Monday November 9 2009
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TF2 "pro mod"

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Iäää iäää cthulhu ftagn iäää

yeah crazy euros at it again, should the random damage go or not?

http://etf2l.org/forum/general/topic-1459/
AIDS>CoD4
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sweetz
#esportsea
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lolol renegade is so wily
c0m3 seE m3
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Of course random damage should go, that's like THE #1 reason to make a pro mod for this game.

However the one linked in the OP has a severe lack of features. Off the top of my head this is what needs to be in a TF2 pro mod (or alternatively what is on my dream list to make this game amazing):

- No random damage
- Consistent spread on shotguns
- Projectile weapons fire out of your crosshair instead of out of your weapon model
- Increased FOV
- Custom crosshairs + crosshair colors
- Reduced weapon model size + no weapon models
- Remove the sniper quickscope nerf
- Brightmodels
- Ability to drastically reduce the quality of textures
- Make it so you don't get stuck on random crap like a 2x4 sticking out of a wall, instead just bumps you a little but keeps your momentum as your model automatically passes it
- Remove delay between switching weapon and being able to fire weapon

There's probably way more but this is just the immediate stuff I could think of.

This comment was edited at 12/31/2008 11:03 AM
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not rly a pro mod. just a plugin to get rid of the massive demo damage peaks.
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and that's why the topic is tf 2 "pro mod" instead of tf2 pro mod, dear Jh :]

And yeah this plugin really would cramp the aggressive sticky spammer playstyle. Imo the nade/pine damage should stay highish (110-124 for directs about?) in order to reward good aimers. The huge sticky damage has to go one way or the other...

This comment was edited at 12/31/2008 11:25 AM
AIDS>CoD4
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waar is of course right about everything he stated, but id be just fine if the random damage was taken away, and only that.

#4 most of that can be done through sourcemod scripting but I am pretty sure that shotgun randomness is unavoidable... you can change the spread of the gun but not the direction of each bullet

oh and this should be used right away

edit: nevermind

1) Could you remove the random spread?
Yes, it would be possible, but the players would still see the random spread, because it would only be removed on the server, and there is no way to tell the clients that there is no spread. I think it would be too much confusing for people then.

This comment was edited at 12/31/2008 12:30 PM

to see what the tf2pro mod is like just watch a demo from mechspartan
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Cevo. use. this. plugin. now
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agron my reply was sorta aimed at #4 :))

but if someone ever made a promod then id totally agree with #4. maybe brightmodels are a bit too much.

this looks like a big step in the right direction. using mid range dmg for each weapon is worth checking out. i read through the ETF2L forum and it looks like the main naysayers were from 4Kings, and they were worried it would stagnate the game...i don't see how though, if you hit your shots you actually get rewarded with damage instead of crossing your fingers hoping your hit a) reg'd and b) did any damage
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"Game stagnation" is probably the most ridiculous leap of logic used to defend randomness in video games that I've ever seen, it just boggles my mind
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I don't know if I would make the projectiles shoot from the crosshair though. It just seems like it would throw people way off going from a server without the mod to a server with it.
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#14, I don't think pubs are really in this conversation. It's about using a theoretical promod in scrims/matches. Presumably people would know what they're playing in such an environment, so confusion wouldn't be an issue.
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Wow will someone talk to a cevo admin about this that is so sick. Like honestly im horney I elect WAAR to talk to a tf2 cevo admin because he did the best post in here.

This comment was edited at 12/31/2008 1:21 PM
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Whats the point though? It seems to me that this would be beneficial to people new to the game, but most players who play competitively have gotten used to the fact that projectiles do not come from the center. I think it's a non-issue.
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true i gues.

This comment was edited at 12/31/2008 1:35 PM
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Making projectiles come from the center would mess up a lot of people at this point. And bright models are too much. Most everything else in that list looked good though.

The delay change would make good snipers ungodly.

edit: the wall bump one is HUGE. One of the most annoying things in the game as a scout.

This comment was edited at 12/31/2008 1:37 PM
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Only thing that needs to be fixed is the random damage.
I tested it with some of my friends and it worked out really well. The damage is insanely consistent, tested the demo, scout and soldier. Demo can't one pipe scout or medic with the plugin.
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You can't do anything about wall bumps with a mod unless you're editing the level itself. The map makers should take it upon themselves to remove any gameplay quirks like that before releasing a final version but apparently they didn't...
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make sniper scope times longer and remove the charge function
^_^
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#4 (Waar) for president
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#4 (Waar) for president
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#22

How about an option for no zoom? :x
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cs pro mod was a big hit too
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i think random damage would be okay if there was a smaller spread. :\
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this will be a fail unless I have an option to change my scout bat into a D1LDO model
I like Turtles
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Seeing how cs pro mod changed the whole look of the game, while all this does is get rid of random damage. I don't see how this would be a failure.




blumpkin face

This comment was edited at 12/31/2008 3:59 PM
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#23

back off Canada, he's ours, ;) ;) ;)
attention campers, lunch was canceled today due to lack of hustle, deal with it
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LoL aT roNiN
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i'm having a hard time understanding why you're loling at somebody that NOBODY knows
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i like all of what waar said except, i dont see the need for brightskins. i wouldnt care if they were implemented but i dont ever have any visibility problems.

- Remove delay between switching weapon and being able to fire weapon

i dont know about that either.. seems like it would be a nice buff to the soldier and mean very little to other classes. weaponswitchtime in tf2 seems fine to me
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get rid of the detonating sticky delay when switching to another weapon.
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Putting it on our servers
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This is just a first step, but it could be the start of something big. Thanks for posting this.
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I agree with #27, random damage would be alright if it were a spread of maybe 10-15 instead of 60-80ish.
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yeah i agree with #37. If the spread is like 10, then that's fine. However, one pipe / pineapple should not be able to kill a full hp scout, so I agree with agron's statement (#6).

and #4, those ideas seem interesting, but bullets/projectiles coming out the crosshair seem weird. No need for a trip back to quake 1 ;]

This comment was edited at 12/31/2008 9:10 PM
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reading that euro thread makes me laugh
Mick: the randomness of the game make the charm of TF2 , i dont want to know than with a rocket and 1 shotgun hit i can kill someone , i love the excitement of not being able to predict when my opponent will die , and i like it :D


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FORCE ENEMY MODELS. MAKE EVERYONE A HEAVY. A BRIGHT GREEN ONE.

This comment was edited at 01/01/2009 2:29 AM

wow wow wow take it easy dude, he just ask in a decently way...
if you're angry cuz your fathers don't love you, go out and shoot someone, but not come here telling bullshits to other ppl.
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It's definitely a step in the right direction, but we still need the community to come up with a proper fixed damage value for each weapon. The basic fixed values from the game's code aren't actually an average of the variable range. For example, a point-blank rocket does 90 damage without variance, but the one's we're used to using generally do over 100 damage. It makes a big difference, as unbuffed Soldiers won't be able to two-shot each other anymore and they'll generally be doing less damage. Likewise, I think the Scattergun caps out at like 10 damage for each of 6 pellets, which is way too low for a proper meatshot.

Of course, I'm not 100% sure of these numbers and they may need to be changed.


#4, I'm not so sure about the projectile change. Everyone is used to the right-side shot and has learned how to use it to their advantage, so I'd say it's really just part of the game. I might make a similar argument for weapon switching delays. Also, I agree that we sorely need an option to remove weapon models, increase fov, and a bring back quickswitch for Snipers, as all three are most definitely and completely impossible right now.
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Removing random damage would be awesome but sticking to the exact middle value is probably not the best solution just because of how people are used to playing the game. A group of people who really know TF2 need to sit down and test some values by playing against each other. For example, if you continuously have to land 3 rockets where 2 would have killed them before something needs to be tweaked.

The damage of the scattergun may need to be a bit above the average value to make up for massive spread still. Also I think stickies can be reduced down to mid range damage, but a demo's pipes should do a bit above average, maybe 100 damage, because they are a more difficult weapon to land consecutive hits with than most.

And yes, please remove all the stupid edges and random sh*t sticking out of the walls that everyone gets stuck on while walking backwards.

This comment was edited at 01/01/2009 11:54 AM
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Well it seems most of you guys want the plug-in, yet in europe it seems the opposite.

I can't understand it myself, they wanted criticals removed because they were partly random, but they seem quite happy when a large amount of 1vs1's in matches are decided upon by chance. When the randomness takes out a key member of the team, like the medic, then this will have a knock-on effect on the rest of the round and potentially on the game itself, especially when teams are closely matched in terms of skill.
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#44, you can remove your weapon model with cl_bobcycle 9(x40)

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#45, a point blank pipe does exactly 100 dmg with this plugin. a direct sticky can no longer kill a medic, it does about 110-120dmg (cant remember exactly)

as i said once before, random damage is a bit.ch individually, but it would never decide the outcome of a match.

This comment was edited at 01/01/2009 1:25 PM
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#48 a fix is on its way ;)

http://steamcommunity.com/groups/tf2rocke..


infact, the fix has already been coded and just needs to be polished before release

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