) hurt.

They weren't able to cope without an instant respawn.

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TF2 is different than most other FPSes. Not so much easier or harder, but just with a different focus. While in the big FPS franchises -- Halo, Call of Duty, Battlefield -- you can do pretty well as long as you're a good individual player, Team Fortress 2 requires... well, teamwork. The best player in the world will still get his ass kicked if he doesn't work well with his team. Even if it's just something as simple as sticking together in a group when you're moving across the map (as opposed to letting the scouts blaze ahead and the heavies lag behind) makes a huge difference in TF2, way more than in other games.

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I think the significant differences in gameplay styles for each class also requires a pretty significant learning curve. I've managed to get a couple of people into the game, and I started out each time by walking them through how each class operates, since understanding what you're supposed to be doing as a given class is almost as important as actually doing it. I know the Battlefield series has different classes to some extent, but from the impression I've received, I don't think there's quite as much difference between them than there is between, say, the Heavy and Spy.

The sheer number of weapons options in the game now doesn't exactly help matters, either.

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