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Messages - Novaxzx

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106
General Discussion / Re: Fancy Signature Sites?
« on: June 01, 2014, 09:21:03 am »
I've gone 15 years not seeing 4chan, and i'm not about to start now.
note: 4chan is not 15 years old.

107
General Discussion / Re: Fancy Signature Sites?
« on: May 29, 2014, 01:42:21 am »

108
General Discussion / Re: Admin Applications Now Open!
« on: May 27, 2014, 07:51:10 am »
I'll type some really small messages and wait for an eventual reply

meanie
please who even types in this low of font size, nerd

why did i even bother to reply

109
So it would be safe to delete the downloads/user_custom and retrieve 1.35GB of disk space?
yeah it's safe to delete that. it's all custom stuff from clients, such as sprays.

110
Really nvr knew that
voided is right, i completely forgot about that location.

111
/common/Team Fortress 2/tf/materials/vgui/logos is the directory for sprays. note the file must be in .vtf format for gifs.


animated sprays require an editing program to get the individual frames, something like Sony Vegas. There's a program something like VTFConverter (.vtf is the file format for sprays). there's walk-throughs on the internets on how to go about making animated sprays. http://gamebanana.com has plenty of tutorials.

112
Saxton Hell / Re: Map Rotation / Map Suggestions
« on: May 21, 2014, 06:22:36 pm »
when we have 16+ people we rtv the map and even under 16 people we still rtv due to it being a very bad map, little to no health packs somewhat the same with ammo packs and view gets blocked by trees and easy to delay on
Holy run on sentence batman.

Screencap others saying it's a bad map and it'll probably get removed from the map queue on ff2. Would need more than just one person claiming others say it's a horrible map. Anyways, we need more maps with fewer health/ammo packs or more widespread placement, it makes it more of a challenge than just "oh I'll jump around as a soldier holding g."

113
Saxton Hell / Re: Map Rotation / Map Suggestions
« on: May 19, 2014, 10:07:33 pm »
wat
do not question the void and the knowledge it holds.

114
Saxton Hell / Re: Map Rotation / Map Suggestions
« on: May 19, 2014, 08:09:00 pm »
No its just terribeven with 20 people hate it due to the trees
Well, not everyone has their favorite maps, would need more than just a couple people that dislike it to get it removed off the list.

115
Saxton Hell / Re: Map Rotation / Map Suggestions
« on: May 18, 2014, 01:13:35 pm »
Can we please remove koth campground the map is to big and to many trees block the view of the map
It's only too big if you have about 5-10 people. Don't nominate it if you have too little players, I never see a problem with about 20~ players.

116
General Discussion / Re: Donator Avatars/Style have returned!
« on: May 16, 2014, 03:46:45 pm »
Some of you may have realized before, but if you are a donor your unusual effects, avatars, paint and other things would not show up to anyone else but you.

Fret no more*!

I'm not sure on the specifics, but it seems the most recent TF2 update has caused the donor's steam avatars, unusual effects, styles, paint, strange count, and other things to show up again. Rejoice!

This is more than likely just a happy coincidence, but hopefully it's here to stay!


*Subject to change in future updates, fretting may indeed be re-established as a viable coping mechanism.



UPDATE: Apparently this means that tails are broken, whoops.
Don't forget now they show up in the trade list.

117
General Discussion / Re: Pyromancer's Mask is now a misc.
« on: May 15, 2014, 06:49:58 pm »
Updated the equip_region for the Pyromancer's Mask

gg
AND I WAS GOING TO BUY A SCORCHING ONE FFS GG NO RE

118
Saxton Hell / Re: Suggestion: SMG dmg buff
« on: May 14, 2014, 02:20:24 am »
Wouldn't mind if Cleaner's Carbine had stats removed so it acted like Stock but different sounds.
Similar to diamondback.

Cleaner's Carbine, since it has full crits in this mode anyways, is a direct downgrade in VSH.  People may prefer the "silenced SMG" sound it makes.
Well, this suggestion isn't really about reskins, it's about different stats on the weapons. I use an AK-47 skin for my SMG, so doesn't really make a difference for me.

119
Saxton Hell / Re: Suggestion: SMG dmg buff
« on: May 12, 2014, 06:06:10 pm »
I dunno, as much as I'd like to see the SMG buffed, it still serves it's purpose. The crit knockback it has is just enough to deter hale with his jumps. And when I go SMG sniper, I can get around 1200 damage before the round ends (most of the time). I wouldn't mind if instead of buffing damage, it increases the sniper's speed by 15% while deployed. Maybe the cleaner's carbine could work with the hitman's heatmaker's vsh gimmick, 100% precise aim maybe.

Anyway, the SMG was never intended to be a damaging weapon, just a situational weapon to deter attackers. The sniper should really focus with his main primary.
Well reason I made this thread really is to balance out the entire sniper, melee has a buff, rifle has a buff, smg is all stock. Yeah, it does have some knockback with crits, but not significant to the point where it's like the pistol. Now the pistol does do double damage the smg does, but it has a smaller clip size and it's also the scout, fastest class in the game. Engineer has a pistol, but due to his lack of speed valve gave him a ridiculous amount of ammo, 200 rounds or about 25~ mags.

Just a matter of small buffs like the other weapons for sniper have. (full crits on rifle, bushwaka jump...)

120
Saxton Hell / Suggestion: SMG dmg buff
« on: May 12, 2014, 06:53:45 am »
I honestly feel like the SMG is a slightly unused and very under-damaging weapon to Hale. As I have seen, SMG with crits does 24 damage per shot, an entire clip equaling only 600 damage, and most of the time the average player only hits around half of the clip on Hale. Is that satisfactory for what the sniper rifle can do with a single fully charged shot? Not at all.

I feel a damage buff would be in order for both SMGs available for the sniper. Maybe about a 80% increase in damage for the stock and 100% for the silenced SMG due to the slower fire rate and smaller clip capacity. That would raise it to just about double that of what you could previously do damage wise and make you a tad more of a threat to Hale at close corners, alternatively it could be used at medium range to knock the Hale back from a jump. Many different possibilities for this certain buff I am describing.

For you that do not know, am a pretty active sniper when I play TF2 (not hale speaking), most of the time I do enjoy using the smg, it makes it a bit more of a challenge and less like "I'll just plop down in this one spot and shoot fellas..." That really is one thing I would love to see, snipers going all-out on hale with only a smg, being more assault than support in some way. It works well in vanilla.

Well, that's about it. This may have already been thought about or even suggested at one point, but I can't seem to find anything on the forums. welp, already got this typed up.

Take care everyone, thanks for reading this little idea I had last night. - Nova

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