Author Topic: Human Detonators  (Read 6094 times)

Roanoke

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Human Detonators
« on: October 25, 2008, 07:40:20 pm »
What do you people think about an accessory worn on the back and explodes when you die? Maybe to prevent constant suicide runs it can cost a lot of credits, maybe 1000 or something like that.

David

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Re: Human Detonators
« Reply #1 on: October 25, 2008, 09:04:55 pm »
Its supposed to be a team game, fuck if I'm standing near the dude with the nuke on his back...

And it will go off in my base more than theirs.
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mooseberry

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Re: Human Detonators
« Reply #2 on: October 25, 2008, 10:02:09 pm »
>.>

No thanks.
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Syntac

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Re: Human Detonators
« Reply #3 on: October 26, 2008, 12:14:04 am »
:helmet: — Come with me!
:human: — Okay.
:tyrant: *slash*
:helmet: *BOOOOOOMMMMMMMM*
:human: *dead*

I think not.

Taiyo.uk

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Re: Human Detonators
« Reply #4 on: October 26, 2008, 04:19:03 am »
We already have those. They're called grenades.

Roanoke

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Re: Human Detonators
« Reply #5 on: October 26, 2008, 04:21:22 am »
They're a little different from grenades, but I see why they're a bad idea.

Paradox

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Re: Human Detonators
« Reply #6 on: November 21, 2008, 05:52:48 am »
Heh, way back when, one could throw a grenade when dead, if it was within the zombietime. And there was an old exploit that let one remain in zombie time forever. Amusing to watch a tyrant go by, get lucied, and walk into your grenade.

Not funny for the tyrant however. Thank goodness its been fixed.

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rotacak

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Re: Human Detonators
« Reply #7 on: November 21, 2008, 03:48:54 pm »
In zombie time is one more bug, but it only annoy players - you can taunt when you are dead.

benmachine

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Re: Human Detonators
« Reply #8 on: November 21, 2008, 11:34:52 pm »
In zombie time is one more bug, but it only annoy players - you can taunt when you are dead.

These are the kind of bugs that I'm so used to seeing I don't even think of them as bugs :P

Thanks for reminding me, it'll be fixed sooner or later.
benmachine

Paradox

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Re: Human Detonators
« Reply #9 on: November 23, 2008, 07:09:52 pm »
The old fix used to be to set sv_zombietime to 0...

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Nux

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Re: Human Detonators
« Reply #10 on: November 23, 2008, 07:50:47 pm »
Maybe to prevent constant suicide runs...

I fail to see how this would prevent suicide runs and not encourage them (bearing in mind they chose to spend their money on it).  ???

If you want interesting uses for corpses, how about making dead humans boost your healing rate?

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techhead

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Re: Human Detonators
« Reply #11 on: November 28, 2008, 09:13:42 pm »
Maybe zombie-time taunts need a second sound, with more of an "I'm dying..." feel to it.
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