TF2 General Chat and Speculation Station V8 - ༼ つ ◕_◕ ༽つ Give Heavy Update
999 replies, posted
Yeah, you have to remember that Dota, Artifact, and VR are very importanf.
due to several playerbase complaints over latency we are happy to announce that casual tf2 now requires people to meet up irl for a lan
well, unless you plan on using hamachi people needs to meet irl for a lan.
honestly if they're gonna develop mannpower anymore I'd like if they integrated bhopping for realsies. Just remove the speed cap reset upon landing, only for mannpower.
Considering mannpower is legitimately just an offshoot from a quake-like arena DM mode especially with the hooks and powerups, and how horribly unbalanced and goofy of a mode it is, I don't see any possible ill effects besides light-speed heavies, though even then they have to slow down when firing their gun since it stops them jumping. Not that the Mannpower devs care much how quickly a class can roll out since everyone has hooks lmao
I honestly don't touch mannpower due to agility spies.
Being able to bhop to chase them would at least make it manageable to kill them alone.
They go too fast to grapple them, too fast to keep up with them and they use DR so they can just feign whenever they want, get health and come back for a second try.
If you don't have one or more engineers, you'll rarely see anyone on your team get the spy flying through the map at 100mph.
I remember hearing about it long ago that they did actually fix it ( well, for the most part ), but afterwards there became new complaints and they eventually reverted the changes back to how they were.
Shipping those tasks must be pretty low priority, otherwise we’d have had something, at least a cosmetic case, by now.
the "fix" was decreasing 180 degree to 120.
180 degrees is already well outside of any FOV that can be attained without cheating, and if you actually play a lot of the Spy class you'll realize quickly that being denied stabs due to latency is much more frequent than being granted stabs due to latency. The 180 degree angle is fine.
Spy doesn't need any nerfs as of yet. It needs a decent amount of rework before they do stuff like nerfing the backstab angle. As of right now he's a really bad class and needs to be able to properly support the team outside of making decisive kills. Once he's able to do that, then changes like 120 degree backstabs would make sense.
That'd make it so he has a smaller back angle though, unless I'm not understanding right.
Honestly, we need the tf2 devs to start reworking spy as a class entirely, but it's been too long for them to be willing to do that without overwhelming voice from the community about it.
I'd love to see the class be able to do things like steal metal and health packs to give to their side, or disable health pack/ammo spawners temporarily. As of now he's just kind of a shitty sniper who risks himself to do the same thing. (with the exception of engineer buildings, sapper is usually much better at dealing with em)
Unless tf2 is handed off to another team to be worked on, which I would be happy to see, tf2 is kinda just going to stagnate indefinitely.
Team isn't willing to make too drastic of changes for fear of backlash/not enough drive.
And the game will never die (least not for another 5 years or so) because it's a F2P cartoony game with an ingame economy working essentially as a life support device.
It's like THE game you play if you're a kid on steam apart from garry's mod.
I just got autobalanced within 3 seconds of capping and winning the round after destroying a quad-sentry nest alone because my team is full of Scouts that just run into them.
Can't they do just a little bit of math to determine when to disable autobalance entirely or to blacklist certain players? I get that it could lead to people purposely cheesing the enemy team into just leaving before they end the round, so that they know they have no hope of winning, but there could be some exceptions made. Stuff like:
The flag in CTF/Mannpower has been carried for 60+ seconds without having been dropped for more than 10.
The last point in CP has been touched in the last 45 seconds for more than 3 seconds.
The point in KOTH is under 45 seconds on either side but hasn't been in overtime for 30+ seconds.
Engineers whose buildings have scored a point in the last 45 seconds (healing, teleports, assists/kills).
Medics with full uber that have had it for less than 45 seconds.
Soldiers/Demos/Heavies that have performed a successful push (i.e. destroying 2+ buildings, killed 3+ enemies, etc. in a short timespan).
Very basic stuff I think. Immunities for specific classes could last for 60 seconds before re-triggering.
I honestly want this team happen. Sometimes it feels like Valve has such high standards that nobody but themselves can live up to them and as we all know Valve hardly ever completes/upgrades existing projects and features. And some would be so easy to make official, too! The only reason I got back into TF2 for a bit was because of Titanium Tank.
the spy backstab solution you are looking for is updated general hitboxes a like the update CS got once
given the massive amount of effort that'd take though...
Do we really want another Grand Spy Riot? Wasn't the one after Amby nerf enough?
Not a spy main, but I can see this making alot of people upset lmao.
https://www.youtube.com/watch?v=q9uam_h-L-c
You know before Jungle Inferno came out I wondered which would release first, it or the TF2 Classic update. Any news from their discord?
My favorite auto-balance situation so far was when I was auto-balanced while I was ubering people during a push.
I still find it funny that people tell me that auto-balance keeps games balanced, but I see unbalanced games all the time still, pretty much every game. Auto-balance is needed very often several times a match, to the point where I've been auto-balanced 3 times in a single match. Even with auto-balance, if a team gains any traction while the game is lopsided it usually stays running that way even after auto-balance kicks in.
Kind of makes me wonder why I try at all now-a-days if it's just going to be swept under the rug like it didn't happen. I guess I already usually handicap myself to give the newer players more of a chance, but this makes me consider just goofing off the entire time has more of a point then putting in any effort at all lol.
Thought of the day: With all the mechanical changes made in the last 4 years (spy base speed buff, all medi guns giving Quick Fix Scout speed, global weapon switch speed, Quickiebomb Launcher buff, Iron Bomber buff, GRU & Eviction Notice nerf, Fists of Steel nerf, Natascha & Brass Beast nerf, etc.) the Love & War Heavy damage and accuracy ramp up nerf could be fully reverted and have no negative impact on the game.
Yes I am completely biased on this, but I'm not wrong.
That would just (rather arbitrarily) make a player's right side impossible to stab, with very little of their actual backside available and a significant amount of their left side being a free knife-holder. If you think the current 180 degree system is bad, you've just made it much worse by significantly altering backstab angles unnecessarily and making it where a Spy on your left, in your field of view, can score an instant kill at any time.
This doesn't improve the game in any way. It makes it much less intuitive for both sides of the encounter- where it's understood that if a Spy leaves your FOV in melee range, you're probably about to die- and makes backstabs even more confusing and inconsistent.
Even in the images you posted, the Spy is clearly well outside of each of these players' FOV. It looks a little wonky, sure, but there's nothing wrong at all with getting a backstab at these angles. It's functioning as intended.
180 degrees also isn't "too generous". A lower angle has been attempted and broke even the most legitimate backstabs, which led to it being reverted. 180 degrees is still well outside of the ~110-120 max horizontal FOV you can get in this game (90 FOV + 16:9 monitor). Considering Spy's place in the meta (spoiler: it's really, really bad), there is no justifiable balance reason to nerf such a fundamental part of his kit.
I understand that getting facestabbed can be frustrating, but this almost always happens due to latency on one or both sides of the engagement. From the server's perspective, every backstab is a legitimate one. If you want to be less vulnerable to Spy bullshit, I highly recommend changing your net settings to something of a lower latency- your default net settings are essentially your ping + 100 of flex room, and shortening this window is vital for surviving faster engagements.
The solutions to the backstab problem are:
Change default net settings to something more appropriate for modern connections
Allow net settings to be more easily customized ingame without the need to dig into configs or console commands
Either improve server tickrate (so there's less room for the server to fuck up) or overhaul netcode for this particular scenario
Reducing backstab angle is a disaster from a balancing perspective for an already-marginalized class, and making backstabs "visually consistent" would only make them much more confusing and frustrating from a gameplay perspective than they already are. It's also a drastic solution to a problem that really doesn't hurt the overall balance of the game in any significant way.
They've brought (and possibly are continuing to bring) more people on to their private beta, so that's gotta be a good sign, right?
very debatable wheter quickie revamp was a buff or nerf. v1 was solid AF and very reliable outside of just unloading it all onto 1 single enemy.
Bit of a touchy subject, but am I the only one that thinks the "all mediguns have quick-fix patient speed" was a bad change?
I mean it indirectly made Scouts being pocketed a pain in the ass to fight against, and made pocketing a scout viable. Which in my opinion isn't a good thing.
I know a lot of people say Scout is OP'n'shit and I'd say this is one of the main culprits, being able to keep up to pocket a scout is too much.
that's already been acknowledged a few pages back. by the same Ultravod mister.
I'd like to know why they did it. Might just be they wanted Medic to be more fun in pubs.
can only guess it is because most of tfteam isn't the same dudes from before and they wanna reinvent the wheel each update
remember how all of the community wanted weapon drops to act like CS instead of giving ammo? me neither
That was for skins, how they wanted to "save" TF2 way back in Gun Mettle, plus for f2p players to use weapons they don't own. Not really a negative change at all except weapons aren't affected by physics like in
CSGO.
If you can't hit the broad side of a barn as a Sniper, and the enemy has 3 pretty good Snipers... Then, the Scorch Shot is your best friend. If I can't beat them, I will make sure they experience Hell. (Of course they can change to DDW, but that means they are removing Jarate or another secondary)
Medic is unfun in pubs not because the class sucks (it’s actually one of the mentally deep, and has crossbow for mechanical skill) but because nobody plays the power classes required to protect the medic, and make use of Uber and overheal.
Put class limits on sniper/spy/pyro and I guarantee you’ll see more medic being played. It’s also my personal favorite class, but I end up playing soldier a lot because there’s just no point doing so with four Razorback snipers, two suicide pyros, an engineer and a demoknight.
At that point you could accomplish a lot more as another class, mainly soldier or demo. Medic is multiplicative, not additive.
And 1 x 0 still = 0
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