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Other / Trouble in Terrorist Town / Re: Pistol Limb Damage
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on: August 28, 2011, 04:54:26 PM
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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.
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Other / Trouble in Terrorist Town / Re: Pistol Limb Damage
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on: August 27, 2011, 07:45:58 PM
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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.
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Other / Trouble in Terrorist Town / Pistol Limb Damage
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on: August 27, 2011, 06:56:00 PM
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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?
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9
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Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town - a GMod gamemode
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on: August 20, 2011, 01:38:08 PM
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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.
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20
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Other / Trouble in Terrorist Town / Poltergeist Brainstorming Thread
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on: May 07, 2011, 02:51:04 PM
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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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