• TF2 General Chat and Speculation Station V7 - No random chance of critical posts
    999 replies, posted
I haven't played in a fair amount of time, so I decided to give it a go and unwind for a while First match: losing team with 1 minute left Second match: losing team at the end of the first round, then destroyed on the second round. Third match: Balanced match. Fourth match: Balanced and almost scrambled to the losing team while playing as Medic with one minute left on the clock. Being sent to a match/scrambled with one minute left must be one of the worst things to happen. I know there's a small chance to try and outperform the enemy team, but when you're playing with 6 against 10, you rely more on the chance of autoscramble, and new people more than anything. The autoscramble is a whole another issue, I think I avoided it while dueling for plat tho. So I need more time to fully experience it.
i'd be interested in valve displaying the global equip rates of weapons, even if they said they don't rely on it anymore.
It would be disproportionately stock due to the amount of trading/craft bots used in this game
Bots seem to be steadily cleansed of the game's existence, so I wouldn't be too sure about that.
Conflate that data with accounts that have seen server activity. And combine that data with ownership-rates on top of equip-rates. With these metrics you more or less have an idea of how many actual players both have the option to equip items as well as doing so.
Is there any reason we can't have a system where you can craft 9 crate of the same type into a super crate, and are allowed to open that crate for free and get a random item? And I'm not just talking about weapons either. You'd have a small chance of getting a particular item from that crate - probably with a restriction of no possibility of unusuals. As it stands, most crates are worthless on their own, with the exception of the ones that have stopped dropping. They just sit in everyone's inventory, filling pages after pages. I highly doubt a 1 to 5 percent chance of getting a strange weapon, part, or hat would severely affect valve's bottom line - if anything, it might increase the price of certain crates on the market, depending on what items are in said crate.
thats kinda the point of crates, they are supposed to linger in your inventory
Funny thing about this concept. I use Backpack.tf Premium on occasion to research. A while back I found that Pallet of Crates items don't drop anymore and can only be unboxed via specific crates (that themselves are not unboxable anymore). And currently, we've not seen a standard crate/munition drop in any form since Jungle Inferno dropped - if we exclude Pallet of Crates. So no crates/munitions drop. Pallet of Crates (which create them) also no longer drop. This means that the number of crates is effectively decreasing while the number of keys can increase.
Even if crates become extinct, and only cases with respectively themed keys remained after a long enough time, regular keys would still hold their same value (this is even assuming that for some reason, the case-specific keys wouldn't maintain that same price). Crates going extinct doesn't mean much since they dropped so so so so so much over the course of their existence, which is also why the exclusive items in the crates all severely dropped in price - supply and demand. There are still hundreds of thousands of crates floating around, if not millions. Would their price drop a small amount? Potentially, that's already happened (they used to be ~$2.10, now you can commonly find them for as low as $1.70 from the right seller). But they're not going to become useless just because crates don't drop much anymore.
Crates (that use standard keys) are retired ...for now. Cases (which require specific keys) continue to drop like mad. What Valve appears to be retiring is the standard Mann Co. Supply Crate Key. Also a while ago they made it so Pallet of Crates don't produce Cases.
crate talk is stupid. fix the game instead.
I'll see you in November then--of 2020.
I only play tf2 at this point to gamble. The 3000~ hours in tf2 are mostly spent opening crates, so this hits me deep.
https://files.facepunch.com/forum/upload/134246/1320a9ac-6bb3-4227-b11b-7a6fdf3128ff/image.png s, this game has the most complex and bizarre game logic lol
sniper is wrong. rifle breaks all the time every update or so and valve just can't keep up repairing it. and huntsman will stick to friends beyond the minimum range thing
Seriously this game's mechanics are just so fucking complex. For starters nine unique classes, explosive jumping, hitscan, arced, and arcless projectiles, airblast, all the building fuckiness, damage resistances, damage resistance bypass, healing rate reductions, max health increases or reductions, slow on hit, cloaking, disguises, headshots, stomping, melee in general, what teammates block and don't block, crit heals All these things interact all the time, it's a wonder the game isn't even more buggy.
it is buggy. its only a matter of time said bugs are found and are widely spread.
toweek is the week for something basis is on the fact that the case shit was quickly thrown into tf2 without any official patch notes, so I am expecting it to go the same way the new report system did(implemented silently and only mentioned like a week after) doesnt mean that we are getting the major update this week, but we will receive something, if its information on it, the update itself, or a small bug fix update if I am wrong, I will raffle away a key to anyone that rates this post [Big Woop]
I always kind of thought seeing grenades bounce off teammates friends was something worth snickering about but in actual fights its rather annoying.
Undocumented changes Updated the localization files Blocked players in Belgium and the Netherlands from opening Mann Co. Supply Crates or using Mann Co. Supply Crate Keys. So only crates opened with Mann Co. Supply Crate Keys?
Wow, great. Just had a match with a couple of complete pieces of trash. Pretty sure they were partied together, because we kicked on of them 3 fucking times and they kept coming back. And then the other shitstain proceeded to call a successful votekick against me. This system is completely fucked. It's already hard enough to get a successful votekick against someone. Fuck this.
These are unofficial Patch Notes by wiki fellas. All Cases/Crates are unable to be opened.
It's done so Demos/Soldiers can't shoot through teamnmates and be completely protected from retaliation.
It is very buggy. Much less buggy than two or three years ago, but still. I'm surprised how most TF2 players don't care about the bugs, as they do stick out to a new player.
first of all, fall-off makes long range attacks more often than not completely pointless second, if you're somehow perfectly aligned with a teammate throughout long periods of time then you deserve the meatshield and finally it's team fortress lmao. your teammate isn't invincible. no one is "protected from retaliation". it's just indirect teamwork.
The design decision made sense in the early days of TF2 where you had gigantic chokes, so yes you'd almost constantly have a dude infront of you because there is only one way to go. However with modern maps that offer more flanks and which are in general larger, maybe it isnt necessary anymore.
First of all, long-range has no relation to this. You could be medium range with a friendly Heavy standing between you two. Second, it's not about "somehow being perfectly aligned" with your teammate, it's literally as simple as "walk up to your teammate, most likely a Heavy, shoot through and from behind them, and not face retaliation because pipes are materializing in front of Heavy and being launched at enemies". Or, even easier, "Hey, Heavy, can you stand in front of me while the Medic heals you so I can launch pipes/rockets through you?" And finally "It's team fortress lmao" isn't an argument, and no, it isn't "just indirect teamwork". You seem to have this misconception that as long as the situation compliments your ideal "team-based" gameplay, it's not an actual problem. And this isn't even bringing up your incorrect assumption that your teammate isn't invincible. Ubers dude. Remember those? Did you consider that factor at all when you typed this up?
Yeah long range matters. Because rockets only get blocked at a considerate distance (which means realistically your cover would also be at a distance from the enemy). That means even if your little scenario would work, the soldier would still only do 40 dmg. Pipes don't matter since the nature of pipes already allows massive damage from a safe distance <- that's demoman's design. teammate cover never actually happens for anyone but medics. no one stands behind a friend attempting to spam through. That's just asking to get sniped or crit splashed. you're trying hard to make up some nitpick reason. Not only that but it's considerably more difficult than it seems because teammates aren't lag compensated so their hitboxes aren't always placed where you think it is. yes teamwork is an argument. what are you, exor? people using friendly ubercharges as decoys, now THAT is actually possible, plausible, common and also intended. Nothing wrong here.
Again, it seems like you're under the assumption that there's definitely no argument you can't refute over something as silly as "you can't spam rockets or pipes through teammates because it could be abused". Your arguments include such things as "well at long range, Soldiers would only do 40 damage" (which is still a lot and not an argument, you aren't refuting any idea that this could be abused), "Pipes don't matter since pipes can arc" (while true, you're again not refuting that it could be abused), and this absolute gem of a comment: no one stands behind a friend attempting to spam through. That's just asking to get sniped or crit splashed. you're trying hard to make up some nitpick reason. Not only that but it's considerably more difficult than it seems because teammates aren't lag compensated so their hitboxes aren't always placed where you think it is. Not only not refuting the idea that it could be abused, completely ignoring every context except one that benefits what you said (since when do people only stand still in any game, let alone TF2?), while also arguing that it doesn't happen already which completely ignores the fact that no shit it doesn't happen already, because it can't happen, because the TF Team made it that way. Nobody stands behind a teammate and spams through because you can't do that. Bringing in variables like "oh but you could get sniped or crit splashed!!" isn't refuting the potential abuse. Yes, there are ways to combat the potential strategy. Doesn't mean it wasn't abuseable. And no, teamwork is most certainly not an argument. If anything, you're just arguing for my point that teams can abuse it. Teamwork isn't some nebulous yet positive concept of "everybody on the same team works together and is friends! If they work together then anything is possible and everything is ok!". Teamwork is just people coordinating and working together. That includes people spawncamping, abusing a tactic to win, that includes people not voting their friend hacker off their team, abusing a tactic to win, that includes wasting playerslots by spamming music in voicechat and running around as friendly heavies, abusing good will to entertain themsleves, and that would include abusing the ability to shoot through teammates. I'm going to try and sort this out as concisely as possible, because I'm slowly reaching the point where I realize most arguments like this one on TF2 FP are pointless and arguing for the sake of arguing, and you're under the assumption that you have actual valid arguments when really you're not refuting any points, just throwing up strawmen. And, just before somebody tries to say "oh strawmen, he's using that shitty fallback!", This is the literal use, your arguments have basically no relation to the actual core point of "can this tactic be abused?" and even proving them wrong should they be arguments and not just objective statements like "rockets do less damage the longer they fly" would do nothing for said core point. This tactic could and would be abused, whether you want to argue that it would or not. That is why they removed it. Just like how they coded instadeaths on telefrags to prevent people warping into eachother. They were aware of a potential issue or flaw and coded/patched it out. That's why hitscan also collides with teammates. It's to encourage actually throwing yourself into fights or into situations where enemies could counteract you. Can
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