Welcome, Guest. Please login or register.
Did you miss your activation email?
September 19, 2024, 09:15:55 PM
Home Help Login Register
News: Zombie Master 2 discussion

Zombie Master  |  Other  |  Trouble in Terrorist Town  |  Topic: Trouble in Terrorist Town - a GMod gamemode
Pages: 1 ... 220 221 222 [223] 224 225 226 ... 232
Author Topic: Trouble in Terrorist Town - a GMod gamemode  (Read 1699259 times)
JoTheShmo
Poster

Posts: 214



« Reply #4440 on: April 03, 2011, 08:46:23 PM »

I believe it was something about sticking it to glass and then breaking the glass?
But I thought that was fixed.
Bad King Urgrain
Administrator
*****
Posts: 12276



« Reply #4441 on: April 04, 2011, 05:27:35 PM »

I just tried that, but sticking it to glass (ie. right mouse on a window on cs_office) is not possible. I don't know any map with a horizontal breakable pane of glass, so I couldn't test that.
Mr. Gash
Poster

Posts: 382


www.nonerdsjustgeeks.com


« Reply #4442 on: April 06, 2011, 03:10:34 AM »

Have you tried the glass on ttt_bank?

[b]Edit:[b] nevermind, didn't work.
« Last Edit: April 06, 2011, 03:16:12 AM by Mr. Gash »
Firespray
Build Tester
*
Posts: 1447


:-(


« Reply #4443 on: April 06, 2011, 03:31:59 AM »

I feel as though many innocents never seem to read the last words on the body they identify.  My suggestion would to be the moment they identify the body, it would to put it in chat saying the Last Words so everybody can see, and covertly looking at the body would not trigger it.  Could give traitors more incentive to hide the body some more.

Quote
Z3RO: Tanners sister isnt bad looking :v
Firespray: New sig
Z3RO: noooo

holocalls traumatize worbat
Marphy Black
The Best Forum Member
*****
Posts: 3483


Let's go kick some civilian ass!


« Reply #4444 on: April 06, 2011, 04:27:46 AM »

That would make things just as bad as before when people could pretend to be AFK but actually type out the name of the person who kills them so as to immediately broadcast the traitor's identity with their last words, albeit with a bit more delay. Yeah, last words don't necessarily have to be truthful, but it was an irritating and overused tactic nonetheless.

I think it's best for most of the information on a dead body to remain solely with the dead body. That way, if someone else tries to relay to you the last words from a corpse you can't see, you either have to trust them or go and check for yourself. That's part of the brilliant mind games behind TTT.

"You are what I eat,
So much flesh, so much meat...
"
http://steamcommunity.com/id/Revenant100
JoTheShmo
Poster

Posts: 214



« Reply #4445 on: April 06, 2011, 08:18:24 PM »

Any thoughts on nerfing the SP?
Right now it fires at the same rate or faster than a normal pistol (not sure), does more damage (I think?), and is at LEAST just as accurate, but also silent.
You can basically use it as an unlimited amount of very accurate knives.
If someone is low health, you can just quickly headshot them, or hit them a few times rapidly if they are at full health.
Rectal Exambot
Poster

Posts: 166


« Reply #4446 on: April 07, 2011, 01:22:12 AM »

Anyone else find that sometimes the radar can get in the way of people, which makes it harder to target them? Like in maps such as Lost Temple sometimes they camp at the end of a corridor and if it updates right on top of them it obscures the player.
Mr. Gash
Poster

Posts: 382


www.nonerdsjustgeeks.com


« Reply #4447 on: April 07, 2011, 04:32:12 AM »

Anyone else find that sometimes the radar can get in the way of people, which makes it harder to target them? Like in maps such as Lost Temple sometimes they camp at the end of a corridor and if it updates right on top of them it obscures the player.

Agreed. Perhaps have the radar dots become a little transparent when looking close to one, or have the option to do that in the settings?
Bad King Urgrain
Administrator
*****
Posts: 12276



« Reply #4448 on: April 08, 2011, 07:41:11 AM »

I like the radar idea.

Silenced Pistol does slightly more damage (28 vs 25) and has slightly less recoil. Accuracy and firing rate are identical. More opinions welcome. Note that it does cost a credit, and most players consider the pistol very weak even though it has almost the same stats.

The carryable C4 issue has been fixed in SVN r1009.
Nasu
Poster

Posts: 28


« Reply #4449 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.
Mr. Gash
Poster

Posts: 382


www.nonerdsjustgeeks.com


« Reply #4450 on: April 09, 2011, 05:20:40 AM »

Which files were changed for the C4 (Probably the weapon/entity, just checking.)?
Tommynator
Poster

Posts: 173

Tommynator is a traitor!


« Reply #4451 on: April 09, 2011, 06:37:41 AM »

My server is still on the v24. So, how can we carry them with the magneto stick?  :D
« Last Edit: April 09, 2011, 07:39:41 AM by Tommynator »
Bad King Urgrain
Administrator
*****
Posts: 12276



« Reply #4452 on: April 09, 2011, 08:05:18 AM »

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.

This is not changing because by now it's part of the weapon balance. Arms/legs are 55% of the damage.

Which files were changed for the C4 (Probably the weapon/entity, just checking.)?

Only the entity. (And, if you run v25, crcs.lua)

My server is still on the v24. So, how can we carry them with the magneto stick?  :D

I'm not posting it here because I don't want people to go out and use it :P

Though I'm almost certain v24 servers could grab the updated lua file for the entity and use it on their server with no problems. The v25 C4 doesn't need anything specific to v25.
« Last Edit: April 09, 2011, 08:08:16 AM by Bad King Urgrain »
Bad King Urgrain
Administrator
*****
Posts: 12276



« Reply #4453 on: April 09, 2011, 06:18:59 PM »

SVN r1013 makes Radar blips fade when you aim near them.
JoTheShmo
Poster

Posts: 214



« Reply #4454 on: April 10, 2011, 07:55:13 PM »

I just got 5 kills with the SP, my traitor buddy got 4 and one knife kill and one HUGE kill.
People rarely even realize they're being shot at until they're dead.
I think it should at LEAST be kept at the same amount of damage as the normal pistol.
Mr. Gash
Poster

Posts: 382


www.nonerdsjustgeeks.com


« Reply #4455 on: April 10, 2011, 10:08:04 PM »

I just got 5 kills with the SP, my traitor buddy got 4 and one knife kill and one HUGE kill.
People rarely even realize they're being shot at until they're dead.
I think it should at LEAST be kept at the same amount of damage as the normal pistol.

Then change it. Other people like the damage it's at.
JoTheShmo
Poster

Posts: 214



« Reply #4456 on: April 11, 2011, 12:20:15 AM »

I keep my server completely vanilla.
Since BKU never actually said no, he just said he wanted more input, I thought I'd give him more input.
If he won't change it, so be it, it's not the end of the world.
Bad King Urgrain
Administrator
*****
Posts: 12276



« Reply #4457 on: April 11, 2011, 07:06:54 AM »

There is some logic behind bringing the SP back in line with the normal pistol, because it was originally powered up to compete with the old knife.

I actually doubt that it would make a difference. 28 damage = 3.5 body shots (= 4 in practice), while 25 damage = 4 body shots. Even in headshots it doesn't really matter, SP will do 84 damage while normal pistol does 75, both also need a single body shot for the kill.
Bad King Urgrain
Administrator
*****
Posts: 12276



« Reply #4458 on: April 21, 2011, 07:30:43 PM »

To spread the word: the GMod bug that causes corpses not to have names show up when you target them (along with other symptoms) has been fixed by garry for next update.

edit:
Update 120 has been released: http://store.steampowered.com/news/5352/

« Last Edit: April 21, 2011, 08:52:51 PM by Bad King Urgrain »
Darkest_97
Poster

Posts: 286


Hi.


« Reply #4459 on: April 25, 2011, 01:33:58 AM »

Found a little bug.
When someone dies pre-round 30 seconds are added to the preparing countdown timer.

Edit: Also the kill lines in the damage logs now have a bunch of space before them. Dont know if this was intentional or not but I think its kinda a pain in the ass to read.
« Last Edit: April 25, 2011, 01:54:09 AM by Darkest_97 »
Pages: 1 ... 220 221 222 [223] 224 225 226 ... 232
Zombie Master  |  Other  |  Trouble in Terrorist Town  |  Topic: Trouble in Terrorist Town - a GMod gamemode « previous next »
Jump to:  


Login with username, password and session length

Powered by SMF 1.1.21 | SMF © 2015, Simple Machines
Page created in 0.011 seconds with 19 queries.