The other major complaint many had was that some weapons are very unbalanced. The majority felt that the AR-33 and especially the Phantom felt too powerful, while the Klobb and melee weapons feel almost useless. Our feeling was that while it is important to retain the feel of the source material, it is okay to change things that don't work so well. My suggestion, to satisfy both camps in this debate, is to have two sets of weapon damage values, one based exactly on the original and one new, and let server owners choose which to use
A DD44 is suppose to be better.Realistically, a handgun shouldn't be better than a SMG. Unless it's the Golden Gun.
Realistically, a handgun shouldn't be better than a SMG. Unless it's the Golden Gun.
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TF2's hitboxes are apparently horrible along with the rest of the Source engines. This video will show you the real faults in them:
http://www.youtube.com/watch/v/s4RXsDj8bkY
Our Developers are currently working their best on fixing this as much as they can.
"it just often feels like a lot of encounters are spray-and-prays because of how seemingly random the hit detection is."What I meant to say is that it even feels like this when you're carefully aiming a pistol, so many players just give up and start firing a ton of shots fast in the hope that some will hit before they die.
You just solved your problem; stop spraying. Aim and put one bullet where it belongs. Spamming ruins your accuracy, and low accuracy means lots of limb strikes that aren't worth piss.
One thing I'm noticing is that while the levels are beautifully designed, I'm noticing a lot of 'snag' points. If you walk into things or walls with a lot of detailed brushes you get stuck on the hard edges. It might only be for a second, but it's enough to ruin the flow. It only seems to be limited to certain maps though. I can't recall which ones right now. I'll have to check later when I get back from work.
Easiest fix in my experience with fast paced Q3 mapping is plastering the map with clip brushes.
Even going as far as filling in small 90° corners with angled brushes to cause anyone who is hugging the wall to be gently forced out of the corner. (I'm referring to small corners created by detailed brushes on an otherwise flat wall, not the 90° turns of the corridors themselves)Code: [Select]___ ___
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