ReportingBugs
New member
I know this account should be dedicated to posting bugs, but I really think it would be a great addition to the game to include crossover elements. This means not necessarily bring characters from other games, but characters inspired gameplay or thematic wise (like original characters).
Implementation of spawning physical props to use (along side a gravity gun), portals that transfer momentum and adjust orientation, TF2 styled explosive damage types (including explosive jumping, pogo jumping, directed knockback, etc), ubercharges.
Just to highlight the potentials, portals and gravity guns can be used to catch people out with props. Portals can also be used for some crazy saves or roam/escape potential. It could be balanced via cooldowns, duration, or implementation of emancipation grids for certain parts of maps or activated during certain times. Or combinations of balancing measures.
You could also attach things on props (explosives) so you can chuck them to cause collison and bomb damage. Or Yamato being able to rope onto it via T3 upgrade (considered as ally). Paradox could counter by using a timewall or kinetic shot, that prevents anyone getting harmed whilst the time is being slowed (or perhaps it could, but the damage be way less reduced as it recalculates energy transfer). It opens up using heavy melee/light melee hits whilst it's slowed to deflect or even reflect back to sender with a % (perhaps 100%?) of the original momentum (think newton's third law, but the time being slowed allows you to handle the knockback, but when time speeds up, it's as if you sent back more or less with same energy, there must be some physics bending reason that could be invented).
It would very much be a nod to Valve's legacy, but also would add to the complexity, synergies and anti-tech that deadlock is showing promise for. If you're reading this Yoshi, or whomever at Valve, please consider! Thank you! Bump up to increase the chance of this being considered!
Implementation of spawning physical props to use (along side a gravity gun), portals that transfer momentum and adjust orientation, TF2 styled explosive damage types (including explosive jumping, pogo jumping, directed knockback, etc), ubercharges.
Just to highlight the potentials, portals and gravity guns can be used to catch people out with props. Portals can also be used for some crazy saves or roam/escape potential. It could be balanced via cooldowns, duration, or implementation of emancipation grids for certain parts of maps or activated during certain times. Or combinations of balancing measures.
You could also attach things on props (explosives) so you can chuck them to cause collison and bomb damage. Or Yamato being able to rope onto it via T3 upgrade (considered as ally). Paradox could counter by using a timewall or kinetic shot, that prevents anyone getting harmed whilst the time is being slowed (or perhaps it could, but the damage be way less reduced as it recalculates energy transfer). It opens up using heavy melee/light melee hits whilst it's slowed to deflect or even reflect back to sender with a % (perhaps 100%?) of the original momentum (think newton's third law, but the time being slowed allows you to handle the knockback, but when time speeds up, it's as if you sent back more or less with same energy, there must be some physics bending reason that could be invented).
It would very much be a nod to Valve's legacy, but also would add to the complexity, synergies and anti-tech that deadlock is showing promise for. If you're reading this Yoshi, or whomever at Valve, please consider! Thank you! Bump up to increase the chance of this being considered!