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Other / Trouble in Terrorist Town / Re: Knife "nerf"...
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on: September 28, 2010, 11:36:30 AM
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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. This isn't Team death match, nevermind that it often does take skill to get the stab in and make it away alive, one way or another - Stealth or just mere running from the buddy.
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Other / Trouble in Terrorist Town / Re: Knife "nerf"...
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on: September 23, 2010, 11:55:55 AM
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Wut? How is it more unfun then other things?
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.
A knife is a weapon where someone has to get close to you to kill you, making you paranoid. You know, paranoia - A good part of the game.
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11
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Other / Trouble in Terrorist Town / Re: Varible traitors
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on: August 18, 2010, 06:43:38 AM
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Har har.
Anyway, this stuff is not meant to be common. Maybe only a 1/10 chance of it even fluctuating at all. Just a additional little variable that changes things.
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12
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Other / Trouble in Terrorist Town / Varible traitors
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on: August 18, 2010, 03:04:56 AM
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HO BOY
Kay. Basically, it's simple; A variable set of tratiors as a random change between rounds. The normal amount of traitors per round would still happen usually, but sometimes there are additional, or less, traitors. To counter act this sudden change, the traitor group gets one more starting credit per missing traitor, or one less per additional traitor. The credits would go into debt if there was more then one increase.
So, at the cost of some fancy toys for everyone, you get a additional team mate. Or, vice versa. These different rounds should only occur randomly and it should be fairly uncommon, just to add a sudden bit of variety. Even more rare are more extreme variants - Where there is, say, four additional traitors. Or even just one traitor who can practically buy everything. Or just one innocent. (Of course, in these extreme games it's less it being balanced and more it being amusing and a change of pace.)
Tis all I got.
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14
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Other / Trouble in Terrorist Town / Re: TTT As A Separate Mod?
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on: August 16, 2010, 07:41:13 PM
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Actually, no. Gmod does do something differently that makes it a bit more off then in other Source things. I forget what, though.
Regardless, it doesn't change much at all and it's really not worth it.
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18
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Other / Trouble in Terrorist Town / Re: [RELEASE] ttt_lost_temple_v1
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on: August 11, 2010, 04:57:19 PM
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The roof is kinda strange in that jump, City.
Everything seems fine, but when you reach the peak it's suddenly jerky and laggy. This could be Soduka, but it happened every time, making me think a bit otherwise.
Still, though. Wai is it all Deathrunny with it being the maximum extent of your jump? Tsk.
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