• TF2 General Chat and Speculation Station V7 - No random chance of critical posts
    999 replies, posted
Just a casual reminder: this thread, like most chat threads, has been an outlet for casual shitposting since its existence. Unless it's blatantly baiting, flaming, trolling, derailing, etc. then it's not bannable. THANKS and have a good tf_weapon_criticals 0 day.
It's a premium option, you have to pay me 20 keys to unlock it.
do you have to constantly remind us that you contribute virtually nothing to the tf2 subforum at all?
Hey, at least TF2 in-game options (and configs) allow you to change and manipulate a wide array of sliders and numbers. Like, enabling water effects, weather, phong, etc. I was playing Sleeping Doggies DE and the thing doesn't have anti-aliasing. I think I'm used to the options and visual feedback provided by this game. I haven't seen other game that delivers that type of information (damage numbers, self damage, charge meters, time and custom huds) so clearly.
How would a metal sink even work? How you make sure it doesn't end up the same way hat crafting did, where the typical output is worth less than the input.
It's still beyond my understanding why it takes the best player from opposite team for the autobalance. Like, what the fuck, why not random players? What the current autobalance system does is just ruin the game even more and punishes people for doing good.
The point of autobalance is to make the teams more even. If it takes the best player from one team and puts them on another, it'll make the teams as even as possible by just taking one member. It's not a hard thought process to work through. If you want the teams to be on an even playing field, especially if people are leaving one team because of of a stomp, then you take the best player and put it on that team to give them a fighting chance. It attempts to accomplish both the "not enough players on one team" problem and the "teams don't have an equal skill level" problem. It's either that, or they keep throwing random players onto the other team, which will yield limited results, if any at all.
(I see what you did there) By making the result something desirable or something incredibly grindy. A decent idea where "silver"(?) weapons you could craft out of like 100 refined metal - add a chance for those crafted weapons to be strange/unusual and boy o boy will metal just be burned for this.
Despite you being an idiot, you seem to have made some good points. Although, I don't know how accurate one of your statements is. I do not know if TF2 is or is not one of the most influential games ever, but it is probably going to be pretty influential due to how long it's been around and how many people played it. I'm not sure what exactly you mean by zenith. If we mean the peak player count, that was reached in August 2012. On a similar topic, I wonder what sort of life expectancy TF2 would have if it stopped being developed.
i like how the "promotional code" button only ever existed for the rift thing excellent use
Ok, what sort of standard are we judging contribution by?
They even added a command last year to disable that button.
hold on really? what is it
The intention is probably to do something like evenly redistribute the skill levels on a team.
In advanced options or cl_promotional_codes_button_show.
The problem I have with autobalance is the seemingly random player selection. Most of the time the games that I'm in tend to balance players who obviously aren't the best at the game, such as players who are still learning movement controls, or people who literally joined the game a few minutes prior and don't even have more than 5 points. It definitely needs a bit more fine tuning. Double balancing is also another issue I have with the system, as the other day, I got autobalanced twice the same game, after helping both teams win a round.
Should I feel honored that he called me an idiot?
Feel honored that in the process he got banned for it.
im barring @ASIC from posting in this thread, report him if he does.
We're working on a mandatory update for Team Fortress 2. The notes for the update are below. We should have the update ready soon. - John ------------------------------------------------------------ - Added tournament/community medals for HLMixes, Hydro.tf, Ready Steady Pan Season 4, and Blapature - Tweaked Competitive Mode MMR calculations   - MMR mobility increased somewhat across the board   - Players who have high game counts relative to the rest of the player base should see fewer adjustments of 1 or 0 MMR - Updated pl_enclosure_final to fix a displacement hole in stage two - Updated Test Run items such that the discount is not valid if the item is already on sale in the Mann Co. Store - Updated the models for The Frontier Djustice, The Rotation Sensation, and the Elf Esteem to fix display problems with unusual effects - Fixed some currencies not properly calculating the Test Run discount, which prevented being able to purchase the item - Updated the localization files
https://youtu.be/3GwjfUFyY6M
Where's the Saviour of General Chat reaction? OT: Speaking of balance, what do you think of stacking engineers on last point? Some maps offer a wide array of options to flank said buildings. Sometimes you must endure a living hell until you get a coordinated über push. One of my last games was against 4 Engineers on pl_barnblitz with sentries covering the main gates, the upper room and two on the back.
https://files.facepunch.com/forum/upload/109755/a25b2879-6609-4aa9-951a-98fecdb5778c/image.png
https://i.imgur.com/XDicUbL.png thank you based ponyman
Well, I have a spare name tag. I guess it's going toward "The Frontier Djustice."
Update is 91.9 MB Meh
Hope more and more people will go to play Competitive as they see the regular updates on it. I wish more people would know that they can queue for Comp while playing Casual, tho. Jill said the tweaks will continue as the players exit placement.
isnt 90 mb awfully big for this?
WOOOOO! PL_ENCLOSURE UPDATE!!!! LOVE YOU VALVE! god i want an update
pl_enclosure.bsp alone is 90 MB, it's a huge map
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