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News: Zombie Master 2 discussion

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1  Other / Trouble in Terrorist Town / Re: A detective device. on: March 22, 2010, 05:49:31 AM
BKU is no longer updating TTT.  But for what it's worth, I endorse this equipment.
2  Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town - a GMod gamemode on: February 24, 2010, 08:35:55 PM
Considering the complexity of maps and the massive number of locations a traitor could hide his traitor equipment.  I don't see a problem with the old system.  Furthermore, if he's that worried about it, he can hold onto his equipment.
3  Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town - a GMod gamemode on: February 24, 2010, 07:07:47 AM
The new dna sampler is confusing as hell.  A jumble of icons and buttons which seems to make no sense.  How am I supposed to figure out which gun is which in all these samples?  I swear I saw the number of dna prints go down to 0 for a gun I checked to have 2 and if that's normal thats even more confusing.

The original system was fine.
4  Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town - a GMod gamemode on: February 24, 2010, 03:16:04 AM
So what does the beacon do? What use is it?


All players can see it and hear it if they are close enough.  It's used for communication and organization.
5  Other / Trouble in Terrorist Town / Re: Detectives: Thoughts, ideas, balance, Holmes. on: February 18, 2010, 06:40:21 AM
Really stupid idea.




This would provide non lethal options for players who want to do something with people they suspect.  It's hard for it to be "abused" when the other player has to be voluntarily holstered and near the detective.
6  Other / Trouble in Terrorist Town / Re: Detectives: Thoughts, ideas, balance, Holmes. on: February 17, 2010, 05:43:12 AM
Detective equipment: Manacles.

Can be applied to target players wrists or ankles.  This can only be applied when target player is holstered.  Using the manacles, the detective fires it upon the player in melee range with left or right click.  If he left clicks the wrists are manacled and he is stuck in a holstered state, if the legs are manacled he is stuck in a walking state.

Only a detective may undo manacles, or a player may search a detectives body to find a key.  Detectives keep an unlimited number of keys on their body.
7  Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town - a GMod gamemode on: February 14, 2010, 11:30:36 AM
A red X then.
8  Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town - a GMod gamemode on: February 14, 2010, 04:22:57 AM
Currently with the minimized cross-hair option.  The blue circle for detective shows up, which is fine.  But since it's fine for a blue circle to show up, can it be coded for a red circle to show up on players you have marked as "kill" in the player list so I can get an immediate reaction time when I aim up on an unknown fellow approaching my position.  While at the same time, benefiting from a lack of on screen clutter.
9  Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town - a GMod gamemode on: January 30, 2010, 09:11:02 PM
Its more fun if the traitors win more often:

Regarding gun balance, I feel the mac10 is overpowered, (again.)  It takes about 1/3 of a clip to kill someone to the chest, it's fire rate is high so if you miss the first burst you can adjust your reticule and pepper him to death.  Plus the range is quite good.

Compared to the huge, which has no range at all but is deadly for spray and pray at pointblank.  The shotgun, which has a bit more range but you need to aim your shots.  The M16, which is outclassed at short range and very long ranges by other guns and it takes a few moments of firing to kill if you miss the head.  And lastly the sniper which is a long range assassin and reconnaissance weapon.

I feel if the clip size was reduced to 20 for the mac10 it would be balanced as the user would be forced to actually hit his enemy, instead of miss and compensate.  It serves as a good quick killer at short to medium range to make sure he doesn't talk the moment he realizes he's getting shot.

Pistol balance is great, regular pistol is good for accuracy and long range while the deagle is powerful but inaccurate.
10  Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town - a GMod gamemode on: January 28, 2010, 07:28:51 PM
The main use of the silenced pistol is a cheap shot in which other players won't be able to determine who fired.  If it was a regular pistol that was fired, they could run over to you and demand to see your pistol.  At which point you would be revealed.
11  Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town - a GMod gamemode on: January 27, 2010, 08:58:18 AM
Expanding on the removing of crosshairs,  is it possible to have an option to just disable the karma portion of the crosshair when it is pointed at another player.  It adds more clutter and reduces my reaction time to firing at people I've marked with "suspect/avoid/kill"
12  Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town - a GMod gamemode on: January 27, 2010, 04:06:50 AM
I 2nd this, it would give the innocents a leader to rally around. 
13  Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town - a GMod gamemode on: January 25, 2010, 03:11:49 PM
Quote
In ZM, everyone wanted to be the ZM. In TTT, everyone wants to be the traitor. I always seem to end up working on strangely balanced games. Perhaps I will intentionally avoid that in a future project.


BKU's next project is David and Goliath
14  Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town - a GMod gamemode on: January 18, 2010, 12:15:04 AM
BKU, Unless you hold my hand, bind it for me and explain to me what button I have to press at a 4th grade level.  Then you have failed your duty as a developer.
15  Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town - a GMod gamemode on: January 16, 2010, 06:08:14 AM
The current problem of traitors unable to hear other traitors over innocents using their mic could be solved if it's possible for voice chat to distinguish between right and left speakers.  When traitor, all innocent voice chat comes in the right speaker and all traitor chat comes in the left speaker.  Something to that effect.
16  Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town - a GMod gamemode on: January 15, 2010, 01:16:33 AM
Yes, and then AFTER the round end phase there's another 30 second grace period for next round before traitors are chosen in which you can NOT read this page.  He's saying he'd like to be able to read it then.
17  Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town - a GMod gamemode on: January 11, 2010, 03:17:50 PM
Quote from:  Good Queen Niargru
- Fixed Last Words exploit.[/quote]
???
18  Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town - a GMod gamemode on: December 27, 2009, 11:06:46 PM
Traitor equipment: A morons guide on how to pick pocket.

Step 1: Don't have a similar weapon.
Step 2: Walk up, or preferably sneak up on a person and press E.
Step 3: Select a weapon the player is currently not holding.
Step 4: Receive bacon and walk away before they notice.
19  Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town - a GMod gamemode on: December 26, 2009, 04:35:33 AM
Make it easier to navigate the chat history for that round.  AKA, a search feature.


A simple feature to have the search function search back until it says "Round has begun" like it always does at the start of a round and search for nothing beyond that would easily deal with that concern.
20  Other / Trouble in Terrorist Town / Re: weapons and special items suggestions on: December 26, 2009, 12:51:22 AM
Sci-fi, power weapons and gimmicks.
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