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Gustavus

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Posts posted by Gustavus

  1. 1 minute ago, Alexis said:

    Based on the addons description, it comes with it's own model so it automatically is proven.

    Oh, wasn't aware of that. That model can be removed pretty easily i'd assume. I guess i need to read more lol

  2. 27 minutes ago, Alexis said:

    I'll like this if it comes with this:

    Screenshot_20210112-115742_Chrome.jpg

    The primary issue with all 3 of these stats is that they can be used to instantly prove yourself, and currently just about every single custom innocent role except spy can instantly prove themselves innocent, So adding these 3 stats would arguably be a buff (except for the speed to some degree, but moving 20% slower would be worth being proven jugg, and anything beyond 20% slower would make you a worse innocent)

     

    In terms of proving yourself by takeing reduced damage, anyone and their mother can buy armor and in terms of proving yourself by taking explosive damage innocents have no access to explosive damage that would easily prove a jugg (as again, any evil role can buy armor to make themselves look like a jugg if they really wanted to for some reason)

  3. to be fair, the whole point of wrath is that's it's basically not even a role, it's just supposed to be an X% chance that getting RDMed might be good for you. I've had about 2 or 3 rounds where i was wrath and me dieing made traitors win the round so i feel like it's doing it's job well. If you wanted to make wrath more relevant i would actually change the following

     

     ttt_wrath_random = 50

    ttt_wrath_max = 2

     

    The following would make it much more likely for their to be a wrath in the game and give the ability for their to possibly be 2, making wrath's existence much more prevalent

     

  4. Defective is overall worse than a normal traitor in a multitude of ways and should be changed.

     

    Issues #1: Your shop sucks.You have no access to traitor items (most of which are extremely useful, as get this, a traitor) and you only have access to detective items (which, get this aren't paticularly useful as a traitor. Except for p90 and health station, but that doesn't really make up for not haveing an extra credit). This can be solved by giving defective a custom shop that both has detective and traitor items, which wouldn't be that hard to do.

     

    Issue #2: You don't spawn with a detective hat. Literally at the start of the round you can instantly be found out to be defective. If this is impossible to solve, the role needs to removed, simple as that.

     

    Issue #3: the second one detective is dead and another detective has killed a traitor or multiple detectives have killed traitors or multiple detectives are dead you're instantly exposed. You essentially get severely punished for your T buddy's mistakes. This wasn't a problem when the convar was set to show dead defectives as detective but when that was set up people didn't like it because it required them to actually figure out who the defective was instead of brainlessly waiting for detectives to die / get proven

     

    Issue #4: On any map with a detective room, you cannot enter the detective room, instantly proving you to be a defective. If this is unsolvable it would require for either said maps to get removed (67th way and innocent motel)

     

    Issue #5: On certain maps, detectives show up green in tester while defectives show up red. This is a much less minor issue compared to issue #4 but still really sucks.

     

     

     

     

     

     

     

     

     

     

     

     

     

  5. A minor problem the server experiences while trying to start up it's population during the day is the oppressive or weak nature of some roles on low player count. Setting the minimum player convar of each of these roles higher would solve this issue.

     

    Jackal: The jackal's ability to repeatedly gain new allies completely dominates and destroys lower player counts. I'd recommend changing the corresponding convar to 16 

     ttt_jack_min_players 16

     

    Spy: The spy is completely garbage when there's only 2 real traitors as if one traitor dies or if one traitor figures out another traitor you're instantly found out. I'd recommend changing the corresponding convar to 12 to guarantee that there will be 3 real traitors.

    ttt_spy_min_players 12

     

    Marker: The marker is extremely easy to win with when there's a low player count, as you usually only have to mark 2-4 people. I'd recommend changing the corresponding convar to 16.

    ttt_mark_min_players 16

     

    Mesmerist: This one is pretty simple. Having an extra T buddy with lower player counts makes the game traitor sided. I'd recommend changing the corresponding convar to 12.

    ttt_mesmerist_min_players 12

     

     

     

     

     

     

     

     

     

     

     

  6. https://steamcommunity.com/sharedfiles/filedetails/?id=2335554905&searchtext=juggernaut

    Team: Innocent

    Description: Essentially a regular innocent but tankier.

     

    For the convars of juggernaut, i believe the following set of values would be the most appropriate

    ttt2_juggernaut_health set to 150.

    Ttt2_juggernaut_damage_explosion set to .80

    Ttt2_juggernaut_maxdamage_explosion set to 50

    ttt2_juggernaut_damage_fire to 1

    ttt2_juggernaut_maxdamage_fire to 150

    ttt2_juggernaut_damage_bullet  .80

    Ttt2_juggernaut_damage_shock to 1

    Ttt2_juggernaut_damage_radiation to 1

    Ttt2_juggernaut_damage_crowbar to 1

    Ttt2_juggernaut_damage_slash to 1

    Tt2_juggernaut_damage_fall to 1

    Ttt2_juggernaut_damage_drown to 1

    Ttt2_juggernaut_speed to 1

    Ttt2_juggernaut_detective to 0

    Ttt2_juggernaut_traitor to 0


     

    Ttt_juggernaut_max = 1

    Ttt_juggernaut_random = .50

    Ttt_juggernaut_pct = .1

    Ttt_juggernaut_min = 12


  7. Currently our community heavily relies on opinions and thoughts/feelings of the community on whether or not certain roles are "op" and such. It would be extremely beneficial for making decisions in the future if win statistics for each team (innos,traitors,neutral teams,etc.)  the win statistics corresponding to various factors on the server (such as player count,time of day, etc.),  the win statistic of each team corresponding to whether or not they have a certain role, And the win statistic in assocation to nuetral teams present and roles present on the opposite team. An example of a complete point of this would be "Winrate of Traitors with a Glutton,Mesmerist, and Haunted Vs. Beacon,Jackal, and Restless  with 24 players at 10:00PM EST".  In terms of win-rate for neutral teams, rounds when a neutral team isn't present doesn't count against it's win-rate.

    Note: The least important of these to keep track of would be time, so i'd reccomend removeing it from the system to make it a little bit less impossible to create 

     

    Roles that would be insignificant to track are detectives (as they spawn with 100% consistency) and survivalist on player counter higher than ~12 (as with higher player counts your more or less guaranteed to get 2 survivalists)

     

    Good benchmarks for player counts would be each mark of a new traitor, in other words every 4, so 4,8,12,16,20,24,28,32,36. 

     

    This would be extremely helpful as it would point out what teams would need buffs and what teams would need nerfs.

     

    Currently, i feel like the win-rates would look something like this

    ~20% of the time innocents win (with this win-rate increasing when beacon is present)

    ~60% of the time traitors win (with this win-rate decreasing when executioner or spy is present, and increasing when haunted, mesmerist, vampire, or glutton are present)

    ~20% of the time a neutral team wins (with this win-rate being split between all nuetral roles, for example i think SK wins ~3-5% of the time when that team is present)

  8. 36 minutes ago, BlazingArson said:

    Neutral to -1
    Sounds a bit powerful for an innocent role, give it a drawback of some sort. I dont have any ideas for a drawback its 4 am

    Idea is that claiming Cleric as an evil role is within itself powerful, similarly to how just by existing the spy gives traitors the potentiol to claim it.

    If it needs a mechanical drawback or just a nerf it could just tell you the role of any given player, but then it just become an rng fiesta

    Other idea is it could add a random normal innocent to the brotherhood (for minor synergy with priest, which makes thematic sense) whenever you kill a non-innocent role but that's a bit lame and also proves you innocent.

     

    If it needed another drawback, i would say a good drawback would be for the cleric to show up as a regular innocent to themselves, so they don't know about their ability until they kill the corresponding roles. Another idea of a drawback would be to have it have some sort of meter like glutton/vampire, a "Zeal" meter which when it reaches 0 you just straight up die, and it can only be refilled by killing a role that would give you the name of a corresponding role. If the latter of these two drawbacks were introduced, it would be more proper to call it a Crusader imo

     

  9. Team: Innocent

     

     

    Description:
    The Cleric is an innocent that upon killing a non-innocent role (excludeing amnesiac,unknown,mimic,jester or any other role copying role) will be told the name of another non-innocent role.

     

    Optionally: Might be a good idea to have this role start with 30 armor.

     

    Note: Might be too easy to confirm yourself as a Cleric, but honestly half the reason i'd like to see this role is because of how hilarious it would if a T turned sidekick claimed this role. Not really the best name ever, but you get the idea

     

    Just throwing this idea out there to see if people would like it.

     
  10. On 9/22/2020 at 2:19 AM, Cpt.Haxray said:

    Title: Spy's name is displayed as Red to traitors when speaking in voice chat

     

    Description:
    When a spy is in the round, it is very often that his name will appear as red in the hud when speaking, despite Traitor chat being disabled. This is a dead give-away as to the identity of the spy and is a major issue.

     

    Notes:

    • This does not seem to always happen, but happens way more often than it should.

    I believe this is intentional, or this is a normal bug with all "traitorous" roles, as this actually occurs with non-spy traitors as well even on rounds where there isn't even a spy. I'll often think people are talking in traitor chat due to their red name only for someone to publicly reply to what they state (and that person being inno or some other role)

  11. The only role in this list i would be okay with is bodygaurd. Almost all of these have been removed before or are already considered bad. In terms of deathgrip it's a gimmicky mechanic that punishes players for literally no reason other than bad luck

  12. Title: Multiple Haunted are unable to both spawn?

     

    Description:
    If an amnesiac or any other role remembering role remembers haunted and both the original haunted and the new haunted are haunting two separate individuals, only the one that died more recently will be able to respawn. Unsure how this works if they both die to the same person, but i assume it would work the same.

     

    Notes:

    • The one that was killed less recently will still leave smoke on the person that killed them, despite not being able to respawn
    • I have no idea if this glitch applies to doppelgangers as well (in otherwords, if a doppelganger that haunts someone would overwrite or be overwritten by another haunted)
  13.  

    Avoid getting yourself confirmed to be a jester, especially avoid shooting people or T baiting. Exceptions can apply, but making yourself a dead giveaway will often leave you to waste away for the rest of the round with no chance of dying.

     

    Try to make plays that either are extremely beneficial to traitors to the point that they won’t interfere or a play that traitors can’t interfere in, as traitors will do their best to convince people not to kill you (since they don’t want to lose to jester).

     

    Never constrict yourself to any sort of line of thought or line of play as jester, especially since if you do the same thing everyone else does as jester it’s a real easy way to get called out as jester.

     

    As the jester, your #1 goal is obviously to get yourself killed by a player, so if you think of anything that can get you killed by a player that would contradict normal logic then feel free to do it.

     

    If you're in a position to get sidekicked for some reason, you should probably try to get sidekicked, since jester still shows as jester to Ts even if sidekicked so you’re basically immune to getting killed by traitors. Also, if there is a known infected that has amassed a decent amount of zombies and you’ve already been called out as a jester, try to get killed by a zombie. Otherwise, if infecteds are most likely to lose and you’re not exposed as a jester yet then simply hide or stay near other non-infected players.  

     

    For playing against the jester, the first and foremost thing you want to do is actually pay attention at the start of the round to whether or not there is a jester. If you didn’t read the popup at the start of the round for some reason, you can always open the console and check for it.

     

    As a traitor and as previously mentioned, you want to call out the jester for basically any half decent reason, as you want to avoid having innos kill the jester due to the chance of instantly losing. If you're already KOS, it’s especially a good idea to just confess to your evil role being a traitor and to call out the jester.

     

    As an innocent, just pay attention to plays that could be associated with someone being jester. Additionally, pay attention to when the jester is actually called out. If it helps, mark that player as “Suspicious” or “Avoid” so as to avoid panic shooting them when you see them.

  14. So, after browsing around the workshop while bored i found a multitude of roles that originate from some german servers that we could implement into our own, however i have no fucking clue what the roles auctually do so someone who knows how to look into that sort of thing aught to do that. Here's some links to the workshop items i was referring to. 

    https://steamcommunity.com/sharedfiles/filedetails/?id=1369546685

    https://steamcommunity.com/sharedfiles/filedetails/?id=1370115226

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