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News: Trouble in Terrorist Town? Site here, forum here.

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1  Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town - a GMod gamemode on: January 22, 2012, 07:06:39 PM
Has anything new happened in the TTT world since I left last August?
2  Other / Trouble in Terrorist Town / Re: Pistol Limb Damage on: August 28, 2011, 04:54:26 PM
Pistols are useful, but their limb damage is just too low. The damage ranges from 13-68, and that's a bit too big in a game where luck plays a big part when it comes to hitboxes.
3  Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town - a GMod gamemode on: August 27, 2011, 07:49:52 PM
Basically, m16 has trouble at around 20 meters, while mac 10 can reach around 17 effectively.
4  Other / Trouble in Terrorist Town / Re: Pistol Limb Damage on: August 27, 2011, 07:45:58 PM
Making a weapon intentionally weak is not balance.
All weapons have their uses, as does the pistol. The pistol is right at the bottom of the list with the glock as the most useless weapons in the game.
5  Other / Trouble in Terrorist Town / Pistol Limb Damage on: August 27, 2011, 06:56:00 PM
The pistol is not effective at short range. We know that. So, a lot of the fighting takes place at long range, and here's where the problem comes in:

You can't reliably get headshots at the pistol's prefered range, and what you do end up hitting is limbs. The pistol only does like 13 damage to limbs, aka the exact same damage as a mac10 body shot.

Can we increase the pistol's limb damage?
6  Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town - a GMod gamemode on: August 25, 2011, 07:54:34 PM
I shot someone standing still with the m16, shot them in the back for a good 2 seconds, and they do a 180 and instakill me from 10 feet. They had a mac 10. Fix it.
7  Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town - a GMod gamemode on: August 25, 2011, 06:25:02 PM
I think that we should increase the limb damage on the pistol from 55% to 80%. Right now it takes an absurd number of hits unless you can hit the chest.
8  Other / Trouble in Terrorist Town / Re: Your favorite style of TTT server? on: August 24, 2011, 09:20:29 PM
ECG generally has 5 bans until perma unless you fuck up really bad (e.g. hacking, ghosting)

Source: playing on ECG for 11 months.
9  Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town - a GMod gamemode on: August 20, 2011, 01:38:08 PM
Shotgun needs only a slight debuff, not a big one. A good player could still reliably get headshots but it's no longer a close range "I win" weapon.

Also, my second issue: the mac10 seems to be a better weapon at most ranges then the M16. The mac10 has too little recoil for your aim to be affected at short-medium range, while the M16 has horrendous recoil which prevents you from reliably fighting at mid range with it, which is what BKU probably had in mind. I would recommend leaving the mac10 alone and either giving the m16 less spread or less recoil. Less spread would turn it into a nice long range weapon when not on fully auto.
10  Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town - a GMod gamemode on: August 19, 2011, 05:04:08 PM
Can we reduce the shotgun's headshot damage? It's very unfun fighting against them because it gets 1 hit kills far too often.
11  Other / Trouble in Terrorist Town / Re: making a traitor weapon on: June 28, 2011, 02:02:05 PM
You don't sound like you're ready for this.
12  Other / Trouble in Terrorist Town / Re: A warning to all server owners... on: June 17, 2011, 07:47:48 PM
71.77.158.48
65.191.218.234
69.133.145.135
69.133.145.207

All of are hosted by Roadrunner Holdco LLC. These are masking his actual IP. Nothing left to do now but email the provider at:
abuse@rr.com
13  Other / Trouble in Terrorist Town / Re: A warning to all server owners... on: June 17, 2011, 05:10:35 PM
Alright, here's what you need to do. This guy connects to your server, DO NOT BAN HIM.

You get his IP, you call his service provider, tell them he's been DDOSing, and his internet service is shut off.
14  Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town - a GMod gamemode on: May 29, 2011, 06:40:18 PM
I was talking to Grea$emonkey while he was playing on my server and he said he was planning on opening another contest.
15  Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town - a GMod gamemode on: May 29, 2011, 02:01:24 PM
So, the Fretta contest is starting up again soon. You going to enter it, BKU?
16  Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town - a GMod gamemode on: May 21, 2011, 02:50:23 PM
There is always server 3. Server 1 is like a good beer while server 3 is an aged wine. The players there are smart, people don't act like fucking retards all the time, and in fact, there's not many problems even when it's not being administrated.
17  Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town - a GMod gamemode on: May 15, 2011, 03:26:20 PM
ECGamers, the most popular server for TTT, and the sixth most popular in Garry's Mod, is vanilla, IIRC.
18  Other / Trouble in Terrorist Town / Re: Poltergeist Brainstorming Thread on: May 07, 2011, 03:01:15 PM
The phammer would be visible on it, and it would have to have a limited angle. So, if someone can find and shoot the phammer off of the prop, then the trap is disarmed.
19  Other / Trouble in Terrorist Town / Re: Get the number of kills of a person? on: May 07, 2011, 02:53:14 PM
What's the goal of your mod? What you want to do with the kills might let us help you more.
20  Other / Trouble in Terrorist Town / Poltergeist Brainstorming Thread on: May 07, 2011, 02:51:04 PM
The Poltergeist is one of the most underused weapons in the game. I estimate that it's for these 3 reasons:
1. It's too hard to control/too random. The Poltergeist is hard to use well because it's so random and hard to predict it's more likely to go careening off a cliff then getting close to hitting anyone. That's what the explosions are for, but once most people see a Poltergeist, they get out.

2. It's too obvious. The poltergeist is loud and lets everyone know that there's a gigantic dumpster flying around smashing into walls, blowing up, and spending most of it's time up in the skybox where it can hurt no one. If only it were a little less chaotic...

3. It's ineffective. The props almost never hit anyone, and the explosions aren't strong enough to kill anyone that's not already wounded, considering you almost never get hit more then once. It does not have the capacity to effectively do damage.

My solutions:
Solution A: Give the user control of which direction the poltergeist goes in.

Solution B: Make the Poltergeist a trap: Rather then going everywhere, it waits until someone walks in front of it before it smashes into them with a single thrust.

Solution C: Make it more accurate, or make the explosions do more damage.


What are your ideas?
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