add me on steam if you're interested in learning any of the GTA games
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SteamID64 | 76561198001243486 |
SteamID3 | [U:1:40977758] |
SteamID32 | STEAM_0:0:20488879 |
Country | United Kingdom |
Signed Up | October 26, 2012 |
Last Posted | April 10, 2024 at 5:04 PM |
Posts | 85 (0 per day) |
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http://i.imgur.com/PhyR2nl.png
had some help from kermit
build menu, destroy menu and eureka effect teleport menu
I removed everything I didn't need (metalcosts etc included) and use colour coding for the individual statuses (eg: blue = already built), and I made it a really small bar at the top left of the game so I can still see shit while using it
I'm sure it'd look better on a higher resolution and non-minecraft settings but I like it
This'll be a test for fannycasts - streaming provided by faNNY and casting by Bulow + myself
Romania vs Russia
OR
Scotland vs Sweden
20cest tonight
http://www.strawpoll.me/165199
vote on this poll to pick which game we cast!
this probably won't become a regular thing but we're looking to chat rubbish for the entirety of the nations cup at least!
http://www.twitch.tv/kaidus/b/326221372?t=1h27m30s
low quality and so old, but so good
RuskeydooSticky Launcher and Minigun come to mind. They are so much better than any other option for their class that virtually nothing else gets played. That sounds like a pretty good definition of 'overpowered' right?
Coincidentally demo and heavy are also two of the most play defining classes in HL. If Valve wants class balance (each class effects the flow of play equally) then this might be a good place to start?
I don't know why this is downfragged, the weapons being stock shouldn't exempt them from being rebalanced, unless people disagree with the idea that they aren't balanced well.
it's ok for a weapon to be good, but when every other choice in that slot extremely gimp you in (very nearly) every situation then there's an issue
will edit this post later with bugs, - but I think we should add a format
Bug:
Way to Reproduce:
Evidence (preferably a POV demo and tick):
Bug: Forcing Gunslinger Crits
Way to Reproduce: Hold +attack2 while punching a teammate or enemy, as long as the first 2 punches connect, the third will be a crit. This as an intended feature, but being able to store the crit like this is not.
I'm pretty sure it's because the determining factor is whether the first two punches connect and if +attack has been held the entire time, but +attack2 counts as holding +attack allowing you to essentially store the crit
the same bug happened with the beggars bazooka where you could store your rockets and avoid the overload damage, and this was patched before so I assume this could be fixed in a similar way
Evidence (preferably a POV demo and tick): http://www.youtube.com/watch?v=c-PVM9rm3h4&t=8m5s
(will provide a pov demo later)
StewbubblebobblerOne thing I would suggest is a universal banlist for literally broken weapons (ie: bazaar bargain counting misses as headshots and making it a weapon that hits fully charged shots within 3 seconds or so)
This is a slippery slope. Banning for a glitch, okay. But don't ban the Phlog or Pomson automatically for the same reason
which is why I highlight literally
back to mainpost stuff
I'd say no to using a template whitelist - it'd be unneeded, there are some characters in dota that most would agree are OP too, but are sometimes even left open, if both teams want to leave something open then they should be able to
stock weapons should always be allowed in order to allow all players to play.
re: picking, it's a possibility - and an interesting one and one which I like, but if done there should be VERY little picks, giving the feeling of a tradeoff rather than getting everything you want and then banning being irrelevant - maybe 1 or 2 picks per team
one ban per player (9 bans total per team) seems good to me, with a blind pick format (ie: both teams pick their 9 bans, both sets of bans are revealed and any overlaps are ignored - no repicking for either team), this may lead to a meta of trying to avoid banning the 'op' weapons, but that's fine if you're sure you're better with these 'op' weapons than your opponent, otherwise you'll have to 'waste' a ban on them for safety
a small pick-ban for maps would be cool for team vs team games, for solo matchmaking a vote is probably the best way though
set hats shouldn't be banned but should be up for ban - meaning if for some reason you'd prefer to ban the hat as to allow the weapons in the set to remain open you could.
with the blind pick system, other than picking weapons to 100% allow, there would be no need for a captain to be made, nor a question of who picks first.
I don't think locking into loadouts is a good idea at all, I won't really explain why here but I'm sure most could humour either side of the argument
ran a test pug with this system, everyone enjoyed the game itself, only complaints being how long it took (which would be more streamlined with an ingame system)
we ran 9 bans per team (no banning stock weapons, as, if this system were implemented I doubt stock weapons would be banned because this would stop new players with no weapons from being able to play), in a blind pick format (both teams had 1 pick per player, there were discussions between each team)
I can't weigh this system up against other systems as we only tried this, but one thing I would suggest is a universal banlist for literally broken weapons (ie: bazaar bargain counting misses as headshots and making it a weapon that hits fully charged shots within 3 seconds or so)
FzeroI almost wish it was something other than loose cannon, as much I would love something from him, I almost feel dirty wearing a gifttag from him on the neverending poor weapons.
hey
I was the one who donated this.
if the recipient would prefer they can add me and I can speak to some friends who also recieved weapons signed by Robin Walker and see if they'd be willing to 1:1 trade for something different. no promises though!