TF2 General Chat and Speculation Station V8 - ༼ つ ◕_◕ ༽つ Give Heavy Update
999 replies, posted
I don't think you fully grasp what a grenadelauncher means to the demoman nor the act of giving it up.
but yes I suppose. Some competitive videogames use random crits as an attribute and I was hoping for some good food for thought since having it part of what constitutes a specific weapon does make a big difference on the bullshit spectrum.
I don't think I ever implied that getting rid of the grenade launcher isn't a big deal, I'm just saying that making one weapon have random crits while the rest do not is poor design. It's extremely intuitive and on the once-in-a-blue-moon case where you get killed by that crit, it will be extremely frustrating. A loadout where you're gimped 99% of the time but then get a bullshit kill 1% of the time is not my idea of a well-designed weapon. There are more interesting ways of reworking the booties.
well go ahead I am interested in your bootie reworks.
Finaly the mod needs some traction
change booties in a way that doesnt affect demoknight
dont touch demoknight
make it so you can't use melee with them on
there fixed
the reason why the katanas were so shit to play agaisnt was because they could random crit.
coincidentally also the only reason they were worthwhile
We must demand valve fix the problems in the game, or nothing will happen.
For those who haven’t emailed in a while, they updated the mail site-
Contact TF Team
Ask for hats, updates, an end to random crits, anything. The squeaky wheel gets the grease.
valve created a tf2 map in source 2 as a vr demo
https://steamcdn-a.akamaihd.net/apps/250820/announcements/assetpacks_update/spytech.webm?v=1
weee more meaningless fUtuRe oF gAmInG at the expense of everyone living in this present
This is such a cock tease because it will never happen
It's like Steam. Valve sees an opportunity to dominate VR, but since they're Valve they're not as timely as Oculus.
TF2 now is with Portal in that it lives on in VR tech demos.
tf2 in source 2 looks super good toh, I saw that eagle shadow
Gee, thanks Valve.
imagine they made tf2 in VR- oh wait it was literally their first vr-ready game
i suppose the cool part is they used the beta engibot's head
Well it's not 100% necessary for them to be viable on sticky demo, but if we can get them to that place it would be ideal, because the current slew of stats that only help as demoknight is awkward and less interesting than a design that allows for more loadout combinations. Now for sticky-only demo to be worthwhile you need some way of dealing with people who close the gap. Random crits don't do this for you, and it's hard to come up with any way for the booties to buff the stickybomb launcher to make it work at close range without things getting weird. However, melee buffs that DON'T rely on a shield would fit the weapon great. I was thinking something along the lines of giving the demo a speed boost while melee is active (replacing the "speed boost when a shield is equipped" stat). It would have to be substantial, maybe 20-25%, in order for it to really help you close the gap and smack somebody's face in. But as long as you get some damage in before they close the gap, a speed boost would make it easier to finish them off with melee.
Other options to make close range defense with the booties better:
Knockback on melee hit to get them into sticky range
This might mess with the demoknight playstyle though so take that with a grain of salt
Reduced self-damage from explosions
Allows you to drop stickies at your feet when an enemy is close without risking your hide as much
Passive det time reduction
This one is risky to balance, tread carefully
This is all brainstorming, it'd be tricky to figure out how how many stats can be put on this weapon before it suffers from terminal CM5000 syndrome and needs to be put down. I think we could remove some of the existing stats though, that charge turn increase is downright negligible and is actually cancelled out by the tide turner, and I'd argue that the charge on kill should probably return to the tide turner rather than be split onto the booties. Either way if you want booties to be worthwhile or interesting with the stickybomb launcher, random crits won't help you.
Funny, I never mentioned the SBL. it'd certainly be a colateral beneficiary but that wasn't really my intent.
bootieknight needs random crits in pubs to keep up with other classes. That's a fact.
For the record, not long after I posted this I fired up TF2. I was playing medic, pocketing a Demo. We were doing quite well, pushing forward. We'd killed most of the enemy team including this meming pyro who was charging at us with different melees a few times. He respawend and came at us with the SFV. He manages to juke past the demo (0 day movement is a scary thing.) He swings the SVF. It connects. I drop uber. RIP my 13 killstreak. Karma is an MFer. ASIC laughs at my tears.
Actually, it spells URFAIG.
You missed the I.
if you are playing bootieknight with anything that isnt the Persian Persuader you are playing bootieknight wrong. The only other melee that's maybe tolerable if you are risky is the Eyelander/Katana, but any other weapon doesn't allow you to get the pick and then swiftly escape with the charge gained/tank the damage to escape
the only targe that works against competent players is the tide turner, tho.
You were talking about random melee crits? You mean on swords? Bad idea, swords have forced crits because of shields, that makes things really confusing when you're trying to figure out why you got crit on. If you think booties need to have higher DPS just give them a melee damage buff.
I think I liked Booties more when they were just "get +25 health". Maybe revert the buff that only matters for shield users and go from there? IMO weapons should never be balanced in this game specifically to be used with other weapons (Booties, Sydney Sleeper).
your main thought is good however the rest of your post not only makes booties still bad but it also nerfs them.
Personally not liking VR is one thing, but calling VR development something that happens at the expense of everyone is a uh
interesting take
infinite-money valve software ought to have enough manpower to focus on both games and VR research at once.
do you see any other big name going silent for years only to focus on something out of reach to the majority? lol no
By go from there I mean in terms of balancing discussion, not actual balancing. ditch it and start from the discussion point of booties just giving the health, so you don't have to go down the line of "weapon that has stats for a specific loadout".
Sorry, you need to Log In to post a reply to this thread.