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I think you're missing out by not making him look like a big smarmy douche. Him being annoyed at himself at the end for doing this makes sense, but if Heavy's gonna throw his whole ass back weight into crushing someone rather than using his multiple weapons of instant death and you as a player get hit by that somehow, I think it makes more sense to make Heavy a lot more smarmy looking regardless of if it realistically would hurt him. Maybe even a mix of both where hes got his hand on his head to represent hes in pain but hes still looking back with a cocky smile knowing somehow he got you with this of all things.
Finally, he's a bit too overanimated from arching his back to hitting the ground, rocking like a boat with his legs going way too high up. He hits the ground way too cartoonishly and gracefully.
2- This idea would work for a timed emote where the other characters have a short time to catch him or he falls, that can even hurt the player if you want to do that
3- This doesn't make sense on war.
So for instance, you could equip this taunt to any of Heavy's melees that has his finger gun taunt. This would be a separate slot that would replace the Weapon Taunt ("G") with the one equipped, and won't take space for Special Taunts.
My only worry with this system is having flashy unusual effects that could make it harder to read the animations. This idea would also require some guidelines, having an approximate or same timing as the taunt kill it would replace with.
I might shoot a Feature Request on the source-1 GitHub issue tracker for this.
well anyways the angry workshop guy is gonna complain on its next stream so hi workshop angry guy
It's nice that you guys worked around the speed of his Fists taunt. As mentioned, it's kinda hard to visualize the timing with the video demonstration and a taunt we already know for decades in the game, but yeah.
Heavies with fists that do not support the melee insta kill finger blast taunt, may now also have a fast killing alternative, when some people find that those fists lacking the insta-kill is actually a balance factor.
I would say, the healthiest middle ground for everybody:
Option 1:
Either develop this into a non-insta killing taunt with it being more on the same line as
The Bear Hug: https://www.youtube.com/watch?v=jchgLDmtcxg&ab_channel=Setry - Concept
Option 2:
Developing it into a taunt that squishes the other player, but in return it is a taunt that the other player needs to agree to, similar to the Rock-Paper-Scissors, but with a 100% guarantee of killing the other player, regardless of what team they are on.
I think you guys did a great job regardless
Sorry but I don't agree with the ideas of paid taunt kills. Unless it's something that mimics an in-game feature (like the Boom Box Death Option A does), I don't think these should be in. The fact that the player, at anytime, can use this from the taunt menu (or directly via a bound console command), without a specific weapon, means there are advantages to be had.
This taunt in particular does not exactly feel obvious that it's a taunt kill either. How exactly will players know that a falling Heavy (that could very well be his ragdoll after dying, or just a non-killable taunt, like his flipping "receiver" animation), know that this can potentially kill the other player. It also feels a little TOO comical, even for TF2 standards, to just insta-kill someone by falling.
I am aware however that, there are non-achievement weapons with taunt kills, and said weapons are sold on the Mann Co. Store. However, you still need to have that weapon equipped AND active, in order to use the taunt kill. An argument can be made with how taunt kills are more lucky-based than just skill, but I can see this one in particular being a problem in corners. It also seems a lot faster (and not obvious, as previously stated), than his High Noon taunt kill.
Last words. Animation is okay. The way how his legs (and body) after falling, feels a little too much, and he also goes from lifting up from the ground too quickly. So it's both a taunt kill that is too fast, and a taunt kill that ends too fast, meaning there's really not much disadvantage when missing. Yes, it's hard to compare this without a video showcasing other taunt kills side by side, but these are my thoughts.
Unfortunately, without any precedent set for any previous taunts doing something like this, it would be 100% up to valve to implement this feature, which would also require a new animation for all 9 classes, as well as a new one for the player heavy
But! I had a sudden thought: How exactly taunts are limited? Among obvious bone limits, triggers for input and availability, can they be double-functioned? Like, I dunno, having small reaction window for partners/enemies to participate to not let Heavy fall and crash anyone under him?
Hypothetically speaking.