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News: Zombie Master 2 discussion

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1  Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town - a GMod gamemode on: September 19, 2011, 01:06:10 PM
Imo the feeling that mac10 is overpowered comes from the bad registry, m16 pretty much needs that one headshot to kill people, otherwise it's too slow. On the other hand mac10 doesnt gain much boost from a headshot.

A good balance would probably be making the m16 more accurate and giving it more base damage but not increasing the headshot damage.
2  Other / Trouble in Terrorist Town / Re: Poltergeist Brainstorming Thread on: May 07, 2011, 02:54:45 PM
The trap solution would be the best imo. There are no item traps yet in TTT so it would be a nice gameplay addition. A prop ontop of a lighthouse with a poltergeist trap that slightly damages and pushes people would be marvellous O:

Only limited ammo though and don't know how balanced that would be
3  Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town - a GMod gamemode on: April 08, 2011, 01:20:54 PM
What is the damage reduction for leg/arm shots?
It seems a bit high for guns like scout which can do annoyingly low damage on arm/leg shots.

Dunno though if this is a TTT problem.
4  Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town - a GMod gamemode on: January 05, 2011, 11:19:10 PM
I'd suggest buffing m16.

Simple add more damage and accuracy and less firerate would work well imo. Headshot damage doesnt need a buff, it's already pretty high

M16 mostly relies on that headshot which can be hard with lausy hitboxes and high ping
5  Other / Trouble in Terrorist Town / Re: Body hanging in TTT (Traitor feature) on: October 26, 2010, 09:37:20 PM
My suggestion:
Dont buff the magneto-stick.
Allow welding like in first post.
All welded corpses can be shot down with a single bullet from any gun or a explosive.
And welding to "lightweight" (props that can be carried with magneto) props shouldnt be possible, only to heavy objects (only pushable) and walls.

END
6  Other / Trouble in Terrorist Town / Re: Knife balance discussion on: October 17, 2010, 05:00:15 PM
Related much?


Just giving this a bump so people see the thread.

Some things I've done to improve the traitor's situation so far:
- Start with 2 credits instead of 1
- Silenced Pistol sound range is quite a bit shorter, ie. it's harder to hear.

If there's another piece of equipment that is currently too weak to be useful because it has too little ammo, for example, or fires too slow, you can suggest it here.


Yep.


ALSO: The newton launcher charge. I think it was implemented so you can choose how far do you want the victim go, not just the max distance. Now to push far, you need to charge the launcher for a few seconds and you'll rarely have time for that because it's so easily spottable. So I suggest that without any charge it goes max distance and if you charge it goes to smaller distances.
7  Other / Trouble in Terrorist Town / Re: Knife balance discussion on: October 15, 2010, 02:37:46 PM
Why not give the knife a bleed out effect since there is no one hit kill anymore. The only means of removing it is if a detective pulls it out


Or just another person, this would be a nice buff for the knife.

And throwing knife should be insta-kill after some distance because it's very hard to get throwing kills with ANY lag.
8  Other / Trouble in Terrorist Town / Re: Nerfing the Knife was a bad choice on: October 09, 2010, 10:00:14 PM
It was a 1 credit = 1 kill weapon. It was so overused and used in any situation, it needs to be situational imo.
9  Other / Trouble in Terrorist Town / Re: New Knife Ideas + Cool Addons. on: October 09, 2010, 07:10:23 PM
Bouncing knives would very rarely be usefull, but might lead to some funny kills :D

The visualizer upgrades seem good, if they can be done.
10  Other / Trouble in Terrorist Town / Re: Knife balance discussion (was: 'Knife "nerf"...') on: October 09, 2010, 07:06:20 PM
The newton launcher would be more effective if it was like the pyro compression blast in tf2. At close range it would has an wider area of attack so it pushes even if the projectiles do not hit the player, but at long range, only the projectiles push the player.

Just a suggestion :]
11  Other / Trouble in Terrorist Town / Re: Knife balance discussion (was: 'Knife "nerf"...') on: October 08, 2010, 07:06:38 PM
The knife nerf is good, I rarely used it anyway, thought it more as a waste of credit :)

The poltergeist. There's not really a problem with it, but people NEVER use it in actual means to kill someone. The gun model is easily seen by other players, it's loud, damage is relatively high, but could be higher and so on.

But I only post this because I never use the poltergeist myself or have I never seen it in serious use. IMO it needs a change or a buff
12  Other / Trouble in Terrorist Town / Re: New Detective ability - Deputize on: October 08, 2010, 07:01:28 PM
Sounds fun, but can be annoying with detectives randomly giving it away.


And out of stupidness.
Most likely it reaches the point that no one trusts this anymore.
13  Other / Trouble in Terrorist Town / Re: Traitor item suggestion - Decoy on: October 08, 2010, 12:26:21 PM
"[Optional]: The Decoy may be activated/deactivated remotely [This will allow a Traitor to quickly misdirect persuers and avoid DNA scan lineups]."

This would balance it quite well.  I love the idea, by the way.


If this will ever get added, make a time delay for the activation/deactivation

Pretty good idea, as long as it isnt too complex ingame
14  Other / Trouble in Terrorist Town / Re: Flaregunned Bodies on: October 07, 2010, 12:09:28 PM
Seems good because it really isnt a big nerf, you can check the rarely found burning body for most information before it burns out.

So imo should be added if possible :p
15  Other / Trouble in Terrorist Town / Re: Credit Cost Entity on: October 02, 2010, 09:24:50 PM
Would be very interesting if map makers would use it :P
16  Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town - a GMod gamemode on: September 30, 2010, 06:34:00 PM
How about adding another two quick commands for the suit zoom key - I was thinking of 8 having "Alive check." and 9 having ""I am alive."

Some communities already have these, and I don't see why not since there currently are three unused keys on it.


"I am alive." is useless when you can just say anything from the menu to show that you're alive :P
17  Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town - a GMod gamemode on: September 27, 2010, 12:08:39 PM
Traitors are the stealthy ones, not Detectives.


But it was fun to hit traitors when they weren't expecting it :[
18  Other / Trouble in Terrorist Town / Re: (Strange idea) Innocent buy menus. on: September 25, 2010, 06:25:58 PM
Innocents should have an option of choosing between lower gravity or higher speed :3
19  Other / Trouble in Terrorist Town / Re: Knife "nerf"... on: September 23, 2010, 05:19:04 PM
The point of traitor is to kill 4 innocents or more.

It does need some good weapons and "maybe" one overpowered one.
A knife can save a traitor so many times and the game would imo become unbalanced without it.
20  Other / Trouble in Terrorist Town / Re: Detective checkbox on: September 11, 2010, 08:37:20 PM
Support. It could also be added to traitor, but I don't know about the problems that could cause :O
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