Author Topic: TTT Ammo remover idea  (Read 401 times)

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Offline Doctor Who

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Re: TTT Ammo remover idea
« Reply #15 on: March 04, 2012, 09:07:25 PM »
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Good god, you can't be serious about considering it! This is too overpowered. I've gone a long time not noticing if I dropped my ammo in my gun, this will just be another thing to look for 24/7.

Besides, if someone else is holstered and you use it while they are looking at them the player will just outright kill them. When a player is holstered it's usualy seen as a sign of "I'm not going to be an immediate threat" but this changes that.

What it needs is to have some charge up (such as standing still for 3 seconds) and have a minor visible effect on the player who is using it.
Alright, what sabb just said is the same thing what I said up above and it is pretty much balanced out from ammo only being removed from the current weapon being held out and not just the whole weapon.


There would most of the time be large groups of players wondering around which means you don't have much uses to remove all weapon ammo from everybody to kill them but instead the target who lost their weapon ammo can just use their secondary weapon to guard/protect themselves. And besides 2 uses for the ammo remover isn't overpowered at all and the cooldown for the ammo remover would be 3-5 seconds.
« Last Edit: March 04, 2012, 09:09:55 PM by Doctor Who »

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Offline Eion Kilant 739

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Re: TTT Ammo remover idea
« Reply #16 on: March 05, 2012, 08:35:20 PM »
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Alright, what sabb just said is the same thing what I said up above and it is pretty much balanced out from ammo only being removed from the current weapon being held out and not just the whole weapon.


There would most of the time be large groups of players wondering around which means you don't have much uses to remove all weapon ammo from everybody to kill them but instead the target who lost their weapon ammo can just use their secondary weapon to guard/protect themselves. And besides 2 uses for the ammo remover isn't overpowered at all and the cooldown for the ammo remover would be 3-5 seconds.


First of all: What if it's in closed-quarters, such as a Traitor Tester? If the range is too large then they will all be defence less.
Secondly: What if it's a map with hardly any weapons? I have gone entire maps (6 rounds) without ever having both a pistol and a main weapon (excluding non-standard weapons).
Finaly: Does it affect the HUGE?

I wasn't talkiing about a cool down period, I was talking about how long it takes to use the item. If nothing stops them from immediately using it then it broadens it's effectiveness far too much. Just walk with a crowd, stop for a split second, use it, then quite a few players are defeceless.

This is also a gold mine for headshotters, as they will have a longer delay before they began to lose accuracy by being shot. I realy think that this is a weapon that will be too over powered and is just plain unbalanced. I don't see how you don't.
« Last Edit: March 05, 2012, 08:38:47 PM by Eion Kilant 739 »
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Offline Doctor Who

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Re: TTT Ammo remover idea
« Reply #17 on: March 05, 2012, 08:41:42 PM »
+1


First of all: What if it's in closed-quarters, such as a Traitor Tester? If the range is too large then they will all be defence less.
Secondly: What if it's a map with hardly any weapons? I have gone entire maps (6 rounds) without ever having both a pistol and a main weapon (excluding non-standard weapons).
Finaly: Does it affect the HUGE?

I wasn't talkiing about a cool down period, I was talking about how long it takes to use the item. If nothing stops them from immediately using it then it broadens it's effectiveness far too much. Just walk with a crowd, stop for a split second, use it, then they are weapon less.
There's no time limit on the ammo remover and it would work on anything and the ammo remover is suppose to remove all the ammo from the weapon currently held out. Also you'll be having detectives protecting and finding unidentified bodies to track the traitor down and even though the ammo remover will be having 2 uses and not OP amount of uses for it to be unbalanced.

And about the sound for the ammo remover, look back at the ***EDIT*** and the post above and you'll see that the ammo remover would most likely have a sound for its actions and model to be noticeable and it's pretty much balanced out by certain people pm'd me
« Last Edit: March 05, 2012, 08:44:57 PM by Doctor Who »

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Offline Eion Kilant 739

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Re: TTT Ammo remover idea
« Reply #18 on: March 05, 2012, 08:55:10 PM »
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There's no time limit on the ammo remover and it would work on anything and the ammo remover is suppose to remove all the ammo from the weapon currently held out. Also you'll be having detectives protecting and finding unidentified bodies to track the traitor down and even though the ammo remover will be having 2 uses and not OP amount of uses for it to be unbalanced.

And about the sound for the ammo remover, look back at the ***EDIT*** and the post above and you'll see that the ammo remover would most likely have a sound for its actions and model to be noticeable and it's pretty much balanced out by certain people pm'd me

...

1. What do you mean by "time limit", I'm talking about a delay in using it. Such as to stop players from walking along side two/three people and suddenly removing them of all their ammo without warning.
2. But what if you are not holding another gun? What about the HUGE?
3. WELL DUH! But what if the body is burned/hidden or it's the Detecive your killing!
4. Atleast it has a sound, but it still gives them a large advantage over the person. Please don't forget about isolated people.
5. It's held when HOLSTERED, so you don't see a model!
6. BS, you can't use evidence only you have seen to prove it to someone else.

Now when I see you've edited your post (or I assume you will becsaue of the red EDIT) I'll adjust mine for it.
« Last Edit: March 05, 2012, 09:00:23 PM by Eion Kilant 739 »
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Offline Doctor Who

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Re: TTT Ammo remover idea
« Reply #19 on: March 05, 2012, 09:16:08 PM »
+1
...

1. What do you mean by "time limit", I'm talking about a delay in using it. Such as to stop players from walking along side two/three people and suddenly removing them of all their ammo without warning.
2. But what if you are not holding another gun? What about the HUGE?
3. WELL DUH! But what if the body is burned/hidden or it's the Detecive your killing!
4. Atleast it has a sound, but it still gives them a large advantage over the person. Please don't forget about isolated people.
5. It's held when HOLSTERED, so you don't see a model!
6. BS, you can't use evidence only you have seen to prove it to someone else.

Now when I see you've edited your post (or I assume you will becsaue of the red EDIT) I'll adjust mine for it.
Alright first of all, it doesn't matter if the body gets burned because its a traitor item that removed the innocents ammo and also the innocent would have a backup weapon and if you still think the innocent wouldn't have time to pull out their weapon or it's their reflexes then it's your fault

Second of all, the ammo remover will NOT have warnings because it won't have warnings/delays and will stay as it is but like I said the sound will be played when the ammo remover is used and it'll be really easy to suspect of who used it base on your hearing of the direction and depends whether the traitor is in a group or alone
« Last Edit: March 05, 2012, 09:25:07 PM by Doctor Who »

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Re: TTT Ammo remover idea
« Reply #20 on: March 06, 2012, 01:58:40 AM »
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Saying this is OP is like complaining the knife is a one-hit kill.

It costs the same as a knife, and is almost worthless if not used strategically.

._.;


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Offline Eion Kilant 739

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Re: TTT Ammo remover idea
« Reply #21 on: March 06, 2012, 02:44:07 PM »
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Alright first of all, it doesn't matter if the body gets burned because its a traitor item that removed the innocents ammo and also the innocent would have a backup weapon and if you still think the innocent wouldn't have time to pull out their weapon or it's their reflexes then it's your fault

Second of all, the ammo remover will NOT have warnings because it won't have warnings/delays and will stay as it is but like I said the sound will be played when the ammo remover is used and it'll be really easy to suspect of who used it base on your hearing of the direction and depends whether the traitor is in a group or alone

1. That was in responce to what you said about how the detectives should be doing their job, but nevermind.
2. THE INNOCENT DOESN'T ALWAYS HAVE A BACK UP WEAPON! Besides, all a player has to do is freaking use it then press the previous weaponm buttion and shoot all the players who are now momentarily defenceless.
3. WHY no delay? WHY? All a player has to do is walk into a room, press the previous weapon buttion, use it, immediately switch to their weapon, and kill a player who is now rendered defenceless for a longer period of time (reloading or switching weapons takes time).
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Offline Eion Kilant 739

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Re: TTT Ammo remover idea
« Reply #22 on: March 06, 2012, 03:01:16 PM »
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Saying this is OP is like complaining the knife is a one-hit kill.

It costs the same as a knife, and is almost worthless if not used strategically.

._.;

The knife only can kill a single person. This weapon forces multiple players to either reload or switch weapons. On top of that if they do not have any spare ammo yet then the weapon it was used on is rendered useless.

How good are you with a regular pistol versus someone with an AK or Mac10? Here are some theoretical examples of how this T-weapon will work:

#1:
Traitor approaches two innocents who are very close together. Mr. Traitor uses the ammo remover and kills one Innocent with a surprise headshot. The other Innocent, an aimbotter, immediately faces the Traitor with his Mac10 and is forced to reload. The Traitor then gains a large "head start" in killing the player due to the other player being unable to retaliate.

#2:
A Traitor walks up to you and uses the ammo remover. The Traitor then immediately switches to his/her main weapon and starts shooting at you. You are FORCED to either reload or switch weapons before you can kill them. The Traitor is able to damage you without retaliation until you can either reload or switch weapons. When you finaly do you are hard-pressed to kill them becasue you have already lost a lot of health.

EDIT: You know, atleast the knife is balanced to some degree. With it you have to be right next to them to kill them or be very good in timing and knowledgable in how it flies through the air. This new Traitor weapon can remove bullets from multiple players guns in a distance larger than the knife.
« Last Edit: March 06, 2012, 03:11:57 PM by Eion Kilant 739 »
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Re: TTT Ammo remover idea
« Reply #23 on: March 06, 2012, 03:46:41 PM »
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Eion is really fired up, well here's my take, as is after the edits and revisions the weapon is a very viable piece of equipment do we need it? No we don't, would it be easy for us to simply put it on a trial period and see how it works when actually in game? Yes because as of now all we can do is make predictions and it seems like more people want it then don't so I say let's give it a try put it on a week trial basis whats the worst that could happen you could die as an inno a few more times then usual, and on the other hand we could receive a great new weapon that keeps people thinking one more thing the innos have to look out for.

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Re: TTT Ammo remover idea
« Reply #24 on: March 06, 2012, 04:34:19 PM »
+1
Saying this is OP is like complaining the knife is a one-hit kill.

It costs the same as a knife, and is almost worthless if not used strategically.

._.;
^This.

As Shockah said, revisions would be made if it didn't exactly have a "balanced" effect on the game.

It's not going to have infinite ammo and you're not going to be able to use it with no delay. All of us can see that.

If you DID remove the ammo, they would have to act fast and try to retaliate, requiring STRATEGY from the traitor. You're assuming that if the traitor gets a few bullets into the innocent first, they're instantly going to kill them. I've seen MANY occasions when the innocent does not have any ammo in their primary and a traitor is shooting at them. Out of nowhere the innocent would pull out a deagle, miss twice, and get a headshot killing the traitor. This isn't a instant kill weapon and this weapon doesn't render the innocent completely useless. It simply gives a traitor the upper hand in a few occasions. If a traitor removed someone's ammo, they would see that the traitor would be holstered (or model if we decide to use it IF we give this a chance) This ALSO means the traitor would have to switch HIS weapons. The innocent, if quick enough, could easily switch their weapons the same time the traitor does.

Also, I've seen someone with a pistol fuck a guy with the ak47 up before, it all depends on the player's skill and quick-thinking.

Alright, what sabb just said is the same thing what I said up above and it is pretty much balanced out from ammo only being removed from the current weapon being held out and not just the whole weapon.


There would most of the time be large groups of players wondering around which means you don't have much uses to remove all weapon ammo from everybody to kill them but instead the target who lost their weapon ammo can just use their secondary weapon to guard/protect themselves. And besides 2 uses for the ammo remover isn't overpowered at all and the cooldown for the ammo remover would be 3-5 seconds.

How exactly is this overpowered? TWO uses, THREE TO FIVE SECOND COOLDOWN, and the traitor STILL has to switch his weapons after taking away the ammo. If it was the AK47 that got drained, the innocent could easily reload before the traitor did too much damage to them considering the fact he still has to SWITCH OUT FROM THE REMOVER.




First of all: What if it's in closed-quarters, such as a Traitor Tester? If the range is too large then they will all be defence less.
Secondly: What if it's a map with hardly any weapons? I have gone entire maps (6 rounds) without ever having both a pistol and a main weapon (excluding non-standard weapons).
Finaly: Does it affect the HUGE?

I wasn't talkiing about a cool down period, I was talking about how long it takes to use the item. If nothing stops them from immediately using it then it broadens it's effectiveness far too much. Just walk with a crowd, stop for a split second, use it, then quite a few players are defeceless.

This is also a gold mine for headshotters, as they will have a longer delay before they began to lose accuracy by being shot. I realy think that this is a weapon that will be too over powered and is just plain unbalanced. I don't see how you don't.

Since Photo's posts sounded a bit weird, and from what you're assuming, you're saying you think it would remove the ammo from all the people in the area.

How exactly would a group of innocents be killed by one traitor when they just have ONE empty clip? Yeah, sure, maybe the traitor will kill one or two people, but the others would switch their weapon or reload their current one and fuck the traitor up. BUT, from what I read, this isn't suppose to be an area-of-effect weapon....It's only suppose to affect the target of the weapon....
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Offline Doctor Who

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Re: TTT Ammo remover idea
« Reply #25 on: March 06, 2012, 05:37:49 PM »
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^This.

As Shockah said, revisions would be made if it didn't exactly have a "balanced" effect on the game.

It's not going to have infinite ammo and you're not going to be able to use it with no delay. All of us can see that.

If you DID remove the ammo, they would have to act fast and try to retaliate, requiring STRATEGY from the traitor. You're assuming that if the traitor gets a few bullets into the innocent first, they're instantly going to kill them. I've seen MANY occasions when the innocent does not have any ammo in their primary and a traitor is shooting at them. Out of nowhere the innocent would pull out a deagle, miss twice, and get a headshot killing the traitor. This isn't a instant kill weapon and this weapon doesn't render the innocent completely useless. It simply gives a traitor the upper hand in a few occasions. If a traitor removed someone's ammo, they would see that the traitor would be holstered (or model if we decide to use it IF we give this a chance) This ALSO means the traitor would have to switch HIS weapons. The innocent, if quick enough, could easily switch their weapons the same time the traitor does.

Also, I've seen someone with a pistol fuck a guy with the ak47 up before, it all depends on the player's skill and quick-thinking.

How exactly is this overpowered? TWO uses, THREE TO FIVE SECOND COOLDOWN, and the traitor STILL has to switch his weapons after taking away the ammo. If it was the AK47 that got drained, the innocent could easily reload before the traitor did too much damage to them considering the fact he still has to SWITCH OUT FROM THE REMOVER.


Since Photo's posts sounded a bit weird, and from what you're assuming, you're saying you think it would remove the ammo from all the people in the area.

How exactly would a group of innocents be killed by one traitor when they just have ONE empty clip? Yeah, sure, maybe the traitor will kill one or two people, but the others would switch their weapon or reload their current one and fuck the traitor up. BUT, from what I read, this isn't suppose to be an area-of-effect weapon....It's only suppose to affect the target of the weapon....
Yeah, this is what I meant and I told silent about it and he agrees with me but I was a bit lazy to mind some other people.

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Offline Eion Kilant 739

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Re: TTT Ammo remover idea
« Reply #26 on: March 06, 2012, 06:22:53 PM »
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How exactly is this overpowered? TWO uses, THREE TO FIVE SECOND COOLDOWN, and the traitor STILL has to switch his weapons after taking away the ammo. If it was the AK47 that got drained, the innocent could easily reload before the traitor did too much damage to them considering the fact he still has to SWITCH OUT FROM THE REMOVER.

The last thing I have to say, is that unless the cooldown stops the Traitor from switching weapons this isn't much of a delay.

BUT, from what I read, this isn't suppose to be an area-of-effect weapon....It's only suppose to affect the target of the weapon....

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Offline Hotgreensoldier

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Re: TTT Ammo remover idea
« Reply #27 on: March 06, 2012, 06:25:56 PM »
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The last thing I have to say, is that unless the cooldown stops the Traitor from switching weapons this isn't much of a delay.
 

So what? It would only be 2-3 uses and it's basically like any other traitor weapon, giving a slight advantage over the innocents.

I'm sorry but I see NO valid argument as to how this is overpowered, and you putting pointless actions isn't saying anything either.
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Offline Eion Kilant 739

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Re: TTT Ammo remover idea
« Reply #28 on: March 06, 2012, 06:33:25 PM »
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So what? It would only be 2-3 uses and it's basically like any other traitor weapon, giving a slight advantage over the innocents.

I'm sorry but I see NO valid argument as to how this is overpowered, and you putting pointless actions isn't saying anything either.

Then allow me to express, clearly, that the action I put in there was suppost to mean my reaction when I realised I missed such a crucial detail. When I said I had one thing left to say, I did not mean it as my last defiant act against it. I meant it as the only flaw I could find. My goal in the suggestions topic is to try and find how this would be overpowered, I have seen far too many TTT servers die out due to overpowered mods and I do not want to see that happen to this community. My apologies to Doctor Who for misunderstanding exactly what he meant. I'll be sure to try to avoid such mistakes in the future.
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Offline Hotgreensoldier

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Re: TTT Ammo remover idea
« Reply #29 on: March 06, 2012, 06:40:42 PM »
+1
Then allow me to express, clearly, that the action I put in there was suppost to mean my reaction when I realised I missed such a crucial detail. When I said I had one thing left to say, I did not mean it as my last defiant act against it. I meant it as the only flaw I could find. My goal in the suggestions topic is to try and find how this would be overpowered, I have seen far too many TTT servers die out due to overpowered mods and I do not want to see that happen to this community. My apologies to Doctor Who for misunderstanding exactly what he meant. I'll be sure to try to avoid such mistakes in the future.

Alright then, thank you.

We do not simply implement everything in which we find cool or nice. We thoroughly test it and see if it is proper for the gamemode in which it is played. That is why we have not really implemented much into the servers, and when we do, we test it for balancing, glitches, etc.

If we come to think of something as overpowered, proper changes and revisions would be made before implementing it. Otherwise, we would just scrap the idea as a whole if it is not important enough. It would have been easier to just state that in the first place instead of just going all-out saying to forget the idea and not even discuss it thoroughly, and it would have caused less misunderstanding.

We pay attention to all the details in the servers and try to make it as enjoyable as possible to our players. If something was saw as unfit we would fix it in a jiff.

Now before we add ANYTHING for the traitors, we really need to find something else for the detectives to balance it out. Detectives nid some kewl shit.
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