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HUD_CombatText_Batching 1
1
#1
8 Frags +

http://www.youtube.com/watch?v=1JcBC1USF0A

Thoughts?

[youtube]http://www.youtube.com/watch?v=1JcBC1USF0A[/youtube]

Thoughts?
2
#2
0 Frags +

No reason to not use it. Although the only weapons/classes that it's really useful for are the less used ones so most people won't notice any difference.

No reason to not use it. Although the only weapons/classes that it's really useful for are the less used ones so most people won't notice any difference.
3
#3
6 Frags +
it cool
i like
[code]it cool[/code]

[code]i like[/code]
4
#4
7 Frags +

bbbbut seeing those strings of numbers when I play Heavy in MVM makes my winky tingle

bbbbut seeing those strings of numbers when I play Heavy in MVM makes my winky tingle
5
#5
0 Frags +

if you miss a shot or two with the pistol, new sets of numbers will appear. this will make it confusing as fuck. better off with the regular imo.

if you miss a shot or two with the pistol, new sets of numbers will appear. this will make it confusing as fuck. better off with the regular imo.
6
#6
0 Frags +
vileif you miss a shot or two with the pistol, new sets of numbers will appear. this will make it confusing as fuck. better off with the regular imo.

yeah but then if you get that special moment where 5 pistol shots hit you can be like "holy fuck i just murdered that guy!"

[quote=vile]if you miss a shot or two with the pistol, new sets of numbers will appear. this will make it confusing as fuck. better off with the regular imo.[/quote]

yeah but then if you get that special moment where 5 pistol shots hit you can be like "holy fuck i just murdered that guy!"
7
#7
1 Frags +

My friend showed me this and it's made my sticky traps a million times more effective. If I'm not able to kill the target because they were a bit too far away from the trap or were overhealed, the damage text would still display an added-up number like "160" or "300" if there were multiple enemies, letting me call out exactly how much damage they took so that someone else can finish them off. It also lets me play more aggressively since I know how lit they are.

Not too sure about practicality in other classes but I can vouch for demo.

My friend showed me this and it's made my sticky traps a million times more effective. If I'm not able to kill the target because they were a bit too far away from the trap or were overhealed, the damage text would still display an added-up number like "160" or "300" if there were multiple enemies, letting me call out exactly how much damage they took so that someone else can finish them off. It also lets me play more aggressively since I know how lit they are.

Not too sure about practicality in other classes but I can vouch for demo.
8
#8
1 Frags +

thanks for sharing, will give this bad boy a go tonight

thanks for sharing, will give this bad boy a go tonight
9
#9
0 Frags +

When did this become a thing? I've wanted this for a while.

When did this become a thing? I've wanted this for a while.
10
#10
3 Frags +
vileif you miss a shot or two with the pistol, new sets of numbers will appear. this will make it confusing as fuck. better off with the regular imo.

It would be cool if you could set a time before the number resets, would kill these types of problems...

[quote=vile]if you miss a shot or two with the pistol, new sets of numbers will appear. this will make it confusing as fuck. better off with the regular imo.[/quote]

It would be cool if you could set a time before the number resets, would kill these types of problems...
11
#11
0 Frags +

cool thing, tested it and i liked it :)

cool thing, tested it and i liked it :)
12
#12
-4 Frags +

looks cool, although it seems something like this would remove some of the depth and skill necessary to accurately figure out how much damage you've done to someone

looks cool, although it seems something like this would remove some of the depth and skill necessary to accurately figure out how much damage you've done to someone
13
#13
0 Frags +

this should work fine with stickies and rockets.
stickies because of multiple stickies for one target and rockets because the time between rocket hits are shorter if rockets are shot while flying towards an enemy with a rocket jump.

this should work fine with stickies and rockets.
stickies because of multiple stickies for one target and rockets because the time between rocket hits are shorter if rockets are shot while flying towards an enemy with a rocket jump.
14
#14
1 Frags +
Khakilooks cool, although it seems something like this would remove some of the depth and skill necessary to accurately figure out how much damage you've done to someone

cant say i agree, on scout or soldier when you go for shots (1-2, or 3 shots) its easy to add it fast and just call out your damage after seeing what you hit. most of the time this will translate to a teammate simply saying they're lit! or SCOUTS FUCKING DESTROYED - rick

this makes calls faster, accurate and much better for your team to follow up on. so i definitely recommend it

[quote=Khaki]looks cool, although it seems something like this would remove some of the depth and skill necessary to accurately figure out how much damage you've done to someone[/quote]


cant say i agree, on scout or soldier when you go for shots (1-2, or 3 shots) its easy to add it fast and just call out your damage after seeing what you hit. most of the time this will translate to a teammate simply saying they're lit! or SCOUTS FUCKING DESTROYED - rick

this makes calls faster, accurate and much better for your team to follow up on. so i definitely recommend it
15
#15
4 Frags +
Khakiskill necessary to accurately figure out how much damage you've done

why not just remove dingalings and damage indicators all together then

:V

[quote=Khaki]skill necessary to accurately figure out how much damage you've done[/quote]
why not just remove dingalings and damage indicators all together then

:V
16
#16
-6 Frags +
wareyaKhakiskill necessary to accurately figure out how much damage you've donewhy not just remove dingalings and damage indicators all together then

:V

i'm just saying, eventually this game will just be a first person moba

[quote=wareya][quote=Khaki]skill necessary to accurately figure out how much damage you've done[/quote]
why not just remove dingalings and damage indicators all together then

:V[/quote]
i'm just saying, eventually this game will just be a first person moba
17
#17
0 Frags +
KhakiwareyaKhakiskill necessary to accurately figure out how much damage you've donewhy not just remove dingalings and damage indicators all together then

:V
i'm just saying, eventually this game will just be a first person moba

Quake is multiplayer online battle arena. Doesn't make it actually in the moba category.

TF2 is TF2. Adding damage indicators isn't going to ruin the game, it's already been in here.

[quote=Khaki][quote=wareya][quote=Khaki]skill necessary to accurately figure out how much damage you've done[/quote]
why not just remove dingalings and damage indicators all together then

:V[/quote]
i'm just saying, eventually this game will just be a first person moba[/quote]
Quake is multiplayer online battle arena. Doesn't make it actually in the moba category.

TF2 is TF2. Adding damage indicators isn't going to ruin the game, it's already been in here.
18
#18
0 Frags +

I've been looking for this for forever. I can't math

I've been looking for this for forever. I can't math
19
#19
2 Frags +
wareyaKhakiskill necessary to accurately figure out how much damage you've donewhy not just remove dingalings and damage indicators all together then

:V

not to mention huds give you info you should be able to figure out, should remove them

:VVVVV

[quote=wareya][quote=Khaki]skill necessary to accurately figure out how much damage you've done[/quote]
why not just remove dingalings and damage indicators all together then

:V[/quote]
not to mention huds give you info you should be able to figure out, should remove them

:VVVVV
20
#20
1 Frags +

I really really like this, thanks lucas

I really really like this, thanks lucas
21
#21
1 Frags +
vileif you miss a shot or two with the pistol, new sets of numbers will appear. this will make it confusing as fuck. better off with the regular imo.

I kind of like it to tell you when you've missed a shot in between, since the numbers stay for a second.

Because you know, heavy is such a deep and skillful class.

[quote=vile]if you miss a shot or two with the pistol, new sets of numbers will appear. this will make it confusing as fuck. better off with the regular imo.[/quote]
I kind of like it to tell you when you've missed a shot in between, since the numbers stay for a second.

Because you know, heavy is such a deep and skillful class.
22
#22
3 Frags +

sticky traps are now numbers instead of a clump of incomprehensible digits!

sticky traps are now numbers instead of a clump of incomprehensible digits!
23
#23
-1 Frags +
brownymasterKhakiwareyaKhakiskill necessary to accurately figure out how much damage you've donewhy not just remove dingalings and damage indicators all together then

:V
i'm just saying, eventually this game will just be a first person moba
Quake is multiplayer online battle arena. Doesn't make it actually in the moba category.

TF2 is TF2. Adding damage indicators isn't going to ruin the game, it's already been in here.

I've always thought damage numbers were a terrible idea. Hit sounds were a nice addition but I've always felt that damage numbers eliminated an element of skill/mindgames. It used to be possible to feign your health and yield pretty good results, but that's mostly gone now.

Not really game-breaking, but I think the game would be better without them.

[quote=brownymaster][quote=Khaki][quote=wareya][quote=Khaki]skill necessary to accurately figure out how much damage you've done[/quote]
why not just remove dingalings and damage indicators all together then

:V[/quote]
i'm just saying, eventually this game will just be a first person moba[/quote]
Quake is multiplayer online battle arena. Doesn't make it actually in the moba category.

TF2 is TF2. Adding damage indicators isn't going to ruin the game, it's already been in here.[/quote]

I've always thought damage numbers were a terrible idea. Hit sounds were a nice addition but I've always felt that damage numbers eliminated an element of skill/mindgames. It used to be possible to feign your health and yield pretty good results, but that's mostly gone now.

Not really game-breaking, but I think the game would be better without them.
24
#24
6 Frags +

hit = 80% of health left
hurt = 50% of health left
weak = 30% of health left
raped = 10% of health left
fucking destroyed = 1% of health left

hit = 80% of health left
hurt = 50% of health left
weak = 30% of health left
raped = 10% of health left
fucking destroyed = 1% of health left
25
#25
0 Frags +

as far as i can tell the damage numbers on the hud do not change accordingly with this command, so this is fairly useless to me. :(

as far as i can tell the damage numbers on the hud do not change accordingly with this command, so this is fairly useless to me. :(
26
#26
6 Frags +
grillzhit = 80% of health left
hurt = 50% of health left
weak = 30% of health left
raped = 10% of health left
fucking destroyed = 1% of health left

unless you're a roamer bombing the med, then 90% of health left = fucking destroyed

[quote=grillz]hit = 80% of health left
hurt = 50% of health left
weak = 30% of health left
raped = 10% of health left
fucking destroyed = 1% of health left[/quote]
unless you're a roamer bombing the med, then 90% of health left = fucking destroyed
27
#27
0 Frags +

Amazing! Can't wait to try this out

Amazing! Can't wait to try this out
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