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Author Topic: [Suggestions 2.0] Trouble in Terrorist Town  (Read 29404 times)

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Re: [Suggestions 2.0] Trouble in Terrorist Town
« Reply #45 on: May 20, 2012, 11:32:40 PM »
Here`s the final version of the shotgun: http://dl.dropbox.com/u/8098217/weapon_ttt_ccshotgun.zip

Name is now "Master key", 6 shots and no reloads, obnoxiously loud and badass sound, and a HUD that tells players when the door is breachable. Modifications can be made for balance. It currently looks like the HL2 SPAS-12, but its model can be changed; It uses a couple animations that only the HL2 shotgun has though, so either use a hexed HL2 shotgun skin or change those up.

Offline Sniper no Sniping

Re: [Suggestions 2.0] Trouble in Terrorist Town
« Reply #46 on: May 20, 2012, 11:40:14 PM »
I think 6 shots may be too much, 1 or 2 shots would work, but 6 might end up being a bit overpowered, 6 doors is a lot of doors for a map.

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Re: [Suggestions 2.0] Trouble in Terrorist Town
« Reply #46 on: May 20, 2012, 11:40:14 PM »

Offline holydeath98

Re: [Suggestions 2.0] Trouble in Terrorist Town
« Reply #47 on: May 20, 2012, 11:59:57 PM »
now you would only be able to buy one or multiple?
I don't know who you are or what you want. I don't have a lot of money but what i do have is a very particular set of skills. Skills that make me a nightmare for people like you. If you stop posting useless shit on the forums I will not look for you I will not pursue you. But if you continue I will find you. And I will kill you.

Offline Old Crow

Re: [Suggestions 2.0] Trouble in Terrorist Town
« Reply #48 on: May 21, 2012, 12:13:21 AM »
now you would only be able to buy one or multiple?

You can't buy two knifes, is consider that the same. Also 6 isn't too op, so long as say you can only use it at close range.
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Offline Sniper no Sniping

Re: [Suggestions 2.0] Trouble in Terrorist Town
« Reply #49 on: May 21, 2012, 12:23:41 AM »
now you would only be able to buy one or multiple?

You can't buy two knifes, is consider that the same. Also 6 isn't too op, so long as say you can only use it at close range.
I'm not saying it's really OP, it's just that 6 shots means 6 doors blown down, now if all the traitors were to buy it, you could easily eliminate everydoor on a map like 67th way. Plus there really isn't a need for 6 shots on a weapon like that, giving too many shots to it would:

- Influence Traitors to keep it around longer than they need it

- Drop it while having extra shots in it, thus leading to abuse by innos and a lot of RDM/Traitor baiting.

Re: [Suggestions 2.0] Trouble in Terrorist Town
« Reply #50 on: May 21, 2012, 11:29:54 AM »
You could nerf it back to two just by changing the description and the SWEP.Primary.Clip* lines.  To make it only buyable once, just change SWEP.LimitedStock to false. Whatever you think would balance it.

Offline Cortez (Mr. T. FOO!)

Re: [Suggestions 2.0] Trouble in Terrorist Town
« Reply #51 on: May 21, 2012, 11:30:48 AM »
That sounds good, now lets wait for Towersheep to review this.
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Offline Famous Anus

Re: [Suggestions 2.0] Trouble in Terrorist Town
« Reply #52 on: June 03, 2012, 05:51:48 AM »
What type of suggestion?: Traitor Weapon

What does it do?: It's a Tripwire, and would explode when any innocent or detective would step over it, killing them. It is one time use, and disappears after it explodes. The explosion itself would be small, effecting maybe anyone besides the person who sprung it within a two foot radius, but it wouldn't kill them, maybe bring them down about 30-40 health points. I imagine the person would use Primary fire to attach it to one surface and secondary to attach it to another. It wouldn't be able to stretch more than 10 feet, to avoid it being stretched across the entire map. It could be avoided by jumping over it or ducking below it. It cannot be disarmed without blowing it up, though the damage will be greatly reduced, only doing about 25 damage or so. It can also be scanned for DNA.

Why should it be added?: Because nothing is more annoying than finding the perfect sniping spot, only to have some bloke follow you and shoot you in the back of the head, right? You could also use this to block Traitor Testers and cut down on big groups.

Link to download/addon: I couldn't find one.

Thanks,

Famous A.

Offline Ashes Relandi

Re: [Suggestions 2.0] Trouble in Terrorist Town
« Reply #53 on: June 03, 2012, 06:49:34 AM »
The above suggested weapon, i've seen on CvG
Similar idea, a tripmine, you are given 3 and they have multiple lasers that shoot out in a circular radius
Tripping it does small dmg, around 10-20.
They are EASILY noticable but can't be shot, and they make a clanking noise before being set up.

Offline Sniper no Sniping

Re: [Suggestions 2.0] Trouble in Terrorist Town
« Reply #54 on: June 03, 2012, 03:16:33 PM »
Sounds innefective, people would here you setting it up, it doesnt do crap, and you cant remove it without hurting yourself when found. Just problems all around.

Offline Klondike bar

Re: [Suggestions 2.0] Trouble in Terrorist Town
« Reply #55 on: June 15, 2012, 01:23:09 AM »
What type of suggestion?: Weapon
 
What does it do?: This suggestion asks that the damage and/or damage radius of the headcrab artillery be increased.
 
Why should it be added?: The damage and damage radius of the artillery is too small. I've seen the headcrab pods hit people dead center and they still survive. I think the damage should be increased to something higher than a semtex and lower than a C4. Something about there. I'm not sure about the damages, all I know is the Headcrab artillery one needs to go up.

Link to download/addon: None

-Red John
« Last Edit: June 15, 2012, 01:24:53 AM by Klondike bar »

Offline holydeath98

Re: [Suggestions 2.0] Trouble in Terrorist Town
« Reply #56 on: June 15, 2012, 02:25:35 AM »
What type of suggestion?: Weapon
 
What does it do?: This suggestion asks that the damage and/or damage radius of the headcrab artillery be increased.
 
Why should it be added?: The damage and damage radius of the artillery is too small. I've seen the headcrab pods hit people dead center and they still survive. I think the damage should be increased to something higher than a semtex and lower than a C4. Something about there. I'm not sure about the damages, all I know is the Headcrab artillery one needs to go up.

Link to download/addon: None

-Red John

if anything it should kill who it hits so they're not alive and stuck inside of it, not sure about increased radius though
I don't know who you are or what you want. I don't have a lot of money but what i do have is a very particular set of skills. Skills that make me a nightmare for people like you. If you stop posting useless shit on the forums I will not look for you I will not pursue you. But if you continue I will find you. And I will kill you.

Offline Andredem

Re: [Suggestions 2.0] Trouble in Terrorist Town
« Reply #57 on: June 15, 2012, 02:27:40 AM »
Yeah it needs more of an increase in damage to the radius it already has. I've always kinda noticed it's weak on that. During the HL2 campaign we see the headcrab canister kill the person running saying "incoming" or whatever. Just would like to see that kinda impact on the TTT server.
"Get busy livin' or get busy dying"

Offline Pancake Of Doom

Re: [Suggestions 2.0] Trouble in Terrorist Town
« Reply #58 on: June 15, 2012, 03:32:30 AM »
What type of suggestion?: Weapon
 
What does it do?: This suggestion asks that the damage and/or damage radius of the headcrab artillery be increased.
 
Why should it be added?: The damage and damage radius of the artillery is too small. I've seen the headcrab pods hit people dead center and they still survive. I think the damage should be increased to something higher than a semtex and lower than a C4. Something about there. I'm not sure about the damages, all I know is the Headcrab artillery one needs to go up.

Link to download/addon: None

-Red John

He has a perfect point. If a Cannister lands on you, you should be dead, nuff said. The damage and radius should be increased. Radius only slightly, damage needs to be upped for people grouping around. For one of the only weapons that is supposed to make people hide and take cover, it doesn't do a good job at it.

Offline TowerSheep

Re: [Suggestions 2.0] Trouble in Terrorist Town
« Reply #59 on: June 15, 2012, 11:20:10 AM »
What type of suggestion?: Weapon
 
What does it do?: This suggestion asks that the damage and/or damage radius of the headcrab artillery be increased.
 
Why should it be added?: The damage and damage radius of the artillery is too small. I've seen the headcrab pods hit people dead center and they still survive. I think the damage should be increased to something higher than a semtex and lower than a C4. Something about there. I'm not sure about the damages, all I know is the Headcrab artillery one needs to go up.

Link to download/addon: None

-Red John

It is meant to scatter people in case the innos are all grouped up. Not all things are meant for killing.

by Kwaurtz

Conjoint Gaming [Game On]

Re: [Suggestions 2.0] Trouble in Terrorist Town
« Reply #59 on: June 15, 2012, 11:20:10 AM »

 


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