The charge up time should just take much longer. I've seen demomen using charges to bait Hale into activating traps.its annoying when all demos do is wait for a charge and jump over the trap. makes the game less fun for hale, and the dead people. Its just unfair and broken in most maps, especially horrors and block.
Point taken.design class-proof traps instead of complaining. with thinking like that, everything is going to be disabled eventually.
It's really not too hard.Point taken.
Same thing with flare and det, the map maker can ,ake it to if they go too high they diedesign class-proof traps instead of complaining. with thinking like that, everything is going to be disabled eventually.
thats kinda the WHOLE REASON I made the thread.The charge up time should just take much longer. I've seen demomen using charges to bait Hale into activating traps.
(Which is perfectly fine by the way).
This. This is what vsh_dr_Forest has. or ceilings like office, etc.Same thing with flare and det, the map maker can ,ake it to if they go too high they die
No, I meant when they charge but jump back.thats kinda the WHOLE REASON I made the thread.
All demomen do it wait for their charge and then rush hale not giving him time to activate it. It just prolongs the round and pisses everyone off.
you said it should take longer to charge, tooNo, I meant when they charge but jump back.
Yes. I don't think charges should be completely removed. They're perfectly fine. The charge up time should just take a lot longer.you said it should take longer to charge, too
Go read my other post, we're just going in circles now.Yes. I don't think charges should be completely removed. They're perfectly fine. The charge up time should just take a lot longer.
if you need a slowkill trap, keep in mind the regen rates of L3 Dispensers and Mediguns:It's really not too hard.
>no slowly kill traps (instead, you can have a trigger_hurt with 9001 damage spawn after say 10 seconds)
That too. The mediguns don't count because they're going to die anyways, no matter what.if you need a slowkill trap, keep in mind the regen rates of L3 Dispensers and Mediguns:
L3 Dispenser: 20 HP/sec
Medigun/Kritzkrieg: 24 HP/sec*
Quick-Fix: 33.6 HP/sec*
* - since the target is continually damaged, they don't get healed at the 300% rate, so I didn't bother with those rates
you can have a trigger_hurt with a damage model of doubling starting a 1 and capped to at least 300, that will eventually kill a heavy who's surrounded by 20 dispensers
Pretty much.Melee-only.
it is. I had the dispenser and medigun rates there for if anyone wanted to make a slowtrap with an easter egg in itThat too. The mediguns don't count because they're going to die anyways, no matter what.
I think it's called "Doubling w/ Forgiveness" in the trigger_hurt dialog.
How is that a bad thing? Why do you even need weapons in this game-mode???design class-proof traps instead of complaining. with thinking like that, everything is going to be disabled eventually.
oh, okay. I see now.it is. I had the dispenser and medigun rates there for if anyone wanted to make a slowtrap with an easter egg in it
Because people moan and complain when they can't use their favorite class with their loadouts.How is that a bad thing? Why do you even need weapons in this game-mode???