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Other / Trouble in Terrorist Town / Re: Newb Detectives
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on: November 30, 2010, 05:43:17 PM
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I love having more than one sample, but it's not a necessity.
I've had a concept for simplifying the DNA scanner lying around for quite a while, but since making it a default weapon for Detectives I've not had many complaints about its supposed complexity. The simplification would be as follows: - scanner only stores one sample - no right click menu (because there are no different samples to select) - charge bar is just shown on scanner's HUD - as soon as a sample is gathered it automatically repeatedly scans for it - right click deletes the current sample to stop the scanning - grabbing a new sample replaces the current one
All you'd need to explain is "point at fresh corpse and click".
The question is, of course, whether removing the ability to have multiple samples would affect skilled detectives.
I find the option to do manual scans rather useful tho. If the traitor is on the run it is sometimes hard to get him with just autoscan, as he can run past you while your scanner is recharging. So I often use manual scan when I see someone who I suspect as the traitor. Of course this could be easily solved by assigning reload key to stop/continue scanning.
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Other / Trouble in Terrorist Town / Re: Suggestion: Things to add on round report
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on: August 24, 2010, 01:11:33 PM
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The pushes are already registered in the events. Did you never notice that?
I thought It only showed pushes if they resulted in killing a person with FALL damage. At least I recall It saying nothing about pushes when im pushed in to meat grinders and other sorts of kill devices.
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Other / Trouble in Terrorist Town / Suggestion: Things to add on round report
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on: August 24, 2010, 03:06:10 AM
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Damage logs as 4th tab, so you don't need to dive in random nades to get the names. Preferably showing the damage you did and received by default, and a drop down menu to see other players damage done/received.
Also add Pushes to Round report if the player is killed within 5 seconds from the push. Mainly to make it easier to track people who push others in to deathly traps.
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Other / Trouble in Terrorist Town / Re: Now that we have locational audio implemented...
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on: July 14, 2010, 11:27:41 AM
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you can kill them without anyone being able to hear them scream "YourName IS A TRAITOR", and no one knows they are dead. I find that vanilla TTT is pretty well balanced, and this just obviously breaks the balance.
I don't really think it would break the balanced that much. Lots of players, play the game successfully without using voice. It would just make people to use the suit zoom messages more, and possibly people would even start paying attention to them. I have just bound a button for "[name] Is the Traitor." and spam that, and it usually works if i get more than one lines of it spammed. Also If there would be a whisper voice, there also should be an option for local chat. So there would not be even more advantage to people who use mics.
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Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town - Gmod-based serial killing
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on: December 14, 2009, 06:25:57 PM
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Would not be that hard to make a lua spawner that spawns the items/spawnpoints on worldpostition.
Maybe add ingame menu for admins to spawn physgunable spawnpoints that would look like the gun they are going to spawn. This way they could be carefully placed jsut the way they are wanted, and once you are done you just press a button and it saves the placement and angle of every spawn, and uses it every time the map is played.
Also maybe have random_gun and random_ammo spawns along the specifc spawns. And option to randomly use only some of the set spawns, so that the gun locations get a bit veriation every round.
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Other / Trouble in Terrorist Town / Re: [RELEASE] TTT_TheThing_b3
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on: December 01, 2009, 10:41:51 PM
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Putting bombs at round start when traitors and innocents have not been picked up is obvious trolling.
Wouldn't it be possible to make the warehouse doors be locked until 30 seconds to the round? This way no one could take the bombs until the traitors has been selected.
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Other / Trouble in Terrorist Town / Suggestion: 1st Person Spectate
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on: November 27, 2009, 03:24:51 AM
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Add an option for 1st person spectating when you are dead/spectator.
Quite often you hear claims about someone aimbotting, so this would be an easy tool for everyone to catch cheaters. Its much easier to see aimbot snapping on 1st person when compared to 3rd person view.
And I doubt it would cause any harm, except get couple cheaters banned easier.
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Other / Trouble in Terrorist Town / Suggestion: Change to Unidentified corpses
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on: November 24, 2009, 09:55:25 PM
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Make Unidentified corpses have no text on them, or different colored text than identified corpses/players. So that people cant use name "Unidentified Corpse" to make others think identified corpse has not been identififed, or to hide partly visible making people think its just a corpse.
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Other / Trouble in Terrorist Town / Re: Who can be RDMed, and who might already be ruining this game mode.
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on: November 13, 2009, 11:11:12 AM
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You can be RDM'ed as a traitor. Revenge kills for instance when they are jsut too stupid to understand that their own actions made them look like a traitor. Or the times you are shot right after round start, before you even have a gun.
But mostly some people are just too trigger happy, and end up killing innocents and traitors with rather poor reasons.
But I also think that there are people with cheats that allow them to see who is the traitor as once in a while you encounter people who dont kill innocents, but there is seemingly no reason when they shoot the traitor, and It happens round after round. and even when you are spectating them you cant see the reason.
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Other / Trouble in Terrorist Town / Re: Suggestion: Silencer
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on: November 10, 2009, 03:35:59 AM
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I'm trying to enlarge, not duplicate the existing idea. And what I am saying, changing those factors correctly can make it perfectly balanced, unless you want to make it over- or underpowered on purpose.
Basically the two realistic options are: 1. As powerful the origanal, same sound as the original just a bit more silent. 2. Truely silenced (but sill more louder the bigger caliber it has), but not as powerful
Basically this video tells it all. supersonic is option 1 and subsonic is option 2. http://www.youtube.com/watch?v=taL7Vmip39s
I'm getting the feeling you have decided its overpowered, and any action taken to balance it should nerf it to hell. But alas, there is more than the 2 extreme opposites, and between those two lies the balance.
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Other / Trouble in Terrorist Town / Re: Suggestion: Silencer
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on: November 09, 2009, 10:47:53 AM
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Regardless of the fact that there's no silenced sniper model, there's also the fact that the silenced pistol's already balanced. This is a weapon that does 25 damage, has marginal accuracy, can still be heard from nearby, and is a a red flag if anyone sees it being held. Since the ability to apply this to a variety of weapons (long to short range) is empowering, you're going to have to balance each silenced weapon to be weaker than the current silenced pistol. Anything more and this idea would obviously be overpowered.
So basically, in order to keep your idea balanced, the effects of silencing any given gun would have to make that gun weaker than the weakest gun in the game (pistol).
Making it weaker than the silenced pistol would make it underpowered, as you first need to accure the gun, and it still would take the primary gun slot (meaning that people can see you are hiding your primary when you dont pick up other primary guns). Also the balancing can be done on the silencer effect too, for instance it could jsut make the gun sound have 25% smaller radius. I don't really see it that overpowered if it would jsut mean that normally my M16 can be heard from 100 meters, but with silencer you can hear it from max 75 meters. Even with max 50m i dont see it that overpowered, only if it would be as silent as the silenced pistol then it would be. It's easy to keep balanced. And sure silenced sniper would be great, but you have to keep in mind that you can't "quick draw" rifle for fast headshot unless you are in close range, so taking one out and aiming would be serious risk of blowing your cover. Not to mention that effecient silencing (sub-sonic shots) makes it snipers pretty useless, so it still should accomppany with a rather loud bang that is mainly just harder to locate. Silenced pistol should retain its place as the most silent gun. The others should be somewhat silenced, but not as silent as silenced pistol, more power comes with louder noise. Mac10 could be the only gun along with the silenced pistol that has the "silenced pistol sound" the sound should be just louder (than silenced pistol) and the damage could be slightly reduced (since sub sonic bullet velocities). Not to mention that all the guns can already be "silenced", you jsut need to talk crap on the mic when you shoot.
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