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1  Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town - a GMod gamemode on: January 17, 2011, 08:52:19 PM
I agree with Jo-but I also see it making people a lot less likely to think before killing someone.  But I do hate the karma hit for killing an innocent who killed an innocent randomly.  
2  Other / Trouble in Terrorist Town / Re: [Wip] ttt_ghetto on: January 17, 2011, 08:47:03 PM
Great map, but I've always wondered why you stick with dark and gloomy maps with low lightning and that run-down look.  Personal preference?
3  Other / Trouble in Terrorist Town / Re: Map Suggestions on: January 16, 2011, 11:03:19 PM
Some kind of Legend of Zelda Map? You could remake a town from one a game, say, Ocarina of Time, or one of the temples, and put in some traps and things.
A Minecraft map that would actually work and be big enough for play? (Just a suggestion).
Nuclear Power Plant? (Complete with nuclear waste pools/traps!)
A Clue Map actually based on the Original Clue Version Game Board.
4  Other / Trouble in Terrorist Town / Re: Detective Upgrade Idea- Killswitch on: January 16, 2011, 02:27:16 AM
I don't find it overpowered- I find it underpowered.  As it is intended right now, it wouldn't be effective at killing traitors, but as a lot of rdm.  And if a traitor picked it up... well that's a lot of free kills.  I find it really pointless other than if someone wants to completely ruin a round.  And considering you'd have to blow all 3 up at the same time, even if youknew one was a traitor, well, more rdm.

On the otherhand, it's overpowered and more rdm if used late game and like 3 people are left with the detective.  You could try blowing them all up, provided they didn't shoot you while you scanned them.

I don't see this working well, in other words.
5  Other / Trouble in Terrorist Town / Re: HUGE balance [split from main thread] on: January 16, 2011, 02:19:48 AM
I see the HUGE as a hit or miss weapon.  It will clean corridors, crowds, and provides a good amunt of ammo to kill 3-5 people (30 bullets at about 15 feet). No gun will be perfect.  They all have their strengths and weaknesses, and hit detection is not perfect.  Using the element of surprise is essential with the HUGE, because it excels at close range combat, and will kill most people before they can respond if yu fire point blank into their face or back.  Aim for center mass for the most damage because of the massive spray and recoil, and try controling that recoil by aiming down a little when firing.  For ranges past 30 feet, use your sidearm, or do what the HUGE is great for: hiding and camping.  Don't use the HUGE in the open- that's what a deagle or pistol is for, or some other main weapon other than the shotgun.  The HUGE is pure fun for spraying down people, but it is not in the least stealthy or good at mid-long range.  It's effectiveness goes beyond point blank, but not too far past it.  It works how it was intended to- as a room clearer.  Nothing more, nothing less.
6  Other / Trouble in Terrorist Town / Re: [ECGamers.com] Trouble in Terrorist Town server list. on: January 09, 2011, 01:16:59 AM
Can't get enough of this server.  Very fun, good community, and even if an admin isn't on, there's always a way to contact one if there are problems.

I will be in the top ten of server #1 one day! (and hopefully an admin to help the server even more{I can dream, can't I?}!)

And actually, the fact that people call out "It's the guy with the ____ mask" adds another layer of strategy- just take the mask off later!
7  Other / Trouble in Terrorist Town / Re: [RELEASE] ttt_yard_a2 on: January 09, 2011, 01:05:39 AM
Look awesome, as long as it doesn't cause some weird effects for me computer, which I noticed on some maps I played on a few months ago.  I thought it was bloom acting up or being overused, since everything was tinted green and items had blinding shine on them.  Hopefully whatever caused that is now fixed.
8  Other / Trouble in Terrorist Town / Re: Traitor Equipment Idea: The Flasher on: January 09, 2011, 12:58:19 AM
The way it is now, it creates a cheap death for someone but isn't too overpwered due to the fact they have to be lookiing at the person..  However, i think it would be overpowered if it effected everyone around the traitor.  People hate cheap deaths.  I mean, you can watch for people following you, or you can be careful about snipers and stay inside, but to be blind and not ever have a chance at full health and armed?  I think this would be cheap, ever if it only hits one person.
9  Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town - a GMod gamemode on: January 09, 2011, 12:43:18 AM
28 people on a server does get pretty crazy, but it usually averages about 19-20 people, and considering some rounds 2-4 people end up dying from a combined amount of reasons ranging from fall damage to afk mover to traps, and that there are people sitting as spectators, I think that works out fine. 16 players is a good number when everyone is playing and knows what they are doing.  The great thing about a server with more than 16 slots is that extra room if there are spectators, afks, or problems during the round.  6-8 players are the minimum for a good, functioning round, but for a max, I think in the 20s in fine.  I'd rather play on a 20 space server with 2 spectators and an afk in a round then a 16 slot server with only 13 playing and a couple afk and spectators. 
10  Other / Trouble in Terrorist Town / Re: Land Mines Traitor Item on: October 31, 2010, 04:52:42 AM
I think the minecount should be low- maybe 2-3, but not 5- idk, I keep seeing an entire team of traitors buying 30+ mines in total.  That could instant kill some people.  Anyway, this might have the same troubkle as the knife before it was balanced- 6 knifes for 6 ts used to easily mean 6 kills, including all the detectives.
11  Other / Trouble in Terrorist Town / Re: What is your favorite TTT map? on: October 31, 2010, 04:46:18 AM
Hmmmm.... I only played diamondshoals once, but it might end up being my favorite map since the atmosphere allows you to easily hid, and its a large map.  I'm beginning to like hairyhouse though.
12  Other / Trouble in Terrorist Town / Re: New Traitor Equipement (Faking Death and New Disguiser, DIFFERENT IDEA) on: October 31, 2010, 04:44:02 AM
Would you show up in chat and in voicechat as the disguised person, because either way, I can't see that working unless you show up in chat as that person.  Otherwise, a few situations could happen.  1) You fake your death and assume the role of a person you flaregunned, yet are caught when you sound nothing like them (funny yet stupid situation).
2) Typing in chat will only work if you show up as this person, since they could just ask this person who you are disguised as if he is alive, and then kill you when he doesn't respond.
13  Other / Trouble in Terrorist Town / Re: Body hanging in TTT (Traitor feature) on: October 31, 2010, 04:34:36 AM
Other than traitors glitching this up or putting bodies in unreachable areas or on the ceiling, won't this be purely for laughs- I'm not seeing enough practical use...
14  Other / Trouble in Terrorist Town / Re: New Knife Ideas + Cool Addons. on: October 17, 2010, 11:38:00 PM
Well, we already had instant kill for all knife attacks, and the 50 hp is currently being tested- 1-hit kill thrown knife got to be too powerful.
The last words mic thing could be hard to hear ingame if people are talking, so it would need to mute other sound while listening.  However, I don't think its necessary or feasible- the game would have to keep records of all mic conversations for when peope died.  Also, it's probably easier just to listen to people on the mic, and hear them if they are shouting out something.
Love the killcam idea, but it just won't be possible.
15  Other / Trouble in Terrorist Town / Re: Traitor item suggestion - Decoy on: October 17, 2010, 11:29:32 PM
Well, taking away the traitor's DNA from the device was a good idea.  I kept picturing the same situation- detective scans body, DNA leads to decoy, Detective scans Decoy, Detective finds Traitor, BOOM HEADSHOT!  Too much for the Traitor to worry about.
16  Other / Trouble in Terrorist Town / Re: Visualizer Changes on: October 17, 2010, 03:45:21 PM
I personally think the visualizer is great.  When used by a detective, they can say "Well, the killer and the victim were looking directly at each other at 5 feet when the innocent died."  Therefore, using the detective's ability to find the last person the innocent saw, you find the traitor!  I like doing that.
17  Other / Trouble in Terrorist Town / Re: *Release* ttt_cloverfield_b1 on: October 17, 2010, 07:37:05 AM
Can't get enough of this map! Only problem I have seen are that many people die falling from the long ladder, but thats just player error!  Keep up the good work!
18  Other / Trouble in Terrorist Town / Re: [Release] ttt_BlueSky on: October 17, 2010, 07:33:23 AM
This map looks amazing- hope the server I play on picks it up! :)
19  Other / Trouble in Terrorist Town / Re: TRAITORS - What is your favourite tactic? on: October 17, 2010, 07:29:40 AM
Well, the best thing about discussing tactics is that they change every time.
I usually start out with the radar, to keep an eye on people and look for stanglers.  After that, to break up the clumps, I use the "snipe and walk away routine", taking out innocents and especially detectives one by one in a crowd, creating a panic.  Burning bodies is also effective, as are those start-of-round kills where prepare and kill someone as soon as traitor pops up.  Always be careful of people watching you from behind when you snipe, and watch out for the ammo check- drop the sniper after a few kills.  I'll never forget that match on richland where I sniped 8 people by moving back and forth on a roof, and then killing 2 more.  That was fun.
20  Other / Trouble in Terrorist Town / Re: Pistol balancing on: October 17, 2010, 07:16:23 AM
Well, responding to the lag issue, I have noticed it as well, especially when I use a deagle or rifle and headshots just don't register.  While I'm not sure what can be done about that, playing stupid in those situations has worked well for me, like shooting up at the sky or ground and pretending to be innocent.

About the pistol balancing? I know it two shots to a target without body armor to the head, and I though this was due to recent balancing- it has seemed stronger lately.  As a sidearm with reasonable damage and good accuracy, I don't see a faster firing rate or more damage balancing needed.  My advice?  Use a primary gun when going for those kills, or the simple deagle headshot. 

Besides, can it get anymore balancing without being better than the deagle and overpowered? I don't think so.
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