Slot Token < --- > Class Token
Simply done!
Possible (subjective) example of the recipes:
Some Slot Token + Same slot weapon, any Class --> the Token of this Class
Some Class Token + Same class weapon, any Slot --> the Token of this Slot
SPUF thread
Показаны сообщения с ярлыком new. Показать все сообщения
Показаны сообщения с ярлыком new. Показать все сообщения
3/05/2013
"possible solution on how to make the metal even more useful"
Just imagined how it could be done (though I was thinking about the same theme* a lot, during veeery looong time):
1. Make it so that the crafted items would give any special stats on any special map / gamemode (new or old) (For example, on MvM: the crafted weapons give extra cash per destroyed bot).
2. If the item has been crafted by its owner (the person who equips it), the bonus is even bigger (or it is even changed in a quality, not just in a quantity).
This way people would have choice to buy the key and open the chest OR to craft the hat / weapon to use it with the (additional) bonuses. And the metal would have more options to be used!
(Again: on special map or in the gamemode, not during the vanilla gameplay!)
(*Of course, the item_origin and/or the item_quality could be used in some user's modification, to make the gameplay more variative. "Crafted" items (even cosmetic ones) could have 1 kind of bonus, and the items "Found in crate", or "Gifted", would have another bonus, in very specific gamemode and map. On that special map, even hats would give special bonuses to their wearer.)
Source (my post in the thread "Let's talk: Keys", on SPUF)
1. Make it so that the crafted items would give any special stats on any special map / gamemode (new or old) (For example, on MvM: the crafted weapons give extra cash per destroyed bot).
2. If the item has been crafted by its owner (the person who equips it), the bonus is even bigger (or it is even changed in a quality, not just in a quantity).
This way people would have choice to buy the key and open the chest OR to craft the hat / weapon to use it with the (additional) bonuses. And the metal would have more options to be used!
(Again: on special map or in the gamemode, not during the vanilla gameplay!)
(*Of course, the item_origin and/or the item_quality could be used in some user's modification, to make the gameplay more variative. "Crafted" items (even cosmetic ones) could have 1 kind of bonus, and the items "Found in crate", or "Gifted", would have another bonus, in very specific gamemode and map. On that special map, even hats would give special bonuses to their wearer.)
Source (my post in the thread "Let's talk: Keys", on SPUF)
7/22/2011
Bender. Ostap Bender.
The great combinator!
Lowered damage, headshot even may not kill the target. No charge-meter.
Let's A is a headshot, and B is a bodyshot!
This system with combos (Inspired by another meaning of the word <<Combo>> from another (not mine) idea) can work this way:
For 3:
AAA, AAB, ABA, ABB, BAA, BAB, BBA, BBB. Only 8 Combos.
For 4:
AAAA, AAAB, AABA, AABB, ABAA, ABAB, ABBA, ABBB, BAAA, BAAB, BABA, BABB, BBAA, BBAB, BBBA, BBBB. Now - 16 Combos.
Possible ideas for the combos:
1) Next shot is critical.
2) Next shot will cover the enemy into the Jarate.
3) Next shot will ignite the enemy.
4) Next shot will cover the enemy into the MadMilk.
5) Next shot will make the enemy bleeding.
6) Next shot will heal Sniper for N HP.
7) Next shot will give the target a metal.
8) Next shot will give additional charge to the target.
50% of the combos can have zero bonus, 50% - as a one written above.
Headshot/Bodyshot made by you can be shown while you're scoping, so you always know what you can choose next, for the necessary combo.
Lowered damage, headshot even may not kill the target. No charge-meter.
Let's A is a headshot, and B is a bodyshot!
This system with combos (Inspired by another meaning of the word <<Combo>> from another (not mine) idea) can work this way:
For 3:
AAA, AAB, ABA, ABB, BAA, BAB, BBA, BBB. Only 8 Combos.
For 4:
AAAA, AAAB, AABA, AABB, ABAA, ABAB, ABBA, ABBB, BAAA, BAAB, BABA, BABB, BBAA, BBAB, BBBA, BBBB. Now - 16 Combos.
Possible ideas for the combos:
1) Next shot is critical.
2) Next shot will cover the enemy into the Jarate.
3) Next shot will ignite the enemy.
4) Next shot will cover the enemy into the MadMilk.
5) Next shot will make the enemy bleeding.
6) Next shot will heal Sniper for N HP.
7) Next shot will give the target a metal.
8) Next shot will give additional charge to the target.
50% of the combos can have zero bonus, 50% - as a one written above.
Headshot/Bodyshot made by you can be shown while you're scoping, so you always know what you can choose next, for the necessary combo.
5/08/2011
Hurting Moving.
Damage per second (-HP/sec), if you move under the negative effect (it is like Bleeding, if you don't stand on one place). Must be shown to the person, who was hit by this weapon (special icon on the HUD).
5/07/2011
New tool: Speculum.
It is a special tool that makes your cosmetic item being mirrored (left <--> right).
Additional (prefix-)style (or - better word - version) "Mirrored" will be added to the item (so you can switch between normal and mirrored versions of the item). If the item has the styles, the version and the style can be combined.
For example, if you make the Mirrored Googly Gazer, you will have it for the left eye (the reflexion in the plane, which parts the body vertically - to the left and to the right). Also, the styles of the Googly Gazer can be switched too.
Additional (prefix-)style (or - better word - version) "Mirrored" will be added to the item (so you can switch between normal and mirrored versions of the item). If the item has the styles, the version and the style can be combined.
For example, if you make the Mirrored Googly Gazer, you will have it for the left eye (the reflexion in the plane, which parts the body vertically - to the left and to the right). Also, the styles of the Googly Gazer can be switched too.
5/06/2011
New tool: Rotator.
The hat can be rotated around the vertical axis. The minimum angle can be 15 degree (the option is:15, 30, 45...150, 165, 180 degree - clockwise or anticlockwise).
Special string can be added: "Angle: XX (CW/CCW)"(only if the tool has been used), like the "Paint: Y" or "Style: Z".
Special string can be added: "Angle: XX (CW/CCW)"(only if the tool has been used), like the "Paint: Y" or "Style: Z".
4/27/2011
Existing Slots. New and old ideas.
This post is about existing slots and idea about placing (old/new) items into them.
I.Action Slot
1)old (existing) items:
a) hats -- throw up, if you win (random exchange with others, who threw the hat too?);
b) weapon -- if somebody wins you, he takes yours, though he must placed his weapon too;
c) scrap metal(lvl 1) -- drop the ammo-box (only engy?);
d) alien parasite* -- throw it onto the enemy (the same effect as in Alien Swarm); if the enemy dies, then the parasite returns, else - it dies;
2)new...
II.Misc-Slot
1)old (existing) items:
a) hats -- mini-version of the hat is input into the special frame [{icon of the hAt}]
b) weapon - mini-version of the weapon [{icon of the weapon}] warns your enemy that you have a skill with this weapon;
2)new...
/to be continued.../
I.Action Slot
1)old (existing) items:
a) hats -- throw up, if you win (random exchange with others, who threw the hat too?);
b) weapon -- if somebody wins you, he takes yours, though he must placed his weapon too;
c) scrap metal(lvl 1) -- drop the ammo-box (only engy?);
d) alien parasite* -- throw it onto the enemy (the same effect as in Alien Swarm); if the enemy dies, then the parasite returns, else - it dies;
2)new...
II.Misc-Slot
1)old (existing) items:
a) hats -- mini-version of the hat is input into the special frame [{icon of the hAt}]
b) weapon - mini-version of the weapon [{icon of the weapon}] warns your enemy that you have a skill with this weapon;
2)new...
/to be continued.../
4/26/2011
Hats for gaining the Sets?!..No - Sets for gaining the Hats!
Polycount Hats for Spy/Soldier/Scout/Pyro give you the Set and additional stats. I call it "Hats for (gaining) the Sets" (and I'll call them here like a "Hets").
Now imagine that if you complete any Set, you gain the Hat. New hat. Not giftable, not tradeable, not craftable. It's even not in your backpack. Because it's shown when you complete the Set. I call it "Sets for (gaining) the Hats" (I'll call such a Hats this way - "Sats").
Example: you choose the loadout for your Engineer: Frontier Justice, Wrangler and Gunslinger. Then you choose the option in the settings "Show the Hat when the items are in the Set"(<<Show the "Sat">>) and mark the classes. Ok, Engineer. Now, when your loadout is similar to the one above, you have a "Sat" on your Head. For example, it can be called "Engineer's Update "Sat". I don't want to imagine the example how it could look like. The one obvious thing: it's not like any existing Hat or Het, which can drop into your backpack. The purpose of this "Sat" is to show another players what weapons you are using at the moment.
That's all. Simple and good idea, I think.
P.S. Possibly, I will add examples in future. Just for fun!
P.P.S.Quick note: it could be placed into the Action Slot...
Now imagine that if you complete any Set, you gain the Hat. New hat. Not giftable, not tradeable, not craftable. It's even not in your backpack. Because it's shown when you complete the Set. I call it "Sets for (gaining) the Hats" (I'll call such a Hats this way - "Sats").
Example: you choose the loadout for your Engineer: Frontier Justice, Wrangler and Gunslinger. Then you choose the option in the settings "Show the Hat when the items are in the Set"(<<Show the "Sat">>) and mark the classes. Ok, Engineer. Now, when your loadout is similar to the one above, you have a "Sat" on your Head. For example, it can be called "Engineer's Update "Sat". I don't want to imagine the example how it could look like. The one obvious thing: it's not like any existing Hat or Het, which can drop into your backpack. The purpose of this "Sat" is to show another players what weapons you are using at the moment.
That's all. Simple and good idea, I think.
P.S. Possibly, I will add examples in future. Just for fun!
P.P.S.Quick note: it could be placed into the Action Slot...
4/24/2011
Gamemode: MultiArena.
The idea is simple: your team and enemies have N lifes (like in Mario). In general, it's Arena.
4/23/2011
Project 'Itemcrossing'
If you know about the existing Bookcrossing, it's clearer to see analogy.
The idea is: leave[drop?] your item anywhere on the map, so it starts it's journey through multiple backpacks.
It could have special quality (also read my post with ideas of new kinds of Quality) "Itemcrossing". It can't be deleted, crafted, traded. It just can be in your backpack - or you can crop it too. How does it work? Well, you put your weapon - which you want to start it's journey - into Crafting window, choose "Change quality to : <<Itemcrossing>>", then you need to place it into Action Slot. Then you can drop your weapon(or any other item) on the map at any moment you want. If nobody has taken the item, it return into your backpack. After next player has taken this item, the level of the item grows up (the level is 1, at the beginning), showing how much backpacks it was inside. Also, it could have the name of the starter (the person which made this item "Itemcrossing"). So, you can use this item for your own necessities. Or you can continue Itemcrossing. NB: if you have this kind of item in your backpack, you have a week before it dissapears in your backpack and returns to the starter's backpack. Just play enough and use this item!
-------------------------------------------------------------
Plus I had similar idea: Puzzle Fragments, that are traveling between backpacks. And you need to collect enough parts to solve Puzzle inside your backpack. But there will be special post for this idea, with details (the general part, though, is already here, in these sentences above, under the line).
The idea is: leave[drop?] your item anywhere on the map, so it starts it's journey through multiple backpacks.
It could have special quality (also read my post with ideas of new kinds of Quality) "Itemcrossing". It can't be deleted, crafted, traded. It just can be in your backpack - or you can crop it too. How does it work? Well, you put your weapon - which you want to start it's journey - into Crafting window, choose "Change quality to : <<Itemcrossing>>", then you need to place it into Action Slot. Then you can drop your weapon(or any other item) on the map at any moment you want. If nobody has taken the item, it return into your backpack. After next player has taken this item, the level of the item grows up (the level is 1, at the beginning), showing how much backpacks it was inside. Also, it could have the name of the starter (the person which made this item "Itemcrossing"). So, you can use this item for your own necessities. Or you can continue Itemcrossing. NB: if you have this kind of item in your backpack, you have a week before it dissapears in your backpack and returns to the starter's backpack. Just play enough and use this item!
-------------------------------------------------------------
Plus I had similar idea: Puzzle Fragments, that are traveling between backpacks. And you need to collect enough parts to solve Puzzle inside your backpack. But there will be special post for this idea, with details (the general part, though, is already here, in these sentences above, under the line).
4/20/2011
Calling for <...>
Usually, you see the Cloud with Red +, if you're playing Medic and somebody's calling you.
Now, about other possible Callings:
1) <<FIRE!>> (Cloud with the icon of the Bonfire inside of it)
There are some classes that can extinguish their teammates. If you're screaming <<FIRE!>>, they could see it and help you. Also, making the position of Pyro noticeable.
2) <<HELP!>> (Cloud with the icon <<!>> inside of it)
So, anybody who turn this option ON (in options) will see your callings for help.
/to be continued.../
Now, about other possible Callings:
1) <<FIRE!>> (Cloud with the icon of the Bonfire inside of it)
There are some classes that can extinguish their teammates. If you're screaming <<FIRE!>>, they could see it and help you. Also, making the position of Pyro noticeable.
2) <<HELP!>> (Cloud with the icon <<!>> inside of it)
So, anybody who turn this option ON (in options) will see your callings for help.
/to be continued.../
4/16/2011
More teamwork.
There are a lot of ideas on forums about how any class could help his teammates. (I will write any of them later with links to the posts.)
I will use system "Class #X helps class #Y" as "X-Y" for my ideas.
Examples:
4-3: Bottle that broken at the 1st time makes afterburn longer.
6-8: Metal Arrow, that could go through multiple enemies.
/to be continued.../
I will use system "Class #X helps class #Y" as "X-Y" for my ideas.
Examples:
4-3: Bottle that broken at the 1st time makes afterburn longer.
6-8: Metal Arrow, that could go through multiple enemies.
/to be continued.../
4/15/2011
Utilities in TF2
Utilities in TF2...Tools, not Paint/Tag/Duel/etc. Just "weapons", in common meaning.
Example is the Wrangler: you can't kill anybody directly with it, because you need Sentry.
Gunboats/Razorbck/DD-shield is another example, but you can't use it like a tool, holding it in your hands.
(Dispencer and Teleport enter/exit are tools too.)
Remember the game "Worms" and those utilities? It helps to understand what I do mean.
{Parachute/rope/etc.} It helps with movement, locomotion, etc.
/to be continued.../
Example is the Wrangler: you can't kill anybody directly with it, because you need Sentry.
Gunboats/Razorbck/DD-shield is another example, but you can't use it like a tool, holding it in your hands.
(Dispencer and Teleport enter/exit are tools too.)
Remember the game "Worms" and those utilities? It helps to understand what I do mean.
{Parachute/rope/etc.} It helps with movement, locomotion, etc.
/to be continued.../
4/14/2011
Project 'TeamFireStress'
This post is about teamwork and Pyro - how his help can help each other.
For example, shields (Demoman's and Sniper's). Imagine that you can ignite your teammates' shields.
Protective shields (as Sniper's ones, on his back) could burn Spies that touched these shields on Fire.
Offensive shields (as Demoman's one, in his left hand) could burn enemy (as Burning arrow) if Demoman touches the enemy by Chargin' Targe.
Or eatable items: Sandvich, Dalokohs, Buffalo Steak Sandvich, Bonk!, Crit-a-Cola (can be eaten/drunk faster); Mad Milk and Jarate (not food) can be recharged faster.
Also, the Sandman's Ball could be ignited too to have additional Afterburn damage. (Or Fire Ball could take sentry's attention for a short time.)
/to be continued.../
For example, shields (Demoman's and Sniper's). Imagine that you can ignite your teammates' shields.
Protective shields (as Sniper's ones, on his back) could burn Spies that touched these shields on Fire.
Offensive shields (as Demoman's one, in his left hand) could burn enemy (as Burning arrow) if Demoman touches the enemy by Chargin' Targe.
Or eatable items: Sandvich, Dalokohs, Buffalo Steak Sandvich, Bonk!, Crit-a-Cola (can be eaten/drunk faster); Mad Milk and Jarate (not food) can be recharged faster.
Also, the Sandman's Ball could be ignited too to have additional Afterburn damage. (Or Fire Ball could take sentry's attention for a short time.)
/to be continued.../
4/13/2011
Project 'Hat Bonus Activator' (for the Action Slot)
This tool (similar to the noisemaker/duels, i.e. with number of uses) give your hat bonus that doesn't affect gameplay very much. It works during N (for example, 1-5) minutes.
Here I want to try imagine possible small bonuses for each existed (at this moment) hats.
a) Batter's Helmet
b) Bonk Helm
c) Ye Olde Baker Boy
d) Baseball Bill's Sports Shine
e) Troublemaker's Tossle Cap
f) Whoopee Cap
g) Milkman
h) Bombing Run
i) Flipped Trilby
j) Superfan
k)
2)Soldier
a) Soldier's Stash
b) Stainless Pot
c) Tyrant's Helm
d) Killer's Kabuto
e) Sergeant's Drill Hat
f) Lumbricus Lid
g) Grenadier's Softcap
h) Chieftain's Challenge
i) Dr's Dapper Topper
j) Stout Shako
k) Exquisite Rack
l) Defiant Spartan
m) Hero's Hachimaki
n) Honcho's Headgear
o)
3)Pyro.
a) Pyro's Beanie
b) Brigade Helm
c) Respectless Rubber Glove
d) Triboniophorus Tyrannus
e) Vintage Merryweather
f) Attendant
g) Handyman's Handle
h) Napper's Respite
i) Old Guadalajara
j) Foster's Facade
k) Madame Dixie
l) Pyromancer's Mask
m) Prancer's Pride
n)
4)Demoman.
a) Demoman's Fro
b) Glengarry Bonnet
c) Scotsman's Stove Pipe
d) Hustler's Hallmark
e) Tippler's Tricorne
f) Carouser's Capotain
g) Rimmed Raincatcher
h) Sober Stuntman
i) Scotch Bonnet
j) Prince Tavish's Crown
k) Samur-Eye
l) Reggaelator
m)
5)Heavy.
a) Football Helmet
b) Officer's Ushanka
c) Tough Guy's Toque
d) Hound Dog
e) Heavy Duty Rag
f) Hard Counter
g) Pugilist's Protector
h) Cadaver's Cranium
i) Dealer's Visor
j) Coupe D'isaster
k) Big Chief
l) Magnificent Mongolian
m) Dread Knot
n)
6)Engineer.
a) Mining Light
b) Engineer's Cap
c) Texas Ten Gallon
d) Texas Slim's Dome Shine
e) Hotrod
f) Safe'n'Sound
g) Buckaroos Hat
h) Industrial Festivizer
i) Big Country
j) Professor's Peculiarity
k)
7)Medic.
a) Prussian Pickelhaube
b) Otolaryngologist's Mirror
c) Vintage Tyrolean
d) Gentleman's Gatsby
e) Ze Goggles
f) Berliner's Bucket Helm
g) German Gonzila
h) Geisha Boy
i) Medic's Mountain Cap
j) Grimm Hatte
k)
8)Sniper.
a) Trophy Belt
b) Master's Yellow Belt
c) Professional's Panama
d) Ritzy Rick's Hair Fixative
e) Shooter's Sola Topi
f) Bloke's Bucket Hat
g) Ol' Snaggletooth
h) Larrikin Robin
i)
9)Spy.
a) Fancy Fedora
b) Backbiter's Billycock
c) Magistrate's Mullet
d) Frenchman's Beret
e) Familiar Fez
f) Détective Noir
g) Noh Mercy
h) Private Eye
i) Charmer's Chapeau
j)
0) All-class.
a) Cheater's Lament
b) Ghastly Gibus
c) Mildly Disturbing Halloween Mask
d) Bill's Hat
e) Max's Severed Head
f) Modest Pile of Hat
g) Noble Amassment of Hats
h) Towering Pillar of Hats
i) Alien Swarm Parasite
j) Ellis' Cap
k) Mann Co. Cap
l) Wiki Cap
m) Ghastlier Gibus
n) Horrific Headsplitter
o) Horseless Headless Horsemann's Head
p) Spine-Chilling Skull
q) Voodoo Juju
r) Halloween Masks
s) Saxton Hale Mask
t) A Rather Festive Tree
u) Bounty Hat
v) Treasure Hat
w) Hat of Undeniable Wealth And Respect
x) World Traveler's Hat
y) Athletic Supporter
z) [ classified ]
aa) Humanitarian's Hachimaki
ab) Benefactor's Kanmuri
ac) Magnanimous Monarch
ad)
6e) +1 metal from dropped weapon;
6c) you can "Cow Herd&" enemy's sentry;
/to be continued.../
Here I want to try imagine possible small bonuses for each existed (at this moment) hats.
Part1.Classes and their hats.
1)Scout.a) Batter's Helmet
b) Bonk Helm
c) Ye Olde Baker Boy
d) Baseball Bill's Sports Shine
e) Troublemaker's Tossle Cap
f) Whoopee Cap
g) Milkman
h) Bombing Run
i) Flipped Trilby
j) Superfan
k)
2)Soldier
a) Soldier's Stash
b) Stainless Pot
c) Tyrant's Helm
d) Killer's Kabuto
e) Sergeant's Drill Hat
f) Lumbricus Lid
g) Grenadier's Softcap
h) Chieftain's Challenge
i) Dr's Dapper Topper
j) Stout Shako
k) Exquisite Rack
l) Defiant Spartan
m) Hero's Hachimaki
n) Honcho's Headgear
o)
3)Pyro.
a) Pyro's Beanie
b) Brigade Helm
c) Respectless Rubber Glove
d) Triboniophorus Tyrannus
e) Vintage Merryweather
f) Attendant
g) Handyman's Handle
h) Napper's Respite
i) Old Guadalajara
j) Foster's Facade
k) Madame Dixie
l) Pyromancer's Mask
m) Prancer's Pride
n)
4)Demoman.
a) Demoman's Fro
b) Glengarry Bonnet
c) Scotsman's Stove Pipe
d) Hustler's Hallmark
e) Tippler's Tricorne
f) Carouser's Capotain
g) Rimmed Raincatcher
h) Sober Stuntman
i) Scotch Bonnet
j) Prince Tavish's Crown
k) Samur-Eye
l) Reggaelator
m)
5)Heavy.
a) Football Helmet
b) Officer's Ushanka
c) Tough Guy's Toque
d) Hound Dog
e) Heavy Duty Rag
f) Hard Counter
g) Pugilist's Protector
h) Cadaver's Cranium
i) Dealer's Visor
j) Coupe D'isaster
k) Big Chief
l) Magnificent Mongolian
m) Dread Knot
n)
6)Engineer.
a) Mining Light
b) Engineer's Cap
c) Texas Ten Gallon
d) Texas Slim's Dome Shine
e) Hotrod
f) Safe'n'Sound
g) Buckaroos Hat
h) Industrial Festivizer
i) Big Country
j) Professor's Peculiarity
k)
7)Medic.
a) Prussian Pickelhaube
b) Otolaryngologist's Mirror
c) Vintage Tyrolean
d) Gentleman's Gatsby
e) Ze Goggles
f) Berliner's Bucket Helm
g) German Gonzila
h) Geisha Boy
i) Medic's Mountain Cap
j) Grimm Hatte
k)
8)Sniper.
a) Trophy Belt
b) Master's Yellow Belt
c) Professional's Panama
d) Ritzy Rick's Hair Fixative
e) Shooter's Sola Topi
f) Bloke's Bucket Hat
g) Ol' Snaggletooth
h) Larrikin Robin
i)
9)Spy.
a) Fancy Fedora
b) Backbiter's Billycock
c) Magistrate's Mullet
d) Frenchman's Beret
e) Familiar Fez
f) Détective Noir
g) Noh Mercy
h) Private Eye
i) Charmer's Chapeau
j)
0) All-class.
a) Cheater's Lament
b) Ghastly Gibus
c) Mildly Disturbing Halloween Mask
d) Bill's Hat
e) Max's Severed Head
f) Modest Pile of Hat
g) Noble Amassment of Hats
h) Towering Pillar of Hats
i) Alien Swarm Parasite
j) Ellis' Cap
k) Mann Co. Cap
l) Wiki Cap
m) Ghastlier Gibus
n) Horrific Headsplitter
o) Horseless Headless Horsemann's Head
p) Spine-Chilling Skull
q) Voodoo Juju
r) Halloween Masks
s) Saxton Hale Mask
t) A Rather Festive Tree
u) Bounty Hat
v) Treasure Hat
w) Hat of Undeniable Wealth And Respect
x) World Traveler's Hat
y) Athletic Supporter
z) [ classified ]
aa) Humanitarian's Hachimaki
ab) Benefactor's Kanmuri
ac) Magnanimous Monarch
ad)
Part 2. Examples.
1a) enemy's Sandman Ball's long-range attacks affect you like they are short-range;6e) +1 metal from dropped weapon;
6c) you can "Cow Herd&" enemy's sentry;
/to be continued.../
4/12/2011
Project 'Reloading' (before Polycount Update, but renewed now).
It's not about existing reloading. It's more about default button R(most used for reloading) and about 2nd Alt.Fire (1st one is bound to RMB, known as M2).
As I often do, let's start with classification:
1. Scout:
As I often do, let's start with classification:
Chapter I: Classification of the weapons.
I'm going to use the symbol "^" to mark weapons that already have function of the alternative fire and the symbol "^*" if you can use ALT.FIRE-button when this weapon is equipped. Also, I will include weapons that have option to be reloaded to this classification with remark "R". (?X?)-mark is for items that can't be switched to.
1. Scout:
- Scattergun R
- Force-A-Nature R
- Shortstop R
- Pistol R
- Bonk
- Crit-A-Cola
- Mad Milk
- Bat
- Sandman ^
- Holy Mackerel
- Boston Basher
- Candy Cane
- Sun-on-a-Stick
- Fan O'War
- Rocket Launcher R
- Direct Hit R
- Black Box R
- Rocket Jumper R
- Shotgun R
- Buff-Banner
- (?Gunboats?)
- Battalion's Backup
- Concheror
- Shovel
- Equalizer
- Pain Train
- Half-Zatoichi
- Flamethrower ^
- Backburner ^
- Degreaser ^
- Shotgun R
- Flaregun
- Fire Axe
- Axtinguisher
- Homewrecker
- Powerjack
- Back Scratcher
- Sharpened Volcano Fragment
- Grenade Launcher ^* R
- Loch-n-Load ^* R
- Stickybomb Launcher ^ R
- (?Chargin' Targe?) ^
- Scottish Resistance ^ R
- Sticky Jumper ^ R
- Bottle ^*
- Eyelander ^*
- Pain Train ^*
- Scotsman's Skullcutter ^*
- Ullapool Caber ^*
- Claidheamh Mor ^*
- Half-Zatoichi ^*
- Minigun ^
- Natascha ^
- Brass Beast ^
- Shotgun R
- Sandvich ^
- Dalokohs
- Buffalo Steak Sandvich ^
- Fists ^
- KGB ^
- GRU ^
- Warrior's Spirit ^
- Fists of Steel ^
- Shotgun ^* R
- Frontier Justice ^*
- Pistol ^* R
- Wrangler ^
- Wrench ^*
- Southern Hospitality ^*
- Jag ^*
- Gunslinger ^*
- BuildPDA ^
- DestroyPDA
- Syringe Gun R
- Blutsauger R
- Crusader's Crossbow
- Medigun ^
- Kritzkrieg ^
- Bonesaw
- Ubersaw
- Vita-saw
- Amputator
- Sniper Rifle ^
- Huntsman ^
- Sydney Sleeper ^
- Submachine Gun R
- Jarate
- (?Razorback?)
- (?Darwin's Danger Shield?)
- Kukri
- Tribalman's Shiv
- Bushwacka
- Revolver R
- Ambassador R
- L'Etranger R
- Electro Sapper
- Knife
- Your Eternal Reward
- Conniver's Kunai
- Disguise Kit
- (?Invisibility Watch
- Cloak & Dagger
- Dead Ringer?)
Chapter II. Ideas and analyzing. (Press R.)
First idea was: while Taunting, if you press R - your Taunt stops. I just wanted to write it here, nowadays I don't like this one. So, it's 0th idea.
1st idea. Melee weapon: throwable by pressing R. Non-melee: use like a melee by pressing R.
Other ideas, step by step:
1. Bonk
<...to be continued from drafts...>
Подписаться на:
Сообщения (Atom)