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Other / Trouble in Terrorist Town / Re: Land Mines Traitor Item
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on: October 29, 2010, 08:25:08 PM
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The Newton Launcher is mostly used to sneak up on people and blast them off heights. A mine would require them to walk onto just the right area and leave it at just the right angle to get knocked off. I don't think it would be overpowered at all, just different.
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Other / Trouble in Terrorist Town / Re: Idea - The Glock.
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on: October 21, 2010, 12:15:00 AM
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Obviously it would need to be toned down from the original HL2 magnum (that one's way too overpowered), but a slower-shooting, higher-damage pistol could be fun to have.
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7
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Other / Trouble in Terrorist Town / Re: New Detective ability - Deputize
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on: October 14, 2010, 11:49:02 PM
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No point. A competent detective will say 'Okay, X is innocent, don't kill him'. An incompetent detective will do horrible things with this ability. It's not up to the game to make people obey the detective through the use of visual aids.
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Other / Trouble in Terrorist Town / Re: Knife balance discussion (was: 'Knife "nerf"...')
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on: October 10, 2010, 04:24:25 AM
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and some people bitch so it changed.. No, seriously. It wouldn't matter if it put a HUD icon on everyone's screen that said HEY TRAITOR HERE, it would still be no fun to get instakilled ten seconds into the round. Your concerns were raised well before the change ever was implemented. Now, you have about a second to shout the traitor's name before you die, instead of being instantly killed. Now, as a traitor, you have to actually backstab and be sneaky rather than simply pull out a knife and instakill a guy right in front of you before he can react. It now actually requires some skill to use, like all the other traitor equipment. This is exactly as it should be.
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Other / Trouble in Terrorist Town / Re: (Strange idea) Innocent buy menus.
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on: September 25, 2010, 08:01:28 PM
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The example i gave meant the INNOCENTs coulnt buy kinves and high powered weapons, traitor menus remain the same.
And that is unrelated to my criticism. 1. Allowing innocents to buy things makes it yet more complex. 2. Allowing innocents to buy a 25-second reveal-you-if-you-kill-me win button is a bad idea.
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Other / Trouble in Terrorist Town / Re: (Strange idea) Innocent buy menus.
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on: September 25, 2010, 06:22:19 PM
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The concept itself adds unnecessary complexity to an already pretty complex game. The specific example you gave is a very, very bad idea. It effectively renders stealthy kills impossible except through out-of-the-blue sniping.
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Other / Trouble in Terrorist Town / Re: Knife "nerf"...
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on: September 25, 2010, 04:19:56 PM
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You can get sniped in the head for instant death with two weapons - Sometimes three if you win the Will-the-shotgun-do-something roulette. Three out of... What, eight? And that's from some distance, too - You might never see the person. They have to find the weapon on the map, get in position, and then be pretty accurate to kill you. You can get instakilled by a knife ten seconds after traitors are chosen. It requires absolutely no skill whatsoever to use and feels like a very cheap death. Let's say you get stabbed, turn around, see the traitor's name, back off and shout out his name. Well for you to get out of knife range, he'd have to be standing still, so credit to you for killing an incompetent traitor.
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Other / Trouble in Terrorist Town / Re: Meet the TTT Crew
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on: August 27, 2010, 04:25:19 PM
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innocent terrorists don't suddenly change to traitor in a sec, What? The point is that traitors look like innocents. There are two innocents. The label says 'innocents'. Suddenly the s goes away, there's only one innocent. The traitor draws a knife and kills the other. 'Traitor'. It summarizes the game.
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Other / Trouble in Terrorist Town / Re: Varible traitors
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on: August 18, 2010, 03:12:54 AM
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Maybe simply add a 'credit debt' when there are additional players, so the Traitors will need to get an extra kill or two before they earn a credit?
But I really like this idea. Remember those games of Serial Killer when there was no serial killer and everyone went crazy? It'd be like that.
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Other / Trouble in Terrorist Town / Re: TTT As A Separate Mod?
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on: August 16, 2010, 07:17:09 PM
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a lot of the basic mechanics (hitboxes, hit detection, team handing, etc) aren't supported or implemented well, at least natively, by Garry's Mod. All of that is exactly the same as in Half-Life 2. It's the same engine. All mods do the same thing. There is functionally no difference between the hit detection in Gmod and the hit detection in ZM. It's the same code.
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