I just got picked for traitor 3 times straight in a full server. Is it certain that the extra dice roll has been added?
Yes, and it does work. There are far fewer traitor streaks than there used to be. The fact that it is still possible and does happen is good, to keep everyone on their toes.
No body information changing, tGB?
First time I've heard that idea, but I think I prefer bodies to provide reliable information. If traitors can change it, innocents will never trust a body again, and therefore traitors will have no incentive to hide/destroy them.
Oh, forgot to mention this. The shotgun, in terms of long-range use, needs a little changing. Since the pellets are randomly spread, there is a chance that even from range you can kill someone in one hit. A good example happened just now as I shot at one guy with a shotgun from about 10 meters away, and he turned around and 1-hit killed me from full health with the shotgun (also from 10 meters away) because more pellets than usual hit my melon.
So, just saying, if there was a way to turn off or scale down headshot damage at range with shotgun, it would probably be for the best.
Agreed. Could you give an example of what you consider to be 10 meters away in the game? I'd like to get an idea of how far that was.
By the way, "Temporary board for the GMod gamemode and its maps". Are we going to be expected to move sometime soon?
The internet is fickle, I'm not sure anyone will even be playing this in two months, and if not I will remove the board and put the threads back in offtopic. It's temporary in that sense.
Would it be possible to show what a players last words were when you inspect their body?
Why? Everyone can see the words when they happen, or check their console if they miss them. It doesn't make a lot of sense to put them on the body either. I just don't see the point of it.
Actually I guess there is a point if you make last words not appear in the chat. However, I don't think I want to hide a rather fun feature away.
When in spectator mode (Or only as a dead player spectator, I haven't checked the case when you initially join), pressing the jump button will allow you to fly up as normal, but as soon as you let go of the key, you immediately snap back to a particular previous position. I think this is a bug as primary fire and alternate fire are the keys that should be the ones to snap you to any positions.
The jump key currently functions as the equivalent of a reset button for spectators. If you're chasecam-ing someone it will unchase, if you're stuck to a ladder you'll get unstuck, etc. The position snapping is most likely due to the chase stuff.
If people actually use the jump key to go up, it would be better to move resetting to a different key. Perhaps crouch.
- Would it be possible to add the murder weapon to the events window? I think it's interesting stuff.
Eh, they're already in there. It says stuff like "A killed B using a deagle".
- Maybe it's just me, but I feel as if removing the boring awards would be for the best, posting only the rare and interesting things.
I'll consider it.
- Add a pull-out time for bigger weapons, if possible? Lets you feel a bit safer if someone's gun is away, making holstered worth something (and giving pistols their a unique merit too).
I think it would feel really artificial to be unable to shoot even though your gun is already clearly on the screen. And that would basically be the only way to do this.
- Pushing someone, even playfully, kind of looks like you might be attacking them with a crowbar. Perhaps make it a holstered or magneto stick feature?
Pushing someone is an aggressive move.
- In the same grain, the crowbar is pretty damn useless, and I think the melee option is kind of unexplored. Perhaps either remove headshot bonus and increase damage to about 25, or create better melee weapons that you can swap to.
The crowbar currently does around 27 damage.
There's only one method of diffusing (brute force) whose success is pretty much luck-based, and the 30 timer and kind of low stakes make running away preferable almost always.
A viable improvement would be a proper mastermind deal with a significantly longer code (eg. 6 digits), and perhaps reveal some numbers by default for short timers. I don't feel like working on this right now though (I mean the current disarm mechanic is days old), but I'll put it on the list.
All I need is a trigger entity that would freeze players. The closest analogue is func_water_analog entity. I want something exactly like this but without all the water stuff.
This would take quite a bit of work, not sure if I want to do that for a single map.