• TF2 General Chat and Speculation Station V8 - ༼ つ ◕_◕ ༽つ Give Heavy Update
    999 replies, posted
Doesn't the code in CSGO updates suggest that they're work on a battle royale type mode?
If they can compete with the current heavy hitters, get Source to work with large open maps, and combat cheats well, they deserve success.
Valve will never be able to compete with Epic Games; their support for live services looks more like life support in the face of what Epic offers.
sorry, I must have missed the claim where there's no more medals in the future? can someone point me to a source or whatever? i'm just shocked if that's true because that's sort of what I expected to be the rest of TF2's lifespan, occasional crate with the community hosting their own events and what not with medal support/incentive(?) scattered throughout.
https://www.youtube.com/watch?v=NpkusOmBgWU holy fuck
Tyler got an email about it but they added tons of medals since so who knows.
That would make many cosmetics more valuable, increasing sales and more money for Valve. There you have a reason to add it Valve.
https://i.imgur.com/1ccD4NZ.jpg Shotgun spread should have a radial pattern rather than a square pattern so that the spread isn't 'wider' towards the corners of the shotgun's spread imo
Deep searching (including item descriptions) on the SCM is still more fucked than it isn't. I've been able to side-step some of the problems Steam Community Market (strange unusual items for Heavy), but other searches like this one and this one don't work at ALL. Give that this affects their bottom line, I'd like to imagine Valve will address this sooner rather than later.
I wonder how much it adds into the game material/model wise, if any at all. Only issue with this is that it sets a precedent for the future of all cosmetics visible on the hands/arms needing to have that if they want to be added, which don't get me wrong, I would LOVE that, but it seems like it might be a bit much in valve's eyes.
"All cosmetics together so far is about 8mb of downloading and thats even before fastdl compression." s
Are the Mantreads the most under utilized things? I see almost no one using them, not even Trolldiers.
Valve said the least used weapon was the Wanga Prick but the Mantreads are definitely up there.
Oh shit, it's a server plugin. I know exactly the server he's testing it on as well then.
but but facepunch said they were good now!!
https://files.facepunch.com/forum/upload/225137/e3828fbf-1616-4c92-a175-208a3cb88fa2/image.png https://cdn.discordapp.com/attachments/248960833646886912/474087292643049472/strapless_promo.png
Well that’s interesting. We might be getting another rainy day cosmetic case after all.
It's useful in its own right but not nearly as useful as say a shotgun or a parachute.
You can go extremely deep with mantreads so damn deep
jesus fuck that's horrifying
how do you propose this with 9 pellets, knowing 1 must always be at the center?
Artificial rarity drives up prices, so that when these items inevitably end up on the Steam Market, Valve gets a larger share of any purchase.
Exactly, which is fairly saddening considering most workshop contributors, from what I've heard, strive to make a living off of the workshop.
Make a circle with the 8 other pellets? There can be controlled variation in how far the bullets get from the center of the circle.
circle of 8 pellets with one at the center, duh why is this a question?
Wouldn't this formation be a little terrible to fight against considering the fact that even if you're out of the enemies line of fire, they could still hit you with ~3 pellets?
Damage scaling exists solely for that reason. I'm no expert on how bullet velocity/spread work beyond "your spread will always be the same on your screen no matter the distance - the box will always be 2 inches by 2 inches on your screen, so crosshairs are designed to look like spread", but the only difference I can see from the original spread design to this would be more consistency, because right now it's either a completely mishmash of random bullets, or a 9x9 square that looks awful for any game past 2007.
the real problem is that valve doesn't put anything on the store anymore, so long term revenue from any items that werent made 5 years ago is down the shitter. Anyone getting into the workshop now is shafted, and even I was shafted getting into it four years ago and only getting my first selfmade two years ago. The limited quality was an entire severed testicle for workshop contributors. Now the workshop is chugging along with only one ball, and most people don't want to be involved in a lucrative gamble with so little long term payoff. If the percentages were higher for cases or if case items got added to the store, this wouldn't be an issue, but the promised percentage on the workshop guidelines only promises that percentage for store sales, so they're able to go as low as or lower than 15% for case revenue splits. But it doesn't hurt them, because they get virtually unlimited additional revenue off the limited quality since items can be resold over and over on the market. I don't expect any market sale percentage, that'd be like giving sealy a cut of the sales you got for selling your mattress at a yard sale, but I do wish Valve would improve the workshop quality of life and the life expectancy of case sales. Even just putting the items on the store would be enough, though that obviously would kill their precious limited quality. Something ought to be done, regardless.
Since the materials are already ingame all you need is additional model files, which are catastrophically low in overhead and filesize, and you can condense them further by culling elements not visible in the view models (like before C_models :fistshake: )
That was needed for third person and inspecting.
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