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Poll: Humilliation round (71 member(s) have cast votes)

Should something be done to humilliation round?

  1. Vanilla (no respawn, no FF, songs go over the setup next round) (19 votes [26.76%])

    Percentage of vote: 26.76%

  2. Health high enough to prevent death spam (38 votes [53.52%])

    Percentage of vote: 53.52%

  3. Noclip (7 votes [9.86%])

    Percentage of vote: 9.86%

  4. It's fine the way it is just alt+tab if you don't like it. (7 votes [9.86%])

    Percentage of vote: 9.86%

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#41 Dr. Soul

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Posted October 02 2011 - 08:45 AM

I like the idea of giving the loosing team more health.

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#42 Mr. Chinchilla

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Posted October 02 2011 - 08:56 AM

The high health does sound like fun but I also vote for no friendly fire.

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#43 Fat Cat

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Posted October 02 2011 - 09:25 AM

I'm all for high health for the losing team~

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#44 Pixel

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Posted October 02 2011 - 09:30 AM

High health thing sounds pretty cool actually.

Any of these ideas sound pretty sweet.

#45 Draythan

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Posted October 02 2011 - 09:44 AM

If frienly fire is left on it would have to be for both teams, otherwise the death spam will be on the winning team spawnroom.
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#46 Phantom Trout

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Posted October 02 2011 - 09:45 AM

I like the sound of high health when a team wins. It's fun to go out and mess around with the other team until the next round starts, but there's always that Heavy or Pyro who just wants to inflate his score and lock everyone down in spawn. Leaving you to pretty much just stand there for 30 seconds and take it. It'd definitely be fun to launch the enemy team around the map with rockets and stickies like punching bags when you're on the winning team, too.

#47 Neh

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Posted October 02 2011 - 10:02 AM

Some of these ideas do sound worthwhile. Increasing health on the teams each spawn is my favorite so far.

What do you think about slaying people each time they score a kill during end round?

#48 kingddd

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Posted October 02 2011 - 10:08 AM

What do you think about slaying people each time they score a kill during end round?

sounds questionable. It will upset and confuse some players.

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#49 Mr. Chinchilla

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Posted October 02 2011 - 10:15 AM

Not forgetting that it'll just move the slaughter to their own spawn. The respawn timer is still set to zero afterall. And with things like stickies and flamethrowers, mutliple kills can be gained regardless.

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#50 GabrielWB

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Posted October 02 2011 - 10:19 AM

I played on a server with that mod before and it really didn't work, the losing(?) team would become frogs but you would still have hats and misc items floating above you.


Aww, too bad :<

There is one minor catch with the buffed health though. Spies can still kill, even if the health is like 999999.
And if this is implemented, I think its a good idea to apply this to "waiting for players" too.

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#51 Lightning

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Posted October 02 2011 - 10:21 AM

I actually saw this problem coming with the strange weapons. It's actually one of the reasons i had stopped using the weapons and starting using pumpkins. It cuts down on the sounds by a little bit if you shoot once at a time and there wont be any strange weapon notices since they die by exploding pumpkins. The only downside I might see is Framerate drop for a couple seconds if spammed. Not to say I don't like the idea of increased health though. It'd be fun trying to go and trying to kill that special player that dominated you last round and maybe get some friends to help you out. I think friendly fire was a bit silly to say the least and go back to 0. People sometimes keep firing on accident or kill teammates to keep other team from escaping and get upset cause they miss out on killing the losers.

#52 Zeta

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Posted October 02 2011 - 10:21 AM

And if this is implemented, I think its a good idea to apply this to "waiting for players" too.

I agree with this, I just wanna jump around in waiting for players, and there's always that one guy who keeps killing me.

As for end round, I just dont like the score inflation, team killing, and strange weapon leveling. The extra health sounds good.
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#53 Beehive

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Posted October 02 2011 - 10:38 AM

how about all of the players get noclip instead?
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#54 Fat Cat

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Posted October 02 2011 - 10:39 AM

I agree with this, I just wanna jump around in waiting for players, and there's always that one guy who keeps killing me.

Yeah, and it's usually some heavy in the spawn that's just keeping me from doing anything besides getting killed. It gets annoying pretty fast.

So yeah, I'm all for applying the high health to waiting for players, too.

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#55 kami

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Posted October 02 2011 - 10:47 AM

Aww, too bad :<

There is one minor catch with the buffed health though. Spies can still kill, even if the health is like 999999.
And if this is implemented, I think its a good idea to apply this to "waiting for players" too.


spys can kill but it'll only be the odd kill here and there, nothing like now.

#56 cavemansteijn

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Posted October 02 2011 - 10:54 AM

one problem about the high health for a losing team if FF stays on is that instead of killing enemies they might just go to the friendly spawn and slaughter there
so FF should be off rlly
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#57 William Dogood

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Posted October 02 2011 - 02:41 PM

I'm not fond of adding health. It's typically confusing and still susceptible to backstabs. Get one Spy in there to backstab the people and the slaughter will begin anew.

We actually just talked about this last night on the server. People don't realize it, but backstabs do not deal damage, they simply insta kill. It doesn't matter how much health you have, you will die to one.

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#58 kami

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Posted October 02 2011 - 02:44 PM

I'm not fond of adding health. It's typically confusing and still susceptible to backstabs. Get one Spy in there to backstab the people and the slaughter will begin anew.

We actually just talked about this last night on the server. People don't realize it, but backstabs do not deal damage, they simply insta kill. It doesn't matter how much health you have, you will die to one.


It's pretty easy to dodge a single spy in end round.

Backstabs do deal damage (off the top of my head they deal 2x the targets current health), they will always insta kill you.

Sure a spy has the possibility of running into your spawn and killing a few people but it'll be a lot less than what we have now which is what people are complaining about.

Edited by Kamikaze, October 02 2011 - 02:46 PM.


#59 Panda-Dog

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Posted October 02 2011 - 02:45 PM

I can understand the frustration with humiliation at the moment, increasing the health would be a great idea as long as it does not bug out and carry into the following round. I forgot I can give myself god mode and watch everyone suffer so until now I never really noticed the problem.


Buff it to major HP or make them god mode if you're really worried about a spy back stab ruining the thing.
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#60 Zeta

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Posted October 02 2011 - 02:46 PM

(off the top of my head they deal 2x the targets current health)

Its 6 times the person's health but that doesnt matter really, itll still insta kill.
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