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TF2 weapons bugs/glitches on VSH or other TF2 servers.

Discussion in 'Team Fortress 2' started by TheRagingPolishMan, Jan 31, 2015.

  1. rswallen

    rswallen Wizzard

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    Yeah, that was a bad idea (drop sapper, shield spawns, you don't get rage if you stand behind it). It's been scrapped in favour of smoke bombs

    RAGE IMMUNITY IS BAD. PLEASE PLEASE PLEASE PLEASE PLEASE NO
     
  2. TheRagingPolishMan

    TheRagingPolishMan Registered

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    Rage immunity for 1 person, a sniper, and for that they sacrifice a secondary slot. Seems like a fair trade off, I mean a Demoman can have a second chance and could get away from Hale, whereas a sniper is almost completely useless at close range and in no way can out run hale.
     
  3. rswallen

    rswallen Wizzard

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    So how exactly is rage immunity gunna help?
     
  4. TheRagingPolishMan

    TheRagingPolishMan Registered

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    He will be able to move at normal speed away from Hale. Sometimes Snipers are targeted in a raged group, so to counter that rage-immunity would be beneficial. Also some ...people... 1-man rage Snipers for whatever reason, so this would be lovely!
     
  5. rswallen

    rswallen Wizzard

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    And sometime (8/9ths of the time in fact) other classes are targeted in a group rage. I fail to see why snipers should get this always-active perk that renders a fundamental boss ability useless. Rage is supposed to be annoying (its supposed to make you rage teehee). The whole point is to make you easier to kill. Rage immunity = BAD

    Alternative suggestions:
    • Sniper shields function the same as demo shields - 1 hit protection from boss damage
    • Jarate gives the thrower a move speed bonus when it hits a boss
    • SMGs fire rockets have increased knockback
     
  6. Shadow

    Shadow Registered

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    vacinator, remove healing and everything just provide rage protection for the medic and his target, remove ubercharge and healing capabilities completely but allow for healing hale to revive people (this is very slow obviously without any uber)

    An idea to consider... will probably be shot down cuz of jelly saying rage protection is bad several times over and over.
    But please work on some ideas to make mediguns give different effects.. all mediguns doing the same thing gives very little variety

    Downsides: No healing, slower healing, slower uber charge, slower energy charge, no grappling on jumpy player..
    Upsides: Basically inverted what is a downside and, apply a shield that reduces damage on the target, Require less energy to revive, damage buff, knockback buff
    Hale debuffs: reduce hales move speed, reduce rage radius, reduce rage time, reduce hales damage, increase hales damage taken, sap rage%, (vagineer only) strip off uber faster, (cbs only) strip off arrows slowly.
    Hale buffs: invert debuffs, airblast resistance %, remove sniper mark.

    I think this is enough options to combine.. just for the medigun.. show it some luw, it's kind of monotoned atm with it, only difference in medics is their primary, and I believe adding more mediguns would add more gameplay variety and could change how maps pan out based on player choices.

    On a side note.. is it possible to make a menu for hales on the beginning of the round so they can chose some extra abilities? (they're all gonna be passive and just latching onto what we got), this would also allow for even more gameplay variety.

    Just as a glimps of examples for picks,
    shorter time on superjump/teleport, longer jump, arrow speed/dmg, knockback resistance, airblastresistance, rage dmg requirement, rage stun time, rage radius, rage arrow count, and much more.

    Obviously we could set it for example to have # points to spend on the begining of round and allow players to decide what do they wanna do, maybe even allow them to focus on a specific thing fully, but they'd be weak in another area.

    Imagine a maxed out longjump passive, hale could for example jump out of the crevice (on guess which map) and go for a weightdown stomp.
    This would obviously mean that hales would be weaker to begin with, but they pick which area they would be stronger in.

    Opinions?
     
    TheRagingPolishMan likes this.
  7. rswallen

    rswallen Wizzard

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    Vaccinator
    This is being shot down. Not because of the rage protection (ubercharge already does this), but because it makes no sense as a weapon. The 'medigun' formula (heal player -> charge uber; deploy uber -> become God) is perfect. You do work, you get reward. To throw that out completely (heal guy, guy is God) removes all skill and reduces the class to the level of 'W+M1' pyro.

    Other Medigun Stats
    • Downsides: See above
    • Damage resistance on target: Will only be balanced if the medigun formula (as outlined above) is enforced (as 'always on' is too op). But then who will choose uber (not die) over mild damage resistance (probably die)
    • Boss Nerf (when being healed): No.
    • Boss Buff (when being healed): Only if they effect all players equally (like the buff rings provided by the revive plugin)

    Multiple Mediguns
    Actually considered this when making the revive plugin (with perks such as 200% overheal and quicker healing). Balancing was a pain (nothing could match the power of the current mediguns), so I abandoned the idea

    Custom Boss Perks
    The basic idea is sound, but it's too much work (I am but 1 coder) for too little a reward. Players would need to setup a 'build' for each boss before the start of their round (can't really ask them to choose during the 10 seconds of startup, especially when they might get a 'Surprise, you're on'). And multiple builds per boss (as the build would probably depend upon who was on the server at the time)
     
    #27 rswallen, Feb 13, 2015
    Last edited: Feb 13, 2015
  8. TheRagingPolishMan

    TheRagingPolishMan Registered

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    Loving these ideas, and Djeli your alternatives sound cool :)
     
  9. Nekronion

    Nekronion Registered

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    -I think you misunderstand: The rage protection isn't supposed to be permanent, but a has a limited number of "charges." To find the balanced number obviously some testing is necessary. Alternatively one could make Darwin's give movement speed instead.

    -Looks like we all agree on making the Razorback a demo like shield. Darwin's Danger Shield technically isn't a shield though so I am not sure if the same can be applied to it.

    - The standard SMG itself doesn't need a buff. It deals sufficient Damage at the moment. Giving the Cleaner's Carbine more Knockback could work. But then the Boss already gets knocked around by Pyro's ,Sentries etc. quite often so adding that might be too much.
     
  10. Shadow

    Shadow Registered

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    What I said before was somewhat an idea... needs work.. but considering what you said, it seems like it doesn't matter anyway because it's gonna be too much work.
     
  11. Shokkun

    Shokkun Registered

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    Ideas:
    Crits:
    What if instead of taunting giving you crits for a couple of seconds, it would give you stored crits in frontier justice-fashion? The number of critical shots would vary by the gun you had active, like miniguns having 60-100 crit shots before you had to taunt again compared to the shotgun having 7-9. This would greatly affect how mobile players would be, since they wouldnt have to stand still or dance slowly forward to keep their bodies ready for the hale.
    Classic could maybe work like the unholy lovechild of a grenade launcher, a sniper rifle and the Force-a-Nature. Bullets would be replaced by explosive cartridges, charging 30% faster, doing 300 dmg fully charged and splash dmg if you hit a surface, causing a lot of knockback when hitting the hale (maybe even could affect the user too F-a-N style).
    Overdose could give medic a major burst of speed or slow the hale down if you hit a certain number of syringes on the hale, or reward with a certain percentage of revival energy (30-50%) when you land enough syringes.
    Cleaner's Carbine could have added range, accuracy, damage and maybe even a slow in exchange for a big part of its clip and ammo or making you unable to move while shooting, like a heavy when crouching and firing his minigun.
    Quickiebomb Launcher should have permacrits or a bleed/burn in my humble opinion. I like the idea of constantly spamming crit stickies without needing to taunt every few seconds, and the additional damage through dps-methods.
    Vaccinator could work like the Disciplinary action, giving a speed boost to the medic and the patient and its uber could be batallions + crits + rage immunity for the pair. Could also use the normal vaccinator's divided uber mechanic. The Idea of a medic using this and a batallion's + zatoichi soldier running around however is absolutely terrifying and propably not balanced at all.
    Panic Attack could work like the equalizer, giving additional damage when the users health drops lower when active. Would make landing a good meatshot even with the increased scatter when you have low hp more rewarding.
    EDIT: I tried, and nobody can fault me for that. No harm done when it's not going to happen.
     
    #31 Shokkun, Feb 13, 2015
    Last edited: Feb 14, 2015
  12. lefab

    lefab Registered

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    The whole point of taunt crits is a risk vs reward actoin. You stand still for while and risk to get hit by hale and you get crits as a reward. By making it possible to store crits, you completely remove any risk of taunting to get crits and you can hold your crits as long as you want. Pretty bad idea IMO
    As much as I'd love to see the Classic having a buff, that one is a bit OP x)
    Anything that can slow hale is a bad idea IMO since hale suffer from high knockback already. Slowing him down can make him impossible to approach. A slight speed boost for the medic however can help him survive if hale is chasing him.
    We need to do something for the Cleaner's Carbine, that's for sure. A crit boost would be a great start.
    Like I said above, perma crits is terrible IMO. Mini-crits however can be really good on that.
    You just said it, not balanced at all x)
    I think the Panic Attack is fine at the moment, not too bad but not too good.
     
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  13. Yolbe

    Yolbe Registered

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    Is it me or is this getting ridiculous?
    You can't just add so many new features to normal guns. Who is going to explain that to newcommer?

    I don't think there is a "balancing problem". Hale usually wins against few enemies but always loses against our 25 men crew. You should propably fix this issue, not adding 1000 new buffs/nerfs.
     
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  14. Snelvuur

    Snelvuur King of Sand

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    Those needle nerfs ... But other then that I think it's fine, nothing wrong with adding stuff.. As long as it's not op (when people get the hang of it:


    Sent from my iPhone using Tapatalk
     
  15. Zeyon

    Zeyon Registered

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    The day when medics can only revive other medics with 100% energy and full uber I will say medics is in a good position.
     
  16. Panromir

    Panromir "10/10 amazing guy"

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    Medics may still be too strong, but nerfing further is not a good idea atm.

    Still need to take a look at the pyro and the vagineer issue.
     
  17. rswallen

    rswallen Wizzard

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    Short Circuit fix (ie stun enemies who are in an arc in front of the shooter) completed, though it will require some tweaking over the next few days :s
     
  18. Darkness899

    Darkness899 Registered

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    No clue if this has been discussed here before (didn't read through the whole thread) but, do mediguns heal the hale (as in give health) when medics try to get energy? I'd say it will only be fair if they do. Medics can revive players, but at the cost of healing the hale a little?

    (Don't shoot me)
     
  19. rswallen

    rswallen Wizzard

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    They don't give the boss health (ok, they actually do, but the saxtonhale plugin resets the health)
    Currently, the boss gets buff rings while being healed, such that they receive reduced damage and deliver crits or minicrits (can't remember exactly). To prevent teaming, medics can only heal the boss while they have <100% energy
     
  20. Cobalt

    Cobalt Registered

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    Love the Razorback idea, snipers are already glass cannons, sometimes only good for the one charge shot.
    Anyways, I've been seeing my Force of Nature glitch in reload occasionally, on any server. the reload animation freezes mid-load.