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So uhh, urm... that's that, yea. Thank you for reading this long post and I hope you have a wonderful day. Remember to brush your teeth, drink water, check if you have ADHD just in case, and then thrive.
Admittedly I am terrible at self-reflection. So for your local poor and pitiable taunt creator, please consider leaving a comment about which part of the any animation you felt was especially rough. Thank you!
I'm currently working on the new taunt that's kinda similar in concept to this taunt. A taunt that I'm confident that it's one of its kind.
This is not a guarantee, but I'm planning to update this taunt, based on the feedback from Steam Workshop, YouTube, and Reddit, such as:
1. Kinda overhaul Pyro and Spy's taunts, because at the moment they are kinda nothing burger. There was an amazing suggestion for Pyro to make use of the flamethrower, and my idea to make Spy's taunt a little less silly with the discerning swinging-the-knife-behind-him-motion.
2. A mild adjustment to Demoman and Heavy. There was many feedback on Demoman's wobbliness and some feedback on Heavy's rather stiff and little over the top breathing.
3. Small adjustments to the rest of the classes.
Thank you for your support
I hope my shameless self-promotion spray for this taunt had some effects
I think pyro should spray flames or something from their weapon. whatever they're doing.
I like scout's. I think that's really funny, him pausing in his class select pose.
I do think demo is a lil too goofy tho
As for each class, I have some points to make.
Scout and Soldier seem to use some vanilla/default animations at the end.
Pyro doesn't seem to do very much, it's more-or-less the same as the Class select animation.
Demoman looks just off. I would perhaps go similar to something he has made on Meet the Demoman at the end.
Heavy is fine, but his "belt-holding" position could be better, similar to the Table Tauntrum end-sequence.
Maybe I'm wrong, but for the Medic, I think the Syringe Gun has a bone that makes the needles spin, so that can perhaps be used here.
The Sniper one is amazing.
The Spy one should probably use his Revolver considering it's called the PRIMARY Instinct. Not sure what you can do with it, though.
Other than those, it looks incredibly well animated for your first taunt.
i think if it could be an extra idea for the primary weapon theme i would make it more interesting or unique (but i'm not sure what it could be), and maybe reflect more the personality of the mercenaries in some of them, like heavy one i think it lacks personality or spy's that i think it would be better if he plays a little more with his weapon
When someone uses a taunt in the game, you'd want players to immediately understand what it's supposed to convey, that's why taunts as the Conga, rancho relaxo and high five are iconic. (Though TBF it helps those three have been around for a long time)
That said there are some good ideas here and there, I'm a big fan of Engineers and Snipers in particular.
Scout, pyro, demo and heavy just seem underwhelming, I don't have a feeling they're doing all that much.
Sniper, while I like the concept showing of a little proficiency in something he'd probably spent doing a lot to kill time whenever, looks outright broken with the huntsman, you can see in the demonstration video itself that his hat floats off the arrow of his huntsman.
Engineer's I would repurpose to be more threatening in expression, something fitting to use in front of a spawn gate during setup (even if ideally, he should be working on getting his nest ready instead)
sidenote I also have some questions, mostly related to the some of the Items such as the Shortstop, Pomson, and Sniper Items like how will they work? Shortstop is more of a pistol and the Pomson isn't a pump action not to mention the Sniper has multiple hats so when he does his hat spin does it use the item or does the Sniper pulls out his hat anytime?